Difference between revisions of "Combat Stats"
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== [[File:Icon_shielding.png|text-bottom|link=]] Shielding == | == [[File:Icon_shielding.png|text-bottom|link=]] Shielding == | ||
− | Shields can absorb certain amounts of damage based on its impact speed. Slower impact speeds are generally better against shielded enemies. | + | [[Shield Emitter|Shields]] can absorb certain amounts of damage based on its impact speed. Slower impact speeds are generally better against shielded enemies. |
All damage sources have an '''Impact Speed''', which is one of the following: | All damage sources have an '''Impact Speed''', which is one of the following: | ||
− | : {{color|teal|Very Low}} - Melee attacks | + | : '''{{color|teal|Very Low}}''' - Melee attacks |
− | : {{color| | + | : '''{{color|DarkSlateGray|Low}}''' - slow projectile attacks (considerably slower than bullets, such as crossbow bolts and cryokinesis) |
− | : {{color|gray|Medium}} - bullets, shrapnel (from frag grenades) | + | : '''{{color|gray|Medium}}''' - bullets, shrapnel (from frag grenades) |
− | : {{color|DarkSalmon|Fast}} - super fast projectiles, such as those fired from sniper rifles | + | : '''{{color|DarkSalmon|Fast}}''' - super fast projectiles, such as those fired from sniper rifles |
− | : {{color| | + | : '''{{color|Salmon|Very Fast}}''' - lasers, plasma, electrical attacks |
Additionally, most types of melee weapons will ignore certain amount of shield (and some special attacks ignore it completely) | Additionally, most types of melee weapons will ignore certain amount of shield (and some special attacks ignore it completely) |
Revision as of 11:08, 18 June 2014
This page explains statistics seen in the Combat stats C menu and certain other statistics that aren't listed anywhere.
Combat stats: Base
State
- Health
- Your health. You die if it reaches zero.
- Derived from character level and Constitution. Player character has 35% bonus health.
- Shield
- Your shield emitter's shield capacity.
- Psi
- Your Psi points. Used by psi abilities.
- Derived from character level and Will.
Base abilities
- For the main article, see base abilities.
Your effective base ability scores are also listed in the combat stats menu.
Combat stats: Defense
Defense
Status effects and attacks can be resisted (ie. completely avoided) with Dodge, Evasion, Fortitude and Resolve, depending on the attack's type.
These four defensive skills are checked against attacker's relevant skill, e.g. An attack with Frighten would test attacker's Thought Control vs. defender's Resolve.[1]
The chance to resist them this way is capped at 65%.[2]
- Dodge
- Chance to avoid melee attacks and traps.
- Equal to your effective Dodge skill. Can be affected by feats and items.
- Evasion
- Chance to avoid ranged attacks. Reduces damage from AoE attacks.
- Equal to your effective Evasion skill. Can be affected by feats and items.
- Fortitude
- Chance to resist physical psionic effects and effects like poison.
- Derived from character level and Constitution.
- Resolve
- Chance to resist mental psionic effects. Reduces damage from some psi abilities, e.g. Neural Overload.
- Derived from character level and Will.
- Crit. chance
- Chance to be critically hit.
- Can be affected by feats and items.
- Armor penalty (previously known as Encumberance)
- Reduces your Movement Points, Dodge, Evasion and Stealth.
- Derived from the armor pieces you're wearing. Can be affected by feats. It is capped at 95%.[3]
Resistances
All characters have Damage Resistance and Damage Threshold for each damage type. Resistance is a percentage reduction, whilst threshold is a flat number reduction.
Only the greater of the two reductions will be applied against any one attack, not both.
The resistible damage types are
Mechanical,
Heat,
Cold,
Electricity,
Acid,
Energy and
Bio.
The electric damage from Neural Overload is irresistible, but can be reduced by Resolve. Mitigation for this is capped at ~40%.
Some psi abilities also deal irresistible mental damage.
Shielding
Shields can absorb certain amounts of damage based on its impact speed. Slower impact speeds are generally better against shielded enemies.
All damage sources have an Impact Speed, which is one of the following:
- Very Low - Melee attacks
- Low - slow projectile attacks (considerably slower than bullets, such as crossbow bolts and cryokinesis)
- Medium - bullets, shrapnel (from frag grenades)
- Fast - super fast projectiles, such as those fired from sniper rifles
- Very Fast - lasers, plasma, electrical attacks
Additionally, most types of melee weapons will ignore certain amount of shield (and some special attacks ignore it completely)
- Knives ignore 60%
- Fist weapons 80%
- Unarmed attacks 100%
Subterfuge
- Stealth
- Your effective stealth skill level.
- Equal to your effective Stealth skill. Can be affected by feats and items.
- Detection
- Your chance to detect stealthed enemies and traps. Finding secret areas is based purely on Perception instead of Detection.
- Derived from character level and Perception. Can be affected by feats and items.
Combat stats: Offense
Weapon
- Damage
- Derived from active weapon. Affected by relevant weapon skill and strength bonus for melee weapons.
- Action Points
- Derived from active weapon. Can be affected by feats, items and dexterity bonus for light weapons.
- Impact Speed
- Derived from active weapon. Affects energy shield penetration.
- Critical chance
- Derived from active weapon. Can be affected by feats, items and dexterity bonus for melee weapons.
- Critical bonus
- Derived from active weapon. Can be affected by feats.
- Initiative
- Base initiative is 5 + agility + dexterity.
- At the start of the combat, each combat participant randomly adds 1-15 points to the base initiative.
- The modified value is used when sorting the turn order.
- Exception: when the player initiates combat manually Enter or by simply attacking. In this case the player will always act first, but the AP cost of the opening attack/action will be deducted from the player's first turn. Additionally, this also applies to some other non-combat action performed just before entering combat, such as opening doors.
- Initiating combat from stealth adds 100 to initiative.
- Range
- Derived from active weapon. Unarmed range can be increased with Force Emission.
- Optimal Range
- Derived from active weapon. Attacker suffers additional range penalties when attacking beyond the optimal range.
Metathermics
- Critical chance
- Can be affected by feats and items.
- Critical bonus
- Can be affected by feats and items.
- Psi cost
- Can be affected by feats and items.
Psychokinesis
- Critical chance
- Can be affected by feats and items.
- Critical bonus
- Can be affected by feats and items.
- Psi cost
- Can be affected by feats and items.
Thought Control
- Critical chance
- Can be affected by feats and items.
- Critical bonus
- Can be affected by feats and items.
- Psi cost
- Can be affected by feats and items.
Unlisted statistics
These statistics aren't listed in the combat menu or any other menus.
Character level
The maximum level is currently 20. The maximum level for release version is planned to be 30, but that might change.
- Level does not directly affect most of the player character's stats. Exceptions to this are health, psi points, fortitude, resolve and detection.
- You gain 40 skill points every level
- You gain a feat every 2 levels
- You gain a base ability point every 4 levels
- NPCs have natural dodge and evasion bonus equal to their level.
Classic XP SystemThe experience needed to level up is completely linear, each level requiring 1000 experience more than the former. Experience is gained from quest completion, kills, skill usage, finding secrets and oddities.
|
Oddity XP SystemThe experience needed to level up starts off completely linear with each level requiring 1 more experience than the former, but stops at 15 XP/level. Experience is gained only from oddities studied and quest completion.
|
Action and movement points
- All characters have 50 AP. They can be used for any action, including moving. Most actions consume AP, but there are exceptions. (e.g. Special Tactics)
- Wearing armor without meeting its strength requirement will reduce your action points.[4]
- Character base movement points equal 30 + extra 3 points for every point in agility above 5. Movement Points can only be used for moving.
- Movement points are affected by agility, encumberance and some feats.
- Some creatures, such dogs and spawn, have natural bonus to movement points.
Chance to hit
Your Precision is based on weapon skill and target's evasion or dodge skill in case of guns/crossbows or melee. Ranged weapon precision is heavily affected by darkness and various other situational penalties. Darkness penalty can be counteracted with night vision goggles, flares and luring enemies into ambient light.
All of the precision penalties are counted after your weapon skill, so you cannot completely mitigate them with high weapon skill alone.
- Precision decreases with distance for all ranged weapons including throwing
- Precision further decreases beyond weapon's optimal range
- Crossbows and heavy guns may have Move and Shoot penalty
- Crossbows and heavy guns may also have Close Quarters penalty at melee range
- Low durability: any Degraded Weapon or Heavily Degraded Weapon has reduced precision
- Throwing weapons can land up to 3 tiles away from target with imprecise throws
On psi abilities:
- Most psi abilities always hit the target. However, there are some exceptions.
- Pyrokinesis functions similarly to grenades. Its precision is derived from Metathermics skill.
- Status effects caused by psi abilities can be resisted with Fortitude (physical effects) or Resolve (mental effects)