Population results
AWAITING RUNRun a population test to measure Hero’s performance across independently generated opponents.
Build your matchup. Test your loadout. Understand the odds.
Current catalog and all listed ranked bonuses, with a new stateful combat model. Evidence limits and assumptions are listed in the register.
Run a population test to measure Hero’s performance across independently generated opponents.
Different seeds sample the same configured population independently. Results with different population IDs use different generation rules, stat bounds or engine versions.
Run a simulation to see one complete fight here, with body markers and an action-by-action log.
Run a simulation to see statistics for the whole batch.
Explore how battle stats shape hit chance, damage mitigation and raw damage.
These equations have been benchmarked against Proxima’s published formulae. Crimson points show published reference values.
How the Defense / Strength ratio reduces incoming damage.
The percentage reduction from battle stats alone, before armour and other effects.
How the Speed / Dexterity ratio determines your chance to land a hit.
The main curve uses a 50-accuracy weapon. Add another accuracy to compare both curves.
Enable the comparison to add a second curve.
How effective strength increases nominal damage, up to one quadrillion.
Nominal head-hit damage for a weapon damage stat of 10, before mitigation, damage variance and integer rounding.
Head damage · ×1. Published points use the same normalisation.
Hover, tap or focus a body region to see its share of landed hits and its damage modifier.
Percentages are conditional on landing a hit.
Left and right refer to the target’s body. Overlay boundaries are visual guides.
Player artwork © Torn · Original image ↗
The default critical rate is 12%. Critical hits split 80% to the head, 10% to the throat and 10% to the heart. The remaining hits use the regular-location weights. Paired limbs are listed individually.
Damage is normalised to an arm or leg hit (×1). The strength graph above uses head damage (×3.5) as its baseline, so the inspector also shows each location relative to a head hit. Values exclude armour and location-specific perks such as the throat-damage education bonus. This describes ordinary location rolls; special attacks and weapon effects can behave differently.
These are community-derived probabilities and damage multipliers. Sources: Proxima’s player-model guide ↗ · Torn wiki: Attack ↗
Measure its damage, reloads and bonus activations against a silent, unarmoured Villain.
| Setting | Hero | Villain |
|---|---|---|
| Base strength / defense / speed / dexterity | 1,000,000,000 each | 1,000,000,000 each |
| Merit stat passives | +30% each (10 × 3%) | +30% each (10 × 3%) |
| Life / level | 7,500 / 100 | 7,500 / 100 |
| Education | All combat education | All combat education |
| Merits / experience | Level-10 mastery, 10 critical-rate merits, 100% experience | Stat passives and 10 critical-rate merits; no attacks |
| Property / company / faction | +2% property damage; no company or faction perks | No property, company or faction perks |
| Ammunition / mods | Standard ammo / no mods | No weapon |
| Armour / distraction | None / none | None / none |
Reloads are automatic and use a turn. Trials stop on a Hero win, the 25-turn limit, complete ammo exhaustion or Hero’s death; there is no switch to another weapon or fists. Both fighters start fresh in every trial. The fixed seed makes repeated evaluations reproducible. Hero’s 7,500 life also allows self-damage effects to be tracked.
Each trial contributes its actual damage divided by Hero turns used, including reloads and preparation. DOT and zero-damage trials are included. Damage counts only life removed from the 7,500-life target.
There are no incoming attacks, armour or distraction. Defensive bonuses cannot trigger, and armour- or distraction-dependent damage benefits are absent.
Hero’s actions from one trial in this batch. Villain never takes an action.
Public evidence, implementation status and the limits of the combat model. Checked through patch #455 (28 October 2026).
“Modeled” means implemented against public descriptions and synthetic tests. It does not mean Torn’s private engine has been reproduced exactly. See per-mechanic evidence limits and unresolved assumptions below.
Current public catalog, corrected weapon slots, intrinsic effects and source references.
A private research build with an audited catalog and explicit combat state.
The publicly served Proxima / 811 engine, weapon data, armour coverage, attachments and company settings have been recovered. The existing calculations are preserved as a baseline, with ranked effects added separately.
Two configurable combatants; 185 weapon and temporary-item records; 74 armour records; all 52 listed general bonuses; intrinsic combat effects; multi-hit actions; real-time temporary effects; full-set and location-specific armour; reproducible background simulations and scenario import/export.
Validate the public model against real attack logs. Resolve published range disagreements, Rage’s hit-count distribution, precise timer and DOT ordering, armour overlap geometry and uncommon status interactions. NPC phases, group-attacker scheduling and stealth are outside the current duel model.
The current matchup is saved on this browser. Export JSON for a portable copy. Importing only reads scenario data; no Torn account access or API key is needed.
Future sharing can build on the same versioned scenario format.