Difference between revisions of "Other statistics"
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(Added some details and numbers on mechanics involved.) |
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− | Overview of the derived statistics in Underrail as seen in the '''''Combat Stats''''' menu and some miscellanous information that wouldn't fit elsewhere. | + | Overview of the derived statistics in Underrail as seen in the '''''Combat Stats''''' ''([[Controls|keybind]]: '''C''')'' menu and some miscellanous information that wouldn't fit elsewhere. |
− | =Action and Movement Points= | + | = 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, eg. [[Special Tactics]] | *All characters have '''50 AP'''. They can be used for any action, including moving. Most actions consume AP, but there are exceptions, eg. [[Special Tactics]] | ||
::Wearing armor without meeting its strength requirement will reduce your action points.[http://underrail.com/forums/index.php?topic=330.0] | ::Wearing armor without meeting its strength requirement will reduce your action points.[http://underrail.com/forums/index.php?topic=330.0] | ||
− | *Movement Points are affected by [[Agility]], Encumberance and some [[Feats]]. Movement Points can only be used for moving. Character base movement points equal 30 + extra 3 points for every point in agility above 5. Some creatures, such [[Dogs]] and [[Spawn]], have natural bonus to movement points. | + | |
+ | |||
+ | *Movement Points are affected by [[Agility]], Encumberance and some [[Feats]]. Movement Points can only be used for moving. | ||
+ | :Character base movement points equal 30 + extra 3 points for every point in agility above 5. | ||
+ | ::Some creatures, such [[Dogs]] and [[Spawn]], have natural bonus to movement points. | ||
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− | =State= | + | = Combat stats: State = |
+ | [[File:Icon_state.png|right|link=]] | ||
*'''Health''' | *'''Health''' | ||
::Derived from Constitution and character level. Player character has 35% bonus health. | ::Derived from Constitution and character level. Player character has 35% bonus health. | ||
+ | |||
*'''Shield''' | *'''Shield''' | ||
::Not in-game yet. | ::Not in-game yet. | ||
+ | |||
*'''Psi''' | *'''Psi''' | ||
::Derived from Will and character level. | ::Derived from Will and character level. | ||
+ | |||
*'''Psi Cost''' | *'''Psi Cost''' | ||
::Can be affected by traits. | ::Can be affected by traits. | ||
− | =Defense= | + | = Combat stats: Defense = |
− | + | == Defense == | |
+ | [[File:Icon_defense.png|right|link=]] | ||
*'''Dodge, Evasion''' | *'''Dodge, Evasion''' | ||
::Derived from Dodge and Evasion skills. Can be affected by feats. | ::Derived from Dodge and Evasion skills. Can be affected by feats. | ||
+ | |||
*'''Fortitude''' | *'''Fortitude''' | ||
::Chance to resist effects like poison. Derived from Constitution. | ::Chance to resist effects like poison. Derived from Constitution. | ||
+ | |||
*'''Resolve''' | *'''Resolve''' | ||
::Reduces damage from effects like [[Neural Overload]]. Derived from Will. | ::Reduces damage from effects like [[Neural Overload]]. Derived from Will. | ||
+ | |||
*'''Crit. chance''' | *'''Crit. chance''' | ||
::Chance to be critically hit. Can be affected by feats and items. | ::Chance to be critically hit. Can be affected by feats and items. | ||
+ | |||
*'''Encumberance''' | *'''Encumberance''' | ||
::Reduces your Movement Points, Dodge, Evasion and Stealth and is capped at 95%.[http://underrail.com/forums/index.php?topic=330.0] Derived from the armor suit you're wearing. Can be affected by feats. | ::Reduces your Movement Points, Dodge, Evasion and Stealth and is capped at 95%.[http://underrail.com/forums/index.php?topic=330.0] Derived from the armor suit you're wearing. Can be affected by feats. | ||
− | + | == 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. | + | [[File:Icon_resistances.png|right|link=]] |
+ | *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. | ||
− | + | == Shielding == | |
+ | [[File:Icon_shielding.png|right|link=]] | ||
*All damage sources have an '''Impact Speed'''. 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'''. Shields can absorb certain amounts of damage based on its impact speed. Slower impact speeds are generally better against shielded enemies. | ||
− | ::'''NOTE''': Shields are not yet in-game as of version 0.1. | + | ::'''NOTE''': Shields are not yet in-game as of version 0.1.8.0. |
− | + | == Subterfuge == | |
+ | [[File:Icon_subterfuge.png|right|link=]] | ||
*'''Stealth''' | *'''Stealth''' | ||
::Derived from Stealth skill. Can be affected by feats and items. | ::Derived from Stealth skill. Can be affected by feats and items. | ||
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− | =Offense= | + | = Combat stats: Offense = |
− | + | == Weapon == | |
+ | [[File:Icon_weapon.png|right|link=]] | ||
*'''Damage''' | *'''Damage''' | ||
::Derived from active weapon. Affected by relevant weapon skill. | ::Derived from active weapon. Affected by relevant weapon skill. | ||
+ | |||
*'''Action Points''' | *'''Action Points''' | ||
::Derived from active weapon. Can be affected by feats. | ::Derived from active weapon. Can be affected by feats. | ||
+ | |||
*'''Impact Speed''' | *'''Impact Speed''' | ||
::Derived from active weapon. | ::Derived from active weapon. | ||
+ | |||
*'''Critical chance''' | *'''Critical chance''' | ||
::Derived from active weapon. Can be affected by feats. | ::Derived from active weapon. Can be affected by feats. | ||
+ | |||
*'''Critical bonus''' | *'''Critical bonus''' | ||
::Derived from active weapon. Can be affected by feats. | ::Derived from active weapon. Can be affected by feats. | ||
+ | |||
*'''Range''' | *'''Range''' | ||
::Derived from active weapon. | ::Derived from active weapon. | ||
+ | |||
*'''Optimal Range''' | *'''Optimal Range''' | ||
::Derived from active weapon. Attacker suffers additional range penalties when attacking beyond the optimal range. | ::Derived from active weapon. Attacker suffers additional range penalties when attacking beyond the optimal range. | ||
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− | + | == Metathermics == | |
+ | [[File:Icon_metathermics.png|right|link=]] | ||
*'''Critical chance''' | *'''Critical chance''' | ||
::Can be affected by feats. | ::Can be affected by feats. | ||
+ | |||
*'''Critical bonus''' | *'''Critical bonus''' | ||
::Can be affected by feats. | ::Can be affected by feats. | ||
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− | + | == Psychokinesis == | |
+ | [[File:Icon_psychokinesis.png|right|link=]] | ||
*'''Critical chance''' | *'''Critical chance''' | ||
::Can be affected by feats. | ::Can be affected by feats. | ||
+ | |||
*'''Critical bonus''' | *'''Critical bonus''' | ||
::Can be affected by feats. | ::Can be affected by feats. | ||
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− | + | == Thought Control == | |
+ | [[File:Icon_thought_control.png|right|link=]] | ||
*'''Critical chance''' | *'''Critical chance''' | ||
::Can be affected by feats. | ::Can be affected by feats. | ||
+ | |||
*'''Critical bonus''' | *'''Critical bonus''' | ||
::Can be affected by feats. | ::Can be affected by feats. |
Revision as of 02:45, 26 July 2013
Overview of the derived statistics in Underrail as seen in the Combat Stats (keybind: C) menu and some miscellanous information that wouldn't fit elsewhere.
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, eg. Special Tactics
- Wearing armor without meeting its strength requirement will reduce your action points.[1]
- Movement Points are affected by Agility, Encumberance and some Feats. Movement Points can only be used for moving.
- Character base movement points equal 30 + extra 3 points for every point in agility above 5.
- If you initiate combat out of real-time mode, you will not get the first turn after your initial action.
- Thus, it is always better to move into turn-based mode first, and then perform your actions to initiate combat.
- It is not known how combat sequence works.
Combat stats: State
- Health
- Derived from Constitution and character level. Player character has 35% bonus health.
- Shield
- Not in-game yet.
- Psi
- Derived from Will and character level.
- Psi Cost
- Can be affected by traits.
Combat stats: Defense
Defense
- Dodge, Evasion
- Derived from Dodge and Evasion skills. Can be affected by feats.
- Fortitude
- Chance to resist effects like poison. Derived from Constitution.
- Resolve
- Reduces damage from effects like Neural Overload. Derived from Will.
- Crit. chance
- Chance to be critically hit. Can be affected by feats and items.
- Encumberance
- Reduces your Movement Points, Dodge, Evasion and Stealth and is capped at 95%.[2] Derived from the armor suit you're wearing. Can be affected by feats.
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.
Shielding
- All damage sources have an Impact Speed. Shields can absorb certain amounts of damage based on its impact speed. Slower impact speeds are generally better against shielded enemies.
- NOTE: Shields are not yet in-game as of version 0.1.8.0.
Subterfuge
- Stealth
- Derived from Stealth skill. Can be affected by feats and items.
- Detection
- Derived from Perception.
Combat stats: Offense
Weapon
- Damage
- Derived from active weapon. Affected by relevant weapon skill.
- Action Points
- Derived from active weapon. Can be affected by feats.
- Impact Speed
- Derived from active weapon.
- Critical chance
- Derived from active weapon. Can be affected by feats.
- Critical bonus
- Derived from active weapon. Can be affected by feats.
- Range
- Derived from active weapon.
- 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.
- Critical bonus
- Can be affected by feats.
Psychokinesis
- Critical chance
- Can be affected by feats.
- Critical bonus
- Can be affected by feats.
Thought Control
- Critical chance
- Can be affected by feats.
- Critical bonus
- Can be affected by feats.