Difference between revisions of "Combat Stats"
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− | Overview of the combat stats as seen in the | + | Overview of the combat stats as seen in the Combat Stats {{Key|C}} menu. |
= Combat stats: Base = | = Combat stats: Base = | ||
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== Base abilities == | == Base abilities == | ||
[[File:Icon_base_abilities.png|right|link=]] | [[File:Icon_base_abilities.png|right|link=]] | ||
− | {{for|the main article| | + | {{for|the main article|base abilities}} |
+ | Your effective base ability scores are also listed here. | ||
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*'''Detection''' | *'''Detection''' | ||
− | ::Derived from Perception. | + | ::Derived from Perception. Your chance to detect hidden doors and secret areas, stealthed enemies and also [[traps]]. |
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Revision as of 10:43, 5 August 2013
Overview of the combat stats as seen in the Combat Stats C menu.
Combat stats: Base
State
- Health
- Derived from Constitution and character level. Player character has 35% bonus health.
- Shield
- Your shield emitter's shield capacity. Not in-game yet.
- Psi
- Derived from Will and character level.
- Psi Cost
- Can be affected by traits.
Base abilities
- For the main article, see base abilities.
Your effective base ability scores are also listed here.
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. The chance to resist them this way is capped at 65%.
- Dodge, Evasion
- Derived from Dodge and Evasion skills. Can be affected by feats and items.
- 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%.[1] Derived from the armor pieces 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.
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 your Resolve. Mitigation for this is capped at ~40%.
Some psi abilities also deal irresistible mental damage.
Shielding
All damage sources have an Impact Speed, which can be Very Low (melee weapons), Low (crossbows), Medium (low-powered firearms), High (rifles) or Very High (high-powered rifles, energy weapons).
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. Your chance to detect hidden doors and secret areas, stealthed enemies and also traps.
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.
- 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.