Difference between revisions of "Attributes (LWR)"

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[[Long_War_Rebalance|Back To Main Page]]
 
[[Long_War_Rebalance|Back To Main Page]]
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= Effects of Attributes =
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<div style="width:540px;height:266px;float:right;">[[Image:XCOM-EU Soldiers.jpg|right]]</div>
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===Aim===
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Determines a unit's ability to successfully land a hit on another unit.  Hit chance is calculated as aim - defense + modifiers.
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===Mobility===
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Base soldiers start with an average of 15.3 tiles mobility.
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Determines how many tiles a unit can move with 1 AP.  Each point of mobility = 1 tile of movement. Units with 2 AP can [[Other_Abilities_(LWR)#Dash|'''dash''']] (+20% movement) to move 240% of their mobility in tiles.
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There is a cap on total movement in a single move of 39 tiles. This means someone with 20 or more mobility can move further with 2 single moves than a dash.
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===Hit Points===
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Increases the total HP units have on tactical mission.  When HP reaches 0 the soldier may die or begin to [[Other_Abilities_(LWR)#Bleed_Out|'''Bleed Out''']]. Can be further augmented with small items and armor (which grants Armor HP though, not more base HP).
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Base HP can affect the attributes of MECs produced through '''[[MEC_Trooper_(LWR)#Augmentation|augmentation]]'''.
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Certain abilities are affected by how a soldier's base HP differs from the average values. The averages are:
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* 6 HP for soldiers
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* 10 HP for MECs
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'''Base HP''' modifies '''throw range''', '''rocket scatter''', '''[[Injury_and_Fatigue_(LWR)|injury times]]''', and '''[[Other_Abilities_(LWR)#Bleed_Out|bleed out chance]]''':
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*For each HP above/below average, throw range is increased/reduced by 4% [Biosoldiers only]
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*For each HP above/below average, injury time is reduced/increased by 4%
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*For each HP above/below average, scatter is reduced/increased by 8% [Biosoldiers only]
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*The chance a soldier will ''bleed out'' instead of ''die'' is 10*(Base HP - Overkill Damage)% and cannot exceed 90%
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===Will===
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Increases the success rate and time taken to '''[[Psionic_(LWR)#Training|train psionically]]''' thereby increasing a psionic soldier's '''[[Psionic_(LWR)#Psi-abilities|Psi Rank]]''' and unlocking new psionic skills.
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Increases the hit chance of psionic abilities and the ability to avoid psionic abilities: '''[[Psionic_(LWR)#Hit_Chance|Click Here for Details]]'''
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Grants resistance to panic.
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'''Base will''' also modifies '''[[Injury_and_Fatigue_(LWR)|fatigue times]]''':
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*For each will above/below average (30), fatigue times are reduced/increased by 0.5%
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= Soldier Attributes =
 
= Soldier Attributes =
  
[[File:XCOM-EU Soldiers.jpg|right]]
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Soldiers have randomized starting attributes. However, the starting 15 soldiers will have preset, non-random attributes. Note that multiple Second Wave options exist that can change this. ''Balanced Soldiers (#31)'' will enable a point system for randomly-generated soldiers, and ''Fresh Recruits (#33)'' will replaces the starting 15 soldiers with randomly-generated ones.
 
 
Soldiers have fully randomized starting attributes. However, the starting 15 soldiers will have preset, non-random attributes. Note that multiple Second Wave options exist that can change this. ''Balanced Soldiers (#31)'' will re-enable the point system for randomly-generated soldiers, and ''Fresh Recruits (#33)'' will replaces the starting 15 soldiers with randomly-generated ones.
 
  
 
{| class="wikitable" style="max-width: 500px; text-align:center;"
 
{| class="wikitable" style="max-width: 500px; text-align:center;"
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! style="width: 24%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} range
 
! style="width: 24%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} range
 
|-  
 
|-  
| style="padding: 5px;" | '''Base Attributes''' || 4 to 8 || 53 to 77 || 5 to 55 || 7.5 to 8.7
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| style="padding: 5px;" | '''Base Attributes''' || 4 - 8 || 60 - 70 || 20 - 55 || 14.6 - 16.0
 
|}
 
|}
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All stats are determined with the mid stats being more common than the extremes.  Additionally, aim has the mid stats even more common and will has the low stats more common.
  
 
Soldiers all have a Defense attribute of 0.
 
Soldiers all have a Defense attribute of 0.
  
Attribute progression for soldier ranks has been altered to provide approximately half of the attributes at the rank of Specialist, and the remaining attributes are distributed over the remaining ranks. This makes it less punishing to lose high-ranking soldiers, and contributes to normalizing the mod's difficulty curve. Each rank increase, a soldier will gain 50 to 150% of the attributes for that rank (this range can be reduced to only 100% if the second wave option ''Predictable Potential (#6)'' is enabled).
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Attribute growth for soldier ranks occurs from post mission attribute gains. Each soldier has a chance to gain some bonus attributes at the end of each mission they participated in. Certain classes increase these chances to double or triple the normal progression.
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MSGTs gain 100% more growth vs lower ranked soldiers.
  
 
{| class="wikitable" style="max-width: 400px; text-align:center;"
 
{| class="wikitable" style="max-width: 400px; text-align:center;"
 
|+
 
|+
 
! style="width: 32%;" | Class  
 
! style="width: 32%;" | Class  
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} bonus
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! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} growth
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} bonus
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! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} growth
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Will (Long War)}} bonus
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! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Will (Long War)}} growth
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} bonus
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! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} growth
 
|-  
 
|-  
| style="padding: 5px;" | '''Sniper''' || - || 20 || 5 || -
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| style="padding: 5px;" | '''Sniper''' || x1 || '''x3''' || x1 || x1
 
|-  
 
|-  
| style="padding: 5px;" | '''Scout''' || - || 10 || 15 || 1.2
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| style="padding: 5px;" | '''Scout''' || x1 || '''x2''' || x1|| '''x2'''
 
|-  
 
|-  
| style="padding: 5px;" | '''Infantry''' || 3 || 20 || 20 || 0.6
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| style="padding: 5px;" | '''Infantry''' || x1 || '''x2''' || '''x2''' || x1
 
|-  
 
|-  
| style="padding: 5px;" | '''Assault''' || 2 || 5 || 10 || -
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| style="padding: 5px;" | '''Assault''' || x1 || x1 || x1 || '''x3'''
 
|-  
 
|-  
| style="padding: 5px;" | '''Gunner''' || 3 || 10 || 10 || -
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| style="padding: 5px;" | '''Gunner''' || '''x2''' || '''x2''' || x1 || x1
 
|-
 
|-
| style="padding: 5px;" | '''Rocketeer''' || 3 || 5 || 15 || -
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| style="padding: 5px;" | '''Rocketeer''' || '''x2''' || x1 || '''x2''' || x1
 
|-
 
|-
| style="padding: 5px;" | '''Medic''' || - || 10 || 10 || -
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| style="padding: 5px;" | '''Medic''' || x1 || x1 || '''x2''' || '''x2'''
 
|-  
 
|-  
| style="padding: 5px;" | '''Engineer''' || 1 || 10 || 10 || -
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| style="padding: 5px;" | '''Engineer''' || '''x2''' || x1 || x1 || '''x2'''
 
|}
 
|}
  
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Unlike soldiers, MECs gain no will from level ups. Augmenting (chopping) requires a soldier to be at least the rank of LCPL. It then resets their experience to 0 and their rank to SPEC.
 
Unlike soldiers, MECs gain no will from level ups. Augmenting (chopping) requires a soldier to be at least the rank of LCPL. It then resets their experience to 0 and their rank to SPEC.
  
When being augmented their stats are reset to 10hp, 65 aim, 8.1 mobility and 80% of their previous will. This means soldiers with poor hp, aim, or mobility make ideal candidates for augmentation. They also have a 50% chance each to gain 0-0.6 mobility, 0-2 health, 0-4 aim, and 0-8 will for each rank above LCPL they had attained before being augmented. Whether or not these bonus stats are worth augmenting higher ranked soldiers will depend on the situation during each campaign.
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{| class="wikitable" style="max-width: 500px; text-align:center;"
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! style="width: 25%;" | 
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! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}}
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! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}}
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! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Will (Long War)}}
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! style="width: 24%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}}
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|-  
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| style="padding: 5px;" | '''Base Attributes''' || 10 || 65 || 30 || 18.0
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|}
  
Another important factors when augmenting soldiers is that augmentation will remove all fatigue and injures, making it ideal to augment soldiers that are injured for longer periods of time.
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When being augmented their stats are reset to 10 HP, 65 aim, 18.0 mobility and 30 will along with possible bonus stats based on their base HP and rank before conversion. For more information see: [[MEC_Trooper_(LWR)#Augmentation|MEC Augmentation]]
 
 
Augmenting takes 10 days and the cost is: 30 credits and 90 meld
 
  
 
{| class="wikitable" style="max-width: 400px; text-align:center;"
 
{| class="wikitable" style="max-width: 400px; text-align:center;"
 
|+
 
|+
 
! style="width: 32%;" | Class  
 
! style="width: 32%;" | Class  
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} total
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! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} growth
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} total
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! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} growth
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} bonus
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! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Will (Long War)}}
|-
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! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} growth
| style="padding: 5px;" | '''Jaeger''' || - || 20 || -
 
 
|-  
 
|-  
| style="padding: 5px;" | '''Marauder''' || 4 || 10 || -
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| style="padding: 5px;" | '''Jaeger''' || x1 || '''x2''' || x1 || '''x2'''
 
|-  
 
|-  
| style="padding: 5px;" | '''Goliath''' || 6 || 5 || -
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| style="padding: 5px;" | '''Marauder''' || '''x2''' || x1 || x1 || '''x2'''
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|- 
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| style="padding: 5px;" | '''Goliath''' || '''x3''' || x1 || x1 || x1
 
|-  
 
|-  
| style="padding: 5px;" | '''Shogun''' || 4 || 15 || 0.6
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| style="padding: 5px;" | '''Shogun''' || '''x2''' || '''x2''' || x1 || x1
 
|}
 
|}
  
= MSGT Attribute Boosts =
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= New Recruits =
 
 
Soldiers and MECs at '''MSGT''' rank have a chance to gain +1 in each attribute after each mission: 5% chance for mobility, 10% chance for HP, 20% chance for aim, and 40% chance for will.
 
 
 
These chances are increased or reduced by 1% for each point (mobility by 0.625 instead of a full point) lower or higher the soldier's attributes are compared to the maximum natural attributes. The final chances are then modified by Campaign Length.
 
 
 
Thus, the higher a MSGT's attribute is, the less chance they will gain a point in that attribute after each mission. Conversely, the lower a MSGT's attribute is, the more chance they will gain a point in that attribute after each mission.
 
 
 
<div style="max-width: 580px;">
 
Maximum Natural Attributes: 8.7 Mobility, 8 HP, 77 Aim, 55 Will
 
</div>
 
<div style="max-width: 600px;">
 
Maximum Boosted Attributes: 11.8 Mobility, 18 HP, 97 Aim, 95 Will
 
</div>
 
 
 
= Effects of Attributes =
 
 
 
Certain other abilities are affected by how a soldier's attributes differ from the average values. The averages are:
 
* 6 HP for soldiers
 
* 10 HP for MECs
 
* 30 will for both
 
 
 
'''Base HP''' modifies ''throw range'', ''rocket scatter'', and ''injury times'':
 
*For each HP above/below average, throw range is increased/reduced by 4%
 
*For each HP above/below average, scatter is reduced/increased by 4%
 
*For each HP above/below average, injury time is reduced/increased by 4%
 
  
'''Base will''' modifies ''fatigue times'' and ''bleed out chance'':
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Non-preset soldiers acquired later in the campaign gain a random amount of the following attributes for each month passed: +0.1<span style="text-decoration:overline">6</span> mob, +0.5 HP, +1 aim, +2 will. There is no cap on this growth, and it is chosen through double-randomization of those values (so the average will be 25% of each attribute).
*For each will above/below average, fatigue times are reduced/increased by 1%
 
*The chance a soldier will ''bleed out'' instead of ''die'' when their HP is reduced below 1 is equal to their will (capped at 90%)
 

Latest revision as of 18:54, 11 January 2024

Back To Main Page

Effects of Attributes

XCOM-EU Soldiers.jpg

Aim

Determines a unit's ability to successfully land a hit on another unit. Hit chance is calculated as aim - defense + modifiers.

Mobility

Base soldiers start with an average of 15.3 tiles mobility.

Determines how many tiles a unit can move with 1 AP. Each point of mobility = 1 tile of movement. Units with 2 AP can dash (+20% movement) to move 240% of their mobility in tiles.

There is a cap on total movement in a single move of 39 tiles. This means someone with 20 or more mobility can move further with 2 single moves than a dash.

Hit Points

Increases the total HP units have on tactical mission. When HP reaches 0 the soldier may die or begin to Bleed Out. Can be further augmented with small items and armor (which grants Armor HP though, not more base HP).

Base HP can affect the attributes of MECs produced through augmentation.

Certain abilities are affected by how a soldier's base HP differs from the average values. The averages are:

  • 6 HP for soldiers
  • 10 HP for MECs

Base HP modifies throw range, rocket scatter, injury times, and bleed out chance:

  • For each HP above/below average, throw range is increased/reduced by 4% [Biosoldiers only]
  • For each HP above/below average, injury time is reduced/increased by 4%
  • For each HP above/below average, scatter is reduced/increased by 8% [Biosoldiers only]
  • The chance a soldier will bleed out instead of die is 10*(Base HP - Overkill Damage)% and cannot exceed 90%

Will

Increases the success rate and time taken to train psionically thereby increasing a psionic soldier's Psi Rank and unlocking new psionic skills.

Increases the hit chance of psionic abilities and the ability to avoid psionic abilities: Click Here for Details

Grants resistance to panic.

Base will also modifies fatigue times:

  • For each will above/below average (30), fatigue times are reduced/increased by 0.5%

Soldier Attributes

Soldiers have randomized starting attributes. However, the starting 15 soldiers will have preset, non-random attributes. Note that multiple Second Wave options exist that can change this. Balanced Soldiers (#31) will enable a point system for randomly-generated soldiers, and Fresh Recruits (#33) will replaces the starting 15 soldiers with randomly-generated ones.

Health
range
Aim
range
Will
range
Mobility
range
Base Attributes 4 - 8 60 - 70 20 - 55 14.6 - 16.0

All stats are determined with the mid stats being more common than the extremes. Additionally, aim has the mid stats even more common and will has the low stats more common.

Soldiers all have a Defense attribute of 0.

Attribute growth for soldier ranks occurs from post mission attribute gains. Each soldier has a chance to gain some bonus attributes at the end of each mission they participated in. Certain classes increase these chances to double or triple the normal progression.

MSGTs gain 100% more growth vs lower ranked soldiers.

Class Health
growth
Aim
growth
Will
growth
Mobility
growth
Sniper x1 x3 x1 x1
Scout x1 x2 x1 x2
Infantry x1 x2 x2 x1
Assault x1 x1 x1 x3
Gunner x2 x2 x1 x1
Rocketeer x2 x1 x2 x1
Medic x1 x1 x2 x2
Engineer x2 x1 x1 x2

MEC Attributes

Unlike soldiers, MECs gain no will from level ups. Augmenting (chopping) requires a soldier to be at least the rank of LCPL. It then resets their experience to 0 and their rank to SPEC.

Health
Aim
Will
Mobility
Base Attributes 10 65 30 18.0

When being augmented their stats are reset to 10 HP, 65 aim, 18.0 mobility and 30 will along with possible bonus stats based on their base HP and rank before conversion. For more information see: MEC Augmentation

Class Health
growth
Aim
growth
Will
Mobility
growth
Jaeger x1 x2 x1 x2
Marauder x2 x1 x1 x2
Goliath x3 x1 x1 x1
Shogun x2 x2 x1 x1

New Recruits

Non-preset soldiers acquired later in the campaign gain a random amount of the following attributes for each month passed: +0.16 mob, +0.5 HP, +1 aim, +2 will. There is no cap on this growth, and it is chosen through double-randomization of those values (so the average will be 25% of each attribute).