Difference between revisions of "Bravery"

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== Stat Range ==
 
== Stat Range ==
New X-COM recruits will always begin with a value between 10 and 60.  Due to the way the Bravery stat is stored in the data files, it will always be an exact multiple of 10.  X-COM soldiers' Bravery is capped at 100, although tanks and certain alien races can have a Bravery of 110.  Unlike other stats, Bravery cannot overflow its [[Experience#Regarding_Caps|cap]] because it can only increase by one unit at most per combat mission.
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New X-COM recruits will always begin with a value between 10 and 60.  Due to the way the Bravery stat is stored in the data files, it will always be an exact multiple of 10.  X-COM soldiers' Bravery is capped at 100, although tanks and certain alien races can have a Bravery of 110.  Unlike other stats, Bravery cannot overflow its [[Experience#Regarding_Caps|cap]] because it can only increase by one unit (10 points) at most per combat mission.
  
 
== Improvement ==
 
== Improvement ==

Revision as of 09:01, 15 March 2009

The Bravery stat is a measure of how brave a unit is in the face of danger. A higher bravery score reduces the amount of Morale lost due to morale-decreasing events, so a brave unit (alien or X-COM) has less likelihood of panicking or going berserk during combat.

Stat Range

New X-COM recruits will always begin with a value between 10 and 60. Due to the way the Bravery stat is stored in the data files, it will always be an exact multiple of 10. X-COM soldiers' Bravery is capped at 100, although tanks and certain alien races can have a Bravery of 110. Unlike other stats, Bravery cannot overflow its cap because it can only increase by one unit (10 points) at most per combat mission.

Improvement

When a unit's Morale drops below 50, it has a chance of panicking or going berserk (see Morale#Panicking_and_Berserking for full details). If a unit successfully resists panicking, it will gain a "Bravery experience point". For each Bravery experience point gained during a combat, a unit will have an additional ~9% chance of gaining a point of Bravery at the end of the mission, up to a possible 100% chance with 11 or more Bravery experience points. (For supporting data, see Discussion.) Thus, if you keep an eye on your Morale, you can tell exactly how many Bravery experience points you have received - Every turn that Morale is below 50 and you don't panic/berserk, you get another point.

The average number of turns needed to panic/berserk is simply the reciprocal of the chance of going panic/berserk:

           Chance of     Ave. Number of Turns
 Morale  Panic/Berserk   Until Panic/Berserk
   45%        10%         10.00 *
   40%        20%          5.00
   35%        30%          3.33
   30%        40%          2.50 *
   25%        50%          2.00
   20%        60%          1.67
   15%        70%          1.43 *
   10%        80%          1.25
    5%        90%          1.11
    0%       100%          1.00 *

The chance of getting an experience point (EP) is much higher, just below Morale 50. But even if your soldier's Morale is well below 50, their Morale increases by 15 each time they panic/berserk, so it will cycle closer to 50 over time... IF they don't keep getting Psi-panicked continuously (see Training, below). This means that, on average, it takes 14.93 turns to go from Morale 0 to 60 (the four asterisked points above, added together). Because four of those turns are spent in Panic/Berserk itself, there are 10.93 turns for which you'll get a Bravery experience point. But that's just the average... your soldier might Panic four times in a row (equals no experience) or may take many dozens of turns sitting at Morale 45.

Bravery Training

Your soldiers' Bravery can be trained easily and safely once you have completely secured a mission field, particularly after your troops have received Psionics training. Capture (i.e., Mind Control) one or more psi-enabled aliens (Ethereals or Sectoid Leaders/Commanders) and box them into a corner (or the Avenger) so you can shoot them later. Fully disarm the aliens using the inventory trick, and have all your soldiers drop all their weapons and grenades as well so they don't kill each other.

  • Now you can hit the End Turn button repeatedly while the aliens go to work on your psi-weaklings. Soldiers with a Psi Strength of 80+ seem to be immune to psi attacks (use them to wall the aliens in), but all others can be trained. In addition to possible Bravery gains, bravery training can also trigger secondary stat increases. See Experience for more details.
  • Move any soldiers that have been psi-attacked repeatedly as far away from the aliens as possible to give less psi-weak soldiers a chance to get trained. Aliens will favor attacking psi-weak soldiers, but also focus on nearby soldiers. They also cannot mind-control soldiers past a certain distance, so move your weakest soldiers to a distance where they can only be panicked, not controlled. You may need to mind-control the aliens periodically in order to regain control of your troops so as to move them away.
  • Alternatively, you might stun your psi wimps while they're mind controlled, to remove them from the picture. This has no effect on score, etc. (Just make sure their bodies are safe from explosions!) But be careful that you don't leave yourself with so few soldiers that all your conscious ones might get MCed... if at any point all your men are MCed or unconscious, Game Over!
  • The table above states it takes an average of 14.93 turns to go from Morale 0 to 60. Minus the four turns spent Panicking, this is 10.93 turns you'll get a Bravery Experience point (11 are needed for a guaranteed Bravery increase). In-game testing found somewhat similar results. The Bravery Counter (which doesn't count the turns spent Panicking) showed these stats for Morale to go from 0 to 60: Minimum 0, median 8.5, average 12.9 ± 13.0, maximum 67 (N of 104 soldiers). A few soldiers took a very long time to go from Morale 45 to Morale 60. This is only expected when there's only a 10% chance, but it did cause the average to be considerably higher than the median. In any event, remember there have to be at least 12 turns below Morale 60 for a soldier to get 11 Bravery counts, and more like 14 (11 for increases, plus 1-3 Panics). This won't happen if your soldiers keep getting Panicked by aliens... they'll hover near 0 Morale, Panic every turn, and you don't get any experience. They also won't get 11 experience if they recover to Morale 60 quickly.
  • If you're serious about Bravery training, play with the distances from your soldiers to the target alien(s). For psi-unlocked troops, it's pretty easy to figure out each soldier's psi distance to the alien.

Bravery and Psi Attacks

Psionic panicking attacks will reduce a target's morale by an amount dependent on the unit's Bravery. Although high Bravery will not make a unit more psi-resistant, particularly to mind control, it can greatly reduce the impact of panicking attacks performed on that unit. See Morale#Psionic Panicking Attacks for full details.

See Also


UFO Badge X-Com: Enemy Unknown/UFO Defense
Soldiers:Time UnitsEnergy (Stamina)HealthBraveryReactionsFiring AccuracyThrowing Accuracy
StrengthPsionic StrengthPsionic SkillMelee AccuracyStunMoraleRankFatal Wounds