Difference between revisions of "Combat Stats"
(→Defense: different wording to distinguish dodge/evasion from skills with same name) |
(1.0.1.8 update and some other stuff) |
||
Line 2: | Line 2: | ||
= Combat Stats: Base = | = Combat Stats: Base = | ||
− | |||
== [[File:Bleeding Wound.png|text-bottom|link=]] State == | == [[File:Bleeding Wound.png|text-bottom|link=]] State == | ||
− | |||
;Health | ;Health | ||
: Shows current and maximum health points. When your current health point reach zero, you die. | : Shows current and maximum health points. When your current health point reach zero, you die. | ||
Line 15: | Line 13: | ||
;Psi | ;Psi | ||
: Shows current and maximum psi points, as well as psi regeneration per turn. Psi is used to invoke [[Psi abilities|psionic abilities]]. | : Shows current and maximum psi points, as well as psi regeneration per turn. Psi is used to invoke [[Psi abilities|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. | + | : 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. | ||
== [[File:Icon_base_abilities.png|text-bottom|link=]] Base Abilities == | == [[File:Icon_base_abilities.png|text-bottom|link=]] Base Abilities == | ||
− | |||
{{main|Base Abilities}} | {{main|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. | 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. | ||
Line 45: | Line 45: | ||
= Combat Stats: Defense = | = Combat Stats: Defense = | ||
− | |||
== [[File:Aphobia.png|text-bottom|link=]] Defense == | == [[File:Aphobia.png|text-bottom|link=]] Defense == | ||
− | |||
Attacks and [[status effects]] can be resisted ''(ie. completely avoided)'' with Dodge, Evasion, Fortitude and Resolve, depending on the attack's type. | 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]].''[http://underrail.com/forums/index.php?topic=895.msg5014#msg5014] | 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]].''[http://underrail.com/forums/index.php?topic=895.msg5014#msg5014] | ||
− | The chance to resist | + | The chance to resist status effects this way is capped at '''65%'''.[http://underrail.com/forums/index.php?topic=328.0] |
+ | The chance to avoid attacks with dodge or evasion is capped at '''60%'''.[http://underrail.com/forums/index.php?topic=794.msg4438#msg4438] | ||
;Dodge | ;Dodge | ||
Line 79: | Line 78: | ||
== [[File:Icon_shielding.png|text-bottom|link=]] Shielding == | == [[File:Icon_shielding.png|text-bottom|link=]] Shielding == | ||
− | |||
[[Shield Emitter|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 Emitter|Energy shields]] can absorb certain amounts of damage based on the damage's impact speed. Slower impact speeds are generally better against energy shields. | ||
Line 97: | Line 95: | ||
== [[File:items components steel plates.png|text-bottom|link=]] Resistances == | == [[File:items components steel plates.png|text-bottom|link=]] 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. | |
− | |||
− | Only the greater of the two reductions will be applied against any one attack, not both. | ||
The resistible damage types are | The resistible damage types are | ||
Line 112: | Line 109: | ||
=== Irresistible damage === | === Irresistible damage === | ||
− | + | Certain sources of damage, such as poison or direct mind damage, completely ignore armor resistances and thresholds. | |
− | * The bio damage from [[poison]]s ignores armor | + | * The bio damage from [[poison]]s 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. | + | * Some thought control psi abilities deal irresistible mental damage, which can be reduced by Resolve. Mitigation for this is capped at '''~40%'''. |
** [[Bilocation]] | ** [[Bilocation]] | ||
− | ** [[Neural Overload]] | + | ** [[Neural Overload]] |
** [[Psi-cognitive Interruption]] | ** [[Psi-cognitive Interruption]] | ||
== [[File:Icon_subterfuge.png|text-bottom|text-bottom|link=]] Subterfuge == | == [[File:Icon_subterfuge.png|text-bottom|text-bottom|link=]] Subterfuge == | ||
− | |||
;Stealth | ;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. | : 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. | ||
Line 135: | Line 131: | ||
= Combat Stats: Offense = | = Combat Stats: Offense = | ||
− | |||
== [[File:Icon_weapon.png|text-bottom|link=]] Weapon == | == [[File:Icon_weapon.png|text-bottom|link=]] Weapon == | ||
− | |||
;Damage | ;Damage | ||
: Current weapon normal attack damage range. | : Current weapon normal attack damage range. | ||
Line 157: | Line 151: | ||
: Damage bonus applied when the current weapon scores a critical hit. | : Damage bonus applied when the current weapon scores a critical hit. | ||
: Derived from active weapon. Can be affected by feats. | : 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 | ;Initiative | ||
Line 175: | Line 173: | ||
== [[File:Icon_metathermics.png|text-bottom|link=]] Metathermics == | == [[File:Icon_metathermics.png|text-bottom|link=]] Metathermics == | ||
− | |||
;Skill | ;Skill | ||
: Effective skill level when invoking metathermic psionic abilities. | : Effective skill level when invoking metathermic psionic abilities. | ||
Line 192: | Line 189: | ||
== [[File:Icon_psychokinesis.png|text-bottom|link=]] Psychokinesis == | == [[File:Icon_psychokinesis.png|text-bottom|link=]] Psychokinesis == | ||
− | |||
;Skill | ;Skill | ||
: Effective skill level when invoking psychokinetic psionic abilities. | : Effective skill level when invoking psychokinetic psionic abilities. | ||
Line 209: | Line 205: | ||
== [[File:Icon_thought_control.png|text-bottom|link=]] Thought Control == | == [[File:Icon_thought_control.png|text-bottom|link=]] Thought Control == | ||
− | |||
;Skill | ;Skill | ||
: Effective skill level when invoking thought control psionic abilities. | : Effective skill level when invoking thought control psionic abilities. | ||
Line 310: | Line 305: | ||
| width=50% valign=top | | | width=50% valign=top | | ||
=== Oddity XP System === | === 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 25 XP/level. | The experience needed to level up starts off completely linear with each level requiring 1 more experience than the former, but stops at 25 XP/level. | ||
Line 376: | Line 370: | ||
* 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]])'' | * 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.[http://underrail.com/forums/index.php?topic=330.0] | :: Wearing heavy armor without meeting its strength requirement will reduce action points.[http://underrail.com/forums/index.php?topic=330.0] | ||
− | :: AP can be temporarily increased or decreased. | + | :: 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. | * 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]]. | :: 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 [[dog]]s and [[spawn]], have natural bonus to movement points. | :: Some creatures, such [[dog]]s and [[spawn]], have natural bonus to movement points. | ||
== [[File:Aimed_shot_icon.png|text-bottom|link=]] Precision == | == [[File:Aimed_shot_icon.png|text-bottom|link=]] 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. | + | '''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, '''0—100%''' 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%'''. | * 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. | |
− | * 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). | + | ** Status effects caused by psi abilities can be resisted with Fortitude (physical effects) or Resolve (mental effects). |
=== Modifiers === | === Modifiers === | ||
Line 395: | Line 393: | ||
==== Skill ==== | ==== Skill ==== | ||
+ | Attacker's and defender's skills are the main factors in precision calculation. | ||
+ | |||
;Attack skill | ;Attack skill | ||
− | : Increases precision | + | : Increases precision, helps counteract defense skill effect. |
;Defense skill | ;Defense skill | ||
Line 406: | Line 406: | ||
;Darkness | ;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 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 and/or other ambient light sources. | + | : Darkness penalty can be completely counteracted with [[Night Vision]], or lowered with flares, fire and/or other ambient light sources. |
;Distance and optimal range | ;Distance and optimal range |
Revision as of 20:36, 12 April 2016
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
- 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.
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
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]
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
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%.
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
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.
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.
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.
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.
Character level
This article is outdated. You can help Underrail Wiki by updating it. Reason given: XP charts from alpha version |
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 SystemThe experience needed to level up is completely linear, each level requiring 1250 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 25 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 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.
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, 0—100% 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.