Difference between revisions of "Combat Stats"

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== [[File:Aimed_shot_icon.png|text-bottom|link=]] Precision ==
 
== [[File:Aimed_shot_icon.png|text-bottom|link=]] Precision ==
Your '''Precision''' or '''Chance to hit''' is based on your weapon skill versus target's evasion (guns/crossbows) or dodge (melee) skill. Ranged weapon precision is heavily affected by darkness and various other situational penalties. Darkness penalty can be counteracted with night vision goggles, flares and by luring enemies into ambient light. Maximum chance to hit is 95% for guns, crossbows and melee, 100% for throwing.
+
'''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 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.
  
Some of these precision penalties are counted ''after'' your weapon skill, so you cannot completely mitigate them with high weapon skill alone.
+
* Base precision (with zero attack skill against zero defense skill and no other modifiers) is '''{{color|silver|70%}}'''.
 +
* Precision limits are '''{{color|silver|10 - 95%}}''' for targeted attacks, '''{{color|silver|0 - 100%}}''' for AoE attacks (such as grenades).
 +
* Area of effect attacks will always hit targets within their radius, but they can land up to '''{{color|silver|3}}''' tiles away from targeted location.
 +
* 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).
  
* Precision decreases with distance for all ranged weapons including throwing
+
=== Modifiers ===
* Precision further decreases beyond weapon's optimal range
+
Precision is affected by many different modifiers, especially in ranged combat. Some precision penalties cannot be mitigated with weapon skill alone.
* Crossbows and rifles may have [[Move and Shoot]] penalty
 
* Crossbows and rifles may also have '''Close Quarters''' penalty at melee range
 
* Rifles have a strength requirement. Precision is decreased by 10% for each point of strength below the requirement
 
* 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
 
  
Most psi abilities always hit the target. However, there are some exceptions.
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==== Skill ====
* [[Pyrokinesis]] functions similarly to grenades. Its precision is derived from Metathermics skill.
+
;Attack skill
* Status effects caused by psi abilities can be resisted with Fortitude (physical effects) or Resolve (mental effects)
+
: Increases precision. The main factor in precision calculation.
 +
 
 +
;Defense skill
 +
: Dodge/evasion can reduce chance to hit by up to '''{{color|silver|60%}}''' (if evasion/dodge rating is twice the attacker's effective attack skill)[http://underrail.com/forums/index.php?topic=794.msg4438#msg4438]
 +
: 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 at long ranges.
 +
: Darkness penalty can be completely counteracted with [[Night Vision]], or lowered with flares 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.
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
[[Category:Player character]]
 
[[Category:Player character]]

Revision as of 11:50, 14 November 2014

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
Your health, hit points or HP. You die if it drops to zero.
Derived from character level and Constitution. Player character has 35% bonus health. If playing on easy difficulty, player health is roughly doubled. (The extra health received assumes player has average Constitution.)
Shield
Your Shield Emitter's shield capacity.
Psi
Your Psi points. Used by psi abilities.
Derived from character level and Will.

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.

Combat stats: Defense

Aphobia.png 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 physical effects like poison, flashbangs, etc.
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]

Steel Plates.png 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.

Irresistible damage

Some sources of damage cannot be mitigated with armor.

  • The bio damage from poisons ignores armor.
  • 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.

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.

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 types of melee attacks will ignore certain amount of shield.

60% — Knives
80% — Fist weapons
100% — Unarmed

Icon subterfuge.png 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

Icon weapon.png 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.

Icon metathermics.png 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.

Telekinetic Punch.png 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.

Neural Overload.png 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.

Level Up.png Character level

Character level is shown on the bottom right corner of portrait. 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 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

Oddity XP System

The 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.

Oddity XP/level chart
Level Exp to next level Cumulative exp
1 5 5
2 6 11
3 7 18
4 8 26
5 9 35
6 10 45
7 11 56
8 12 68
9 13 81
10 14 95
11 15 110
12 15 125
13 15 140
14 15 155
15 15 170
16 15 185
17 15 200
18 15 215
19 15 230
20 15 245

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 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, armor penalty, encumberance and some feats.
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 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.

  • Base precision (with zero attack skill against zero defense skill and no other modifiers) is 70%.
  • Precision limits are 10 - 95% for targeted attacks, 0 - 100% for AoE attacks (such as grenades).
  • Area of effect attacks will always hit targets within their radius, but they can land up to 3 tiles away from targeted location.
  • 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

Attack skill
Increases precision. The main factor in precision calculation.
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)[5]
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 at long ranges.
Darkness penalty can be completely counteracted with Night Vision, or lowered with flares 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.