Combat Stats

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Revision as of 07:22, 21 October 2016 by Wikiman (talk | contribs) (→‎Character level: updated XP charts)
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This page explains statistics seen in the Combat Stats C menu and certain other statistics that aren't listed anywhere.

Combat Stats: Base

Bleeding Wound.png State

Health
Shows current and maximum health points. When your current health point reach zero, you die.
Derived from character level and Constitution. Can be affected by feats and items. Player character has 50% bonus health. If playing on easy/hard difficulty, player health is roughly doubled/halved. (The extra health received assumes player has average Constitution.)
Shield
Shows current and maximum shield points. Whenever you're hit, the shield will absorb certain amount of damage depending on the impact speed of the attack as long as you have shield points lefts. Shields will also slowly deplete on their own while turned on.
Only shows up when you have a Shield Emitter equipped.
Psi
Shows current and maximum psi points, as well as psi regeneration per turn. Psi is used to invoke psionic abilities.
Starts at 100. No longer derived from character level and Will as of version 0.1.14.0, but can be affected by feats and items. Not shown on characters who lack Psi Empathy.
Healing Effectiveness
Shows the number at which any incoming healing will be modified.
Starts at 100%. Can be affected by feats and items.

Icon base abilities.png Base Abilities

Main article: Base Abilities

Your effective base ability scores are listed in the combat stats menu. Any bonuses and penalties you may have to their base values are included in these scores.

Strength
Strength measures your character's muscle power. It affects melee damage and carry capacity. It's also important for characters who intend to use heavier weapons (such as sniper and assault rifles and sledgehammers).
Dexterity
Dexterity measures character's reflexes, hand-eye coordination and finger nimbleness. It affects many things, such as operating locks, thievery, throwing and initiative. It increases critical strike chance of melee attacks. High dexterity also reduces action point cost of unarmed and light weapons (pistols, SMGs, knives, throwing knives and fist weapons)
Agility
Agility represents character's reflexes, fleet-footedness, jumping ability, as well as affinity towards other athletic and acrobatic activities. Among other things it affects dodge, evasion, initiative and movement points. It also allows the character to move more quietly, increasing the stealth performance.
Constitution
Constitution represents the health and general stamina of your character. It is important for all types of characters, but especially for those who plan on making the armor suit their main defense. It also helps prevent or lessen the effects of poisons and diseases.
Perception
Perception represents character's ability to discern objects from far away as well as to notice hidden things in their vicinity. It helps the character to use ranged weapons more effectively, as well as detect hidden objects, passages and creatures.
Will
Will measures your character's mental determination to see to his action regardless of various mental difficulties, such as pain, suggestion and overwhelming odds, as well as to force his will onto others and the environment. It heavily affects all psi disciplines as well as psi point regeneration.
Intelligence
Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it. It also affects psi point regeneration.

Combat Stats: Defense

Aphobia.png Defense

Attacks and status effects can be resisted (ie. completely avoided) with Dodge, Evasion, Fortitude and Resolve, depending on the attack's type.

These four saving throws 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 status effects this way is capped at 65%.[2] The chance to avoid attacks with dodge or evasion is capped at 60%.[3]

Dodge
Increases your chance to avoid melee attacks.
Equal to your effective Dodge skill. Can be affected by feats and items.
Evasion
Increases your chance to avoid ranged attacks and also decreases the damage taken from area of effect attacks.
Equal to your effective Evasion skill. Can be affected by feats and items.
Fortitude
Increases the chance to resist some negative status effects, such as stun and incapacitation, caused by direct physical trauma.
Derived from character level and Constitution (60%), Strength (20%) and Will (20%).
Resolve
Increases the chance to resist some negative status effects, such as stun and incapacitation, caused by mental stress and also reduces damage or duration of certain psionic attacks that target the mind directly.
Derived from character level and Will. Can be affected by items and status effects.
Crit. chance
Modifies the chance you'll get critically hit with weapons and unarmed attacks.
Can be affected by feats and items.
Armor penalty
Reduces dodge, evasion, stealth and movement points.
Derived from the armor pieces you're wearing. Can be affected by feats. It is capped at 95%.[4]

Icon shielding.png Shielding

Energy shields can absorb certain amounts of damage based on the damage's impact speed. Slower impact speeds are generally better against energy shields.

Shield Capacity is the total amount of damage the shield can absorb when fully charged.

All damage sources have an Impact Speed, which is one of the following:

Very Low — Melee attacks
Low — Slow projectiles (considerably slower than bullets, such as crossbow bolts and cryokinesis)
Medium — Bullets, shrapnel (from frag grenades/mines)
Fast — Explosives, extremely fast projectiles (such as those fired from sniper rifles)
Very Fast — Lasers, plasma, electrical attacks

Additionally, most light melee attacks will ignore certain amount of shield.

60% — Typical knives
80% — Typical fist weapons
100% — Unarmed

Steel Plates.png Resistances

All characters have Damage Resistance, Damage Threshold and Damage Modifier for each damage type, shown as DR% / DT (DM%). They are derived from equipped and/or natural armor and other modifiers such as feats, equipment and temporary drug effects.

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. Damage modifier, normally 100%, is applied to the portion of damage that goes through shields and armor resistance/threshold.

The resistible damage types are Mechanical, Heat, Cold, Electricity, Acid, Energy and Bio.

Irresistible damage

Certain sources of damage, such as poison or direct mind damage, completely ignore armor resistances and thresholds.

  • The bio damage from poisons ignores armor, but the initial attack delivering poison must penetrate armor for the poison to take effect. Poison damage can be reduced with damage modifier.
  • Some thought control psi abilities deal irresistible mental damage, which can be reduced by Resolve. Mitigation for this is capped at ~40%.

Icon subterfuge.png Subterfuge

Stealth
Indicates how well you can move undetected. The higher your stealth rating is in comparison to enemy's detection the longer it will take for you to be discovered. If your stealth is much too lower than the detection rating, you will be discovered instantly at maximum range.
Equal to your effective Stealth skill. Can be affected by feats and items.
Detection
Indicates how quickly you discover hidden characters. Finding secret areas is based purely on Perception instead of Detection.
Derived from character level and Perception. Can be affected by feats and items.
Trap Detection
Indicates how well you discover traps.
Derived from detection rating and traps skill.

Combat Stats: Offense

Icon weapon.png Weapon

Damage
Current weapon normal attack damage range.
Derived from active weapon. Affected by relevant weapon skill and strength bonus for melee weapons.
Action Points
Action points required to perform a normal attack with the current weapon.
Derived from active weapon. Can be affected by feats, items and dexterity bonus for light weapons.
Impact Speed
Impact speed of the weapon attack.
Derived from active weapon. Affects energy shield penetration.
Critical chance
Chance to score a critical hit with a normal attack of the current weapon.
Derived from active weapon. Can be affected by feats, items and dexterity bonus for melee weapons.
Critical bonus
Damage bonus applied when the current weapon scores a critical hit.
Derived from active weapon. Can be affected by feats.
Special attack bonus
Increases the damage done by special weapon or unarmed attacks.
Starts at 0%. Increased by smart modules and goggles.
Initiative
Influences how quickly you'll get your turn when the combat starts.
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
Maximum range of the current weapon.
Derived from active weapon.
Optimal Range
Optimal range of the current weapon. Beyond this point the precision starts dropping more quickly.
Derived from active weapon.

Icon metathermics.png Metathermics

Skill
Effective skill level when invoking metathermic psionic abilities.
Critical chance
Chance to score a critical hit when invoking metathermic psionic abilities.
Can be affected by feats and items.
Critical bonus
Damage bonus applied when you score a critical hit with a metathermic psionic ability.
Can be affected by feats and items.
Psi cost
Psi cost point modifier for metathermic psi abilities.
Can be affected by feats and items.

Telekinetic Punch.png Psychokinesis

Skill
Effective skill level when invoking psychokinetic psionic abilities.
Critical chance
Chance to score a critical hit when invoking psychokinetic psionic abilities.
Can be affected by feats and items.
Critical bonus
Damage bonus applied when you score a critical hit with a psychokinetic psionic ability.
Can be affected by feats and items.
Psi cost
Psi cost point modifier for psychokinetic psi abilities.
Can be affected by feats and items.

Neural Overload.png Thought Control

Skill
Effective skill level when invoking thought control psionic abilities.
Critical chance
Chance to score a critical hit when invoking thought control psionic abilities.
Can be affected by feats and items.
Critical bonus
Damage bonus applied when you score a critical hit with a thought control psionic ability.
Can be affected by feats and items.
Psi cost
Psi cost point modifier for thought control psi abilities.
Can be affected by feats and items.

Unlisted statistics

These statistics aren't listed in the combat menu or any other menus.

Level Up.png Character level

The maximum character level is 25. Prior to version 0.1.14.0, it was 20. In the release versions, there is no way to directly see NPC levels.

  • Level does not directly affect most character's stats. Exceptions to this are health, fortitude, resolve and detection.
    • Characters gain 40 skill points every level
    • Characters gain a feat every 2 levels
    • Characters gain a base ability point every 4 levels
  • Fortitude, resolve and detection function like skills that get 4-5 points automatically invested into them each level. They get a bonus/penalty from their related base ability just like normal skills do.
  • NPCs have natural dodge and evasion bonus equal to their level.

Classic XP System

The 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.

Classic XP/level chart
Level Exp to next level Cumulative exp
1 1 000 1 000
2 2 000 3 000
3 3 000 6 000
4 4 000 10 000
5 5 000 15 000
6 6 000 21 000
7 7 000 28 000
8 8 000 36 000
9 9 000 45 000
10 10 000 55 000
11 11 000 66 000
12 12 000 78 000
13 13 000 91 000
14 14 000 105 000
15 15 000 120 000
16 16 000 136 000
17 17 000 153 000
18 18 000 171 000
19 19 000 190 000
20 20 000 210 000
21 21 000 231 000
22 22 000 253 000
23 23 000 276 000
24 24 000 300 000
25 25 000 325 000


Oddity XP System

The experience needed to level up starts off linear with each level requiring 2 more experience than the former, but stops at 30 XP/level (at level 14).

Experience is gained only from oddities studied and quest completion.

Oddity XP/level chart
Level Exp to next level Cumulative exp
1 4 4
2 6 10
3 8 18
4 10 28
5 12 40
6 14 54
7 16 70
8 18 88
9 20 108
10 22 130
11 24 154
12 26 180
13 28 208
14 30 238
15 30 268
16 30 298
17 30 328
18 30 358
19 30 388
20 30 418
21 30 448
22 30 478
23 30 508
24 30 538
25 30 568

Hit and run icon.png 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 heavy armor without meeting its strength requirement will reduce action points.[5]
AP can be temporarily increased or decreased. Maximum AP cannot drop below 35.
  • 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, armor penalty or bonus, encumberance and some feats.
Most effects that change movement points also change real-time movement speed.
Some creatures, such dogs and spawn, have natural bonus to movement points.

Aimed shot icon.png Precision

Precision or chance to hit determines chance of an attack hitting its target and the precision of area of effect attacks. It is based on attacker's weapon skill against defender's defense skill and a large number of other factors. Precision is calculated the same way for both the player character and all non-player characters. Your precision is displayed on the right side of the attack cursor.

  • Precision limits are 10—95% for targeted attacks, 15—90% for AoE attacks (such as grenades).
    • AoE attacks targeted right at your feet or adjacent tiles will always have 100% chance to hit.
    • Area of effect attacks will always hit targets within their radius, but they can land up to 3 tiles away from targeted location.
  • Base precision (with zero attack skill against zero defense skill and no other modifiers) is 70%.
  • Most psi attacks always hit their target. However, Pyrokinesis is an AoE attack. Its precision is derived from Metathermics skill.
    • Status effects caused by psi abilities can be resisted with Fortitude (physical effects) or Resolve (mental effects).

Modifiers

Precision is affected by many different modifiers, especially in ranged combat. Some precision penalties cannot be mitigated with weapon skill alone.

Skill

Attacker's and defender's skills are the main factors in precision calculation.

Attack skill
Increases precision, helps counteract defense skill effect.
Defense skill
Dodge/evasion can reduce chance to hit by up to 60% (if evasion/dodge rating is twice the attacker's effective attack skill)[6]
AoE attacks cannot be completely avoided with defense skill, but evasion decreases their damage.

Environment

Environmental modifiers affect chance to hit in ranged combat.

Darkness
Darkness plays a large role in ranged weapon precision. Most areas in Underrail are dark and the penalty is quite high, up to 20%Verify at long ranges.
Darkness penalty can be completely counteracted with Night Vision, or lowered with flares, fire and/or other ambient light sources.
Distance and optimal range
Precision decreases with distance for all ranged weapons including AoE weapons.
Precision further decreases beyond weapon's optimal range.

Weapon

Weapons can have additional modifiers to precision.

Low durability
Any Degraded Weapon or Heavily Degraded Weapon loses more precision the more degraded it is, all the way down to the minimal 10% chance to hit.
Move and Shoot penalty
Crossbows and rifles may have move penalty which decreases their precision if the user is not Focused. (Has moved during the current turn)
Close Quarters penalty
Crossbows and rifles may also have a precision penalty against foes at melee range. Close quarters penalty only applies In Combat against hostile targets.
Strength requirement
Rifles and sledgehammers have a strength requirement. Precision is decreased by about 10%Verify for each point of strength below the requirement.
Other weapon modifiers
Weapons may have attachments or other modifiers that change their base precision or burst precision.