Difference between revisions of "Combat Stats"

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; Dodge
 
; Dodge
: Chance to avoid melee attacks. Derived from Dodge skill. Can be affected by feats and items.
+
: Chance to avoid melee attacks. Reduces damage from traps. Derived from Dodge skill. Can be affected by feats and items.
  
 
; Evasion
 
; Evasion
: Chance to avoid ranged attacks and mitigate damage from AoE attacks. Derived from Evasion skill. Can be affected by feats and items.
+
: Chance to avoid ranged attacks. Reduces damage from AoE attacks. Derived from Evasion skill. Can be affected by feats and items.
  
 
; Fortitude
 
; Fortitude
Line 38: Line 38:
  
 
; Resolve
 
; Resolve
: Reduces damage from effects like [[Neural Overload]]. Derived from Will.
+
: Chance to resist psionic effects. Reduces damage from some psi abilities, ''e.g. [[Neural Overload]]''. Derived from Will.
  
 
; Crit. chance
 
; Crit. chance

Revision as of 10:47, 23 October 2013

Overview of the combat stats as seen in the Combat Stats C menu. See other statistics for misc. stats that aren't listed in Combat Stats 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 in the combat stats menu.


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
Chance to avoid melee attacks. Reduces damage from traps. Derived from Dodge skill. Can be affected by feats and items.
Evasion
Chance to avoid ranged attacks. Reduces damage from AoE attacks. Derived from Evasion skill. Can be affected by feats and items.
Fortitude
Chance to resist effects like poison. Derived from Constitution.
Resolve
Chance to resist psionic effects. Reduces damage from some psi abilities, e.g. 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 0.1.9.1.

Subterfuge

Icon subterfuge.png
Stealth
Your effective stealth skill level. Derived from 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. Derived from Perception and character level. Can be affected by feats and items.

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. 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.
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 and items.
Critical bonus
Can be affected by feats and items.

Psychokinesis

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

Thought Control

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