Combat Stats

From Underrail Wiki
Revision as of 01:02, 6 October 2013 by 91.157.56.48 (talk) (→‎Weapon)
Jump to navigation Jump to search

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

Icon base abilities.png
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

Icon shielding.png

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

Icon subterfuge.png
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

Icon weapon.png
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 and items such as Adrenaline Shot.
Impact Speed
Derived from active weapon.
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.
Range
Derived from active weapon.
Optimal Range
Derived from active weapon. Attacker suffers additional range penalties when attacking beyond the optimal range.

Metathermics

Icon metathermics.png
Critical chance
Can be affected by feats.
Critical bonus
Can be affected by feats.

Psychokinesis

Telekinetic Punch.png
Critical chance
Can be affected by feats.
Critical bonus
Can be affected by feats.

Thought Control

Neural Overload.png
Critical chance
Can be affected by feats.
Critical bonus
Can be affected by feats.