Difference between revisions of "Combat Stats"

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(clarification on defense stats)
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= Combat stats: Base =
 
= Combat stats: Base =
  
== State ==
+
== [[File:Bleeding Wound.png|text-bottom|link=]] State ==
[[File:Bleeding Wound.png|right|link=]]
 
  
 
; Health
 
; Health
: Derived from Constitution and character level. Player character has {{color|white|35%}} bonus health.
+
: Your health. You die if it reaches zero.
 +
: Derived from character level and Constitution. Player character has {{color|white|35%}} bonus health.
  
 
; Shield
 
; Shield
: Your shield emitter's shield capacity. ''Not in-game yet.''
+
: Your shield emitter's shield capacity.
  
 
; Psi
 
; Psi
: Derived from Will and character level.
+
: Your Psi points. Used by psi abilities.
 +
: Derived from character level and Will.
 +
 
 +
== [[File:Icon_base_abilities.png|text-bottom|link=]] Base abilities ==
  
== Base abilities ==
 
[[File:Icon_base_abilities.png|right|link=]]
 
 
{{for|the main article|base abilities}}
 
{{for|the main article|base abilities}}
 
Your effective base ability scores are also listed in the combat stats menu.
 
Your effective base ability scores are also listed in the combat stats menu.
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= Combat stats: Defense =
 
= Combat stats: Defense =
  
== Defense ==
+
== [[File:Aphobia.png|text-bottom|link=]] Defense ==
[[File:Aphobia.png|right|link=]]
 
  
[[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 {{color|white|65%}}.
+
[[Status effects]] and attacks can be resisted ''(ie. completely avoided)'' with Dodge, Evasion, Fortitude and Resolve, depending on the attack's type.
 +
 
 +
These four defensive skills 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 them this way is capped at {{color|white|65%}}.[http://underrail.com/forums/index.php?topic=328.0]
  
 
; Dodge
 
; Dodge
: Chance to avoid melee attacks and traps. Derived from Dodge skill. Can be affected by feats and items.
+
: Chance to avoid melee attacks and traps.
 +
: Equal to your effective Dodge skill. Can be affected by feats and items.
  
 
; Evasion
 
; Evasion
: Chance to avoid ranged attacks. Reduces 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.
 +
: Equal to your effective Evasion skill. Can be affected by feats and items.
  
 
; Fortitude
 
; Fortitude
: Chance to resist effects like [[poison]]. Derived from Constitution.
+
: Chance to resist physical psionic effects and effects like [[poison]].
 +
: Derived from character level and Constitution.
  
 
; Resolve
 
; Resolve
: Chance to resist psionic effects. Reduces damage from some psi abilities, ''e.g. [[Neural Overload]]''. Derived from Will.
+
: Chance to resist mental psionic effects. Reduces damage from some psi abilities, ''e.g. [[Neural Overload]]''.
 +
: Derived from character level and 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 (Armor penalty)
+
; Armor penalty (previously known as Encumberance)
: Reduces your Movement Points, Dodge, Evasion and Stealth and is capped at {{color|white|95%}}.[http://underrail.com/forums/index.php?topic=330.0] Derived from the armor pieces you're wearing. Can be affected by feats.
+
: Reduces your Movement Points, Dodge, Evasion and Stealth.
 +
: Derived from the armor pieces you're wearing. Can be affected by feats. It is capped at {{color|white|95%}}.[http://underrail.com/forums/index.php?topic=330.0]
  
== Resistances ==
+
== [[File:items components steel plates.png|text-bottom|link=]] Resistances ==
[[File:items components steel plates.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.
 
All characters have '''Damage Resistance''' and '''Damage Threshold''' for each damage type. Resistance is a percentage reduction, whilst threshold is a flat number reduction.
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{{color|lightgreen|Bio}}.
 
{{color|lightgreen|Bio}}.
  
The ''electric damage'' from [[Neural Overload]] is irresistible, but can be reduced by your Resolve. Mitigation for this is capped at {{color|white|~40%}}.
+
The ''electric damage'' from [[Neural Overload]] is irresistible, but can be reduced by Resolve. Mitigation for this is capped at {{color|white|~40%}}.
  
 
Some psi abilities also deal irresistible ''mental damage''.
 
Some psi abilities also deal irresistible ''mental damage''.
  
== Shielding ==
+
== [[File:Icon_shielding.png|text-bottom|link=]] Shielding ==
[[File:Icon_shielding.png|right|link=]]
 
  
All damage sources have an '''Impact Speed''', which can be
+
Shields can absorb certain amounts of damage based on its impact speed. Slower impact speeds are generally better against shielded enemies.
{{color|teal|Very Low}} (melee weapons),
 
{{color|teal|Low}} (crossbows, chemical weapons),
 
{{color|gray|Medium}} (low-powered firearms),
 
{{color|DarkSalmon|High}} (rifles) or
 
{{color|DarkSalmon|Very High}} (high-powered rifles, energy weapons).
 
  
 +
All damage sources have an '''Impact Speed''', which is one of the following:
 +
: {{color|teal|Very Low}} - Melee attacks
 +
: {{color|teal|Low}} - "slow" projectile attacks, that is projectiles considerably slower than bullets, such as crossbow bolts and cryokinesis
 +
: {{color|gray|Medium}} - bullets, shrapnel (from frag grenades)
 +
: {{color|DarkSalmon|Fast}} - super fast projectiles, such as those fired from sniper rifles
 +
: {{color|DarkSalmon|Very Fast}} - lasers, plasma, electrical attacks
  
Shields can absorb certain amounts of damage based on its impact speed. Slower impact speeds are generally better against shielded enemies.
+
Additionally, most types of melee weapons will ignore certain amount of shield (and some special attacks ignore it completely)
:'''NOTE''': Shields are not yet in-game as of version [[0.1.9.1]].
+
* Knives ignore 60%
 +
* Fist weapons 80%
 +
* Unarmed attacks 100%
  
== Subterfuge ==
+
== [[File:Icon_subterfuge.png|text-bottom|text-bottom|link=]] Subterfuge ==
[[File:Icon_subterfuge.png|right|link=]]
 
  
 
; Stealth
 
; Stealth
: Your effective stealth skill level. Derived from Stealth skill. Can be affected by feats and items.
+
: Your effective stealth skill level.
 +
: Equal to your effective Stealth skill. Can be affected by feats and items.
  
 
; Detection
 
; 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.
+
: Your chance to detect stealthed enemies and [[traps]]. Finding secret areas is based purely on Perception instead of Detection.
 +
: Derived from character level and Perception. Can be affected by feats and items.
  
 
= Combat stats: Offense =
 
= Combat stats: Offense =
  
== Weapon ==
+
== [[File:Icon_weapon.png|text-bottom|link=]] Weapon ==
[[File:Icon_weapon.png|right|link=]]
 
  
 
; Damage
 
; Damage
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; Action Points
 
; Action Points
: Derived from active weapon. Can be affected by feats and items such as [[Adrenaline Shot]].
+
: Derived from active weapon. Can be affected by feats, items and [[dexterity]] bonus for light weapons.
  
 
; Impact Speed
 
; Impact Speed
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: 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.
  
== Metathermics ==
+
== [[File:Icon_metathermics.png|text-bottom|link=]] Metathermics ==
[[File:Icon_metathermics.png|right|link=]]
 
  
 
; Critical chance
 
; Critical chance
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: Can be affected by feats and items.
 
: Can be affected by feats and items.
  
== Psychokinesis ==
+
== [[File:Icon_psychokinesis.png|text-bottom|link=]] Psychokinesis ==
[[File:Icon_psychokinesis.png|right|link=]]
 
  
 
; Critical chance
 
; Critical chance
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: Can be affected by feats and items.
 
: Can be affected by feats and items.
  
== Thought Control ==
+
== [[File:Icon_thought_control.png|text-bottom|link=]] Thought Control ==
[[File:Icon_thought_control.png|right|link=]]
 
  
 
; Critical chance
 
; Critical chance
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== Character level ==
 
== Character level ==
The maximum level is currently 20, but cannot be attained in a single play-through of the alpha version. The maximum level for release version is planned to be 30, but that might change.
+
The maximum level is currently 20. The maximum level for release version is planned to be 30, but that might change.
  
* Level does not directly affect most of the player character's stats, except health, psi points, resolve and detection. {{verify}}
+
* Level does not directly affect most of the player character's stats. Exceptions to this are health, psi points, fortitude, resolve and detection.
 
** You gain {{color|white|40}} skill points every level
 
** You gain {{color|white|40}} skill points every level
 
** You gain a feat every {{color|white|2}} levels
 
** You gain a feat every {{color|white|2}} levels
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| width=50% valign=top |
 
| width=50% valign=top |
 
=== Classic XP System ===
 
=== Classic XP System ===
 +
 
The experience needed to level up is completely linear, each level requiring 1000 experience more than the former.
 
The experience needed to level up is completely linear, each level requiring 1000 experience more than the former.
  
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{| class="wikitable mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide"
 
{| class="wikitable mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide"
 
|-  
 
|-  
! colspan="3" | Experience per level chart
+
! colspan="3" | Classic XP/level chart
 
|-  
 
|-  
 
! Level !! Exp to next level !! Cumulative exp
 
! Level !! Exp to next level !! Cumulative exp
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| 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 15 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 15 XP/level.
  
Experience is gained only from [[oddities]].
+
Experience is gained only from [[oddities]] studied and quest completion.
  
 
{| class="wikitable mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide"
 
{| class="wikitable mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide"
 
|-  
 
|-  
! colspan="3" | Experience per level chart
+
! colspan="3" | Oddity XP/level chart
 
|-  
 
|-  
 
! Level !! Exp to next level !! Cumulative exp
 
! Level !! Exp to next level !! Cumulative exp
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* Low durability: any [[Degraded Weapon]] or [[Heavily Degraded Weapon]] has reduced precision
 
* Low durability: any [[Degraded Weapon]] or [[Heavily Degraded Weapon]] has reduced precision
 
* Throwing weapons can land up to 3 tiles away from target with imprecise throws
 
* Throwing weapons can land up to 3 tiles away from target with imprecise throws
 +
 +
On psi abilities:
 +
* Most psi abilities always hit the target. However, there are some exceptions.
 +
* [[Pyrokinesis]] functions similarly to grenades. Its precision is derived from Metathermics skill.
 +
* Status effects caused by psi abilities can be resisted with Fortitude (physical effects) or Resolve (mental effects)
  
 
[[Category:Game mechanics]]
 
[[Category:Game mechanics]]
 
[[Category:Player character]]
 
[[Category:Player character]]

Revision as of 16:43, 10 June 2014

This page explains statistics seen in the Combat stats C menu and certain other statistics that aren't listed anywhere.

Combat stats: Base

Bleeding Wound.png State

Health
Your health. You die if it reaches zero.
Derived from character level and Constitution. Player character has 35% bonus health.
Shield
Your shield emitter's shield capacity.
Psi
Your Psi points. Used by psi abilities.
Derived from character level and Will.

Icon base abilities.png Base abilities

For the main article, see base abilities.

Your effective base ability scores are also listed in the combat stats menu.

Combat stats: Defense

Aphobia.png Defense

Status effects and attacks can be resisted (ie. completely avoided) with Dodge, Evasion, Fortitude and Resolve, depending on the attack's type.

These four defensive skills 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 them this way is capped at 65%.[2]

Dodge
Chance to avoid melee attacks and traps.
Equal to your effective Dodge skill. Can be affected by feats and items.
Evasion
Chance to avoid ranged attacks. Reduces damage from AoE attacks.
Equal to your effective Evasion skill. Can be affected by feats and items.
Fortitude
Chance to resist physical psionic effects and effects like poison.
Derived from character level and Constitution.
Resolve
Chance to resist mental psionic effects. Reduces damage from some psi abilities, e.g. Neural Overload.
Derived from character level and Will.
Crit. chance
Chance to be critically hit.
Can be affected by feats and items.
Armor penalty (previously known as Encumberance)
Reduces your Movement Points, Dodge, Evasion and Stealth.
Derived from the armor pieces you're wearing. Can be affected by feats. It is capped at 95%.[3]

Steel Plates.png 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 Resolve. Mitigation for this is capped at ~40%.

Some psi abilities also deal irresistible mental damage.

Icon shielding.png Shielding

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, which is one of the following:

Very Low - Melee attacks
Low - "slow" projectile attacks, that is projectiles considerably slower than bullets, such as crossbow bolts and cryokinesis
Medium - bullets, shrapnel (from frag grenades)
Fast - super fast projectiles, such as those fired from sniper rifles
Very Fast - lasers, plasma, electrical attacks

Additionally, most types of melee weapons will ignore certain amount of shield (and some special attacks ignore it completely)

  • Knives ignore 60%
  • Fist weapons 80%
  • Unarmed attacks 100%

Icon subterfuge.png Subterfuge

Stealth
Your effective stealth skill level.
Equal to your effective 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 instead of Detection.
Derived from character level and Perception. Can be affected by feats and items.

Combat stats: Offense

Icon weapon.png 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, items and dexterity bonus for light weapons.
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.
Initiative
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
Derived from active weapon. Unarmed range can be increased with Force Emission.
Optimal Range
Derived from active weapon. Attacker suffers additional range penalties when attacking beyond the optimal range.

Icon metathermics.png Metathermics

Critical chance
Can be affected by feats and items.
Critical bonus
Can be affected by feats and items.
Psi cost
Can be affected by feats and items.

Telekinetic Punch.png Psychokinesis

Critical chance
Can be affected by feats and items.
Critical bonus
Can be affected by feats and items.
Psi cost
Can be affected by feats and items.

Neural Overload.png Thought Control

Critical chance
Can be affected by feats and items.
Critical bonus
Can be affected by feats and items.
Psi cost
Can be affected by feats and items.

Unlisted statistics

These statistics aren't listed in the combat menu or any other menus.

Character level

The maximum level is currently 20. The maximum level for release version is planned to be 30, but that might change.

  • Level does not directly affect most of the player character's stats. Exceptions to this are health, psi points, fortitude, resolve and detection.
    • You gain 40 skill points every level
    • You gain a feat every 2 levels
    • You gain a base ability point every 4 levels
  • NPCs have natural dodge and evasion bonus equal to their level.

Classic XP System

The experience needed to level up is completely linear, each level requiring 1000 experience more than the former.

Experience is gained from quest completion, kills, skill usage, finding secrets and oddities.

Classic XP/level chart
Level Exp to next level Cumulative exp
1 1 000 1 000
2 2 000 3 000
3 3 000 6 000
4 4 000 10 000
5 5 000 15 000
6 6 000 21 000
7 7 000 28 000
8 8 000 36 000
9 9 000 45 000
10 10 000 55 000
11 11 000 66 000
12 12 000 78 000
13 13 000 91 000
14 14 000 105 000
15 15 000 120 000
16 16 000 136 000
17 17 000 153 000
18 18 000 171 000
19 19 000 190 000
20 20 000 210 000

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 15 XP/level.

Experience is gained only from oddities studied and quest completion.

Oddity XP/level chart
Level Exp to next level Cumulative exp
1 5 5
2 6 11
3 7 18
4 8 26
5 9 35
6 10 45
7 11 56
8 12 68
9 13 81
10 14 95
11 15 110
12 15 125
13 15 140
14 15 155
15 15 170
16 15 185
17 15 200
18 15 215
19 15 230
20 15 245

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 armor without meeting its strength requirement will reduce your action points.[4]
  • 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, encumberance and some feats.
Some creatures, such dogs and spawn, have natural bonus to movement points.

Chance to hit

Your Precision is based on weapon skill and target's evasion or dodge skill in case of guns/crossbows or melee. Ranged weapon precision is heavily affected by darkness and various other situational penalties. Darkness penalty can be counteracted with night vision goggles, flares and luring enemies into ambient light.

All of the precision penalties are counted after your weapon skill, so you cannot completely mitigate them with high weapon skill alone.

  • Precision decreases with distance for all ranged weapons including throwing
  • Precision further decreases beyond weapon's optimal range
  • Crossbows and heavy guns may have Move and Shoot penalty
  • Crossbows and heavy guns may also have Close Quarters penalty at melee range
  • Low durability: any Degraded Weapon or Heavily Degraded Weapon has reduced precision
  • Throwing weapons can land up to 3 tiles away from target with imprecise throws

On psi abilities:

  • Most psi abilities always hit the target. However, there are some exceptions.
  • Pyrokinesis functions similarly to grenades. Its precision is derived from Metathermics skill.
  • Status effects caused by psi abilities can be resisted with Fortitude (physical effects) or Resolve (mental effects)