Difference between revisions of "Attributes (LWR)"
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Revision as of 13:04, 21 December 2023
Effects of Attributes
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 2%
- 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%
- 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.
range |
range |
range |
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. As well, progression is increased or decreased based on soldier actions during a mission. As an example, a soldier that did not fire a single shot is less likely to gain any aim.
However, while activity during a mission can influence the distribution of attribute gains, it does not affect overall post mission attribute gains. This is important so that soldiers don't feel compelled to start running marathons around a UFO in an attempt to gain more mobility.
Class | growth |
growth |
growth |
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.
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 | growth |
growth |
growth | |
---|---|---|---|---|
Jaeger | x1 | x2 | x1 | x2 |
Marauder | x2 | x1 | x1 | x2 |
Goliath | x3 | x1 | x1 | x1 |
Shogun | x2 | x2 | x1 | x1 |
Bonus Attribute Boosts
Soldiers have a chance to gain +1 in some attributes after each mission.
The chance to trigger a potential bonus after each mission is 100% for MSGTs, and then half that chance for each rank below MSGT (GSGT:50%, TSGT:25%, etc.).
The chance to gain an attribute is: 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 0.6) 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.
Maximum Natural Attributes: 16.0 Mobility, 8 HP, 70 Aim, 55 Will
Maximum Boosted Attributes: 19.3 Mobility, 18 HP, 90 Aim, 95 Will
As well, 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 the average roll for each value is 25% of the max with a strong skew towards lower values (as it is chosen through double-randomization).