Difference between revisions of "Experience"

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A soldier earns experience during combat. After the mission, the soldier will then earn a random amount of stat increases based on what experience the soldier acquired during combat.
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__NOTOC__
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== Overview ==
  
= Experience =
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Experience, in X-COM, is the accumulation of combat experience by successfully performing actions. After combat, this experience is applied towards the improvement of stats.
The list of experience that a soldier can earn during combat are:
 
* General Hits
 
* Melee Hits
 
* Successful Psionic Hits
 
* Number of times a unit panicked
 
* Number of times reaction fire was used
 
* Number of times objects were thrown
 
  
==General Hits==
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This article discusses how experience is earned and how it affects a soldier's statistics and skills.
  
General hits take count of how many times you hit an enemy target with any shot or any area effect weapon such as rockets, grenades and stun bombs. General hits make up the bulk of your stat improvements.<br>
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__TOC__
<br>
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== How Experience Points Are Applied ==
The more hits, regardless of shot type, the better. (If an auto-burst hits three times, it counts as three hits.) Therefore the power of your weapon is inversely proportional to how many hits you can earn. To improve your accuracy faster, fight with weaker weapons.<br>
 
<br>
 
'''Note''': Only hits on enemy units count. Scenery, civilians, and friendlies (including mind-controlled aliens) do not count. So firing at random into your nigh indestructable troop transport's wall or at innocent trees do not count.
 
<br><br>
 
  
Influences: [[TU|Time Units]], [[Energy]], [[Health]], [[Strength]] and [[Firing Accuracy]].
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Soldier stats can be divided into two areas, '''primary''' and '''secondary''' stats.
  
==Melee hits==
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=== Primary Stats ===
  
This covers how many times a melee attack (eg [[Stun Rod]]) succeeded against an enemy target. For Terror From The Deep, this also includes [[Vibroblade]]s, [[Thermic Lance]]s and [[Heavy Thermic Lance]]s.<br>
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*'''Primary Stats''' are stats that are directly influenced by the actions that they are associated with. These actions can be called '''Primary Actions'''. They are:
<br>
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**[[Reactions]]
Influences: [[TU|Time Units]], [[Energy]], [[Health]], [[Strength]] and Melee. Melee is a "hidden" variable. You don't see it in the statistics screen, but it does increase when melee is done.
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**[[Firing Accuracy]]
 +
**[[Melee Accuracy]]
 +
**[[Throwing Accuracy]]
 +
**[[Psionic Skill]]
 +
**[[Bravery]]
  
==Successful Psionic Hits==
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* Every time a Primary Action is taken, '''Primary Skill Points''' are earned. They count the number of successful primary actions taken. This is used to calculate how much experience is gained at the end of combat. For specifics on each stat, refer to the individual stat pages by clicking on the links above.
  
How many times a psionic attack succeeded against an enemy target. It doesn't matter if it's a panic or a mind control attack, as long as it works. Failed attempts do not get counted. The [[Mind Probe]], being a non-combat tool, will not affect this counter.<br>
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* The number of primary skill points earned at the end of a mission relies ''solely'' on the number of primary actions performed during combat, as shown below. Current skill is irrelevant. Whether you have the value that can be rolled for a recruit, or you are one point below the cap.
<br>
 
Influences: [[TU|Time Units]], [[Energy]], [[Health]], [[Strength]] and [[Psi Skill]]
 
  
==Number of times Unit has Panicked==
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*Points assigned have a stairstep function, corresponding to a range within which points are rolled. As more actions are performed, the greater the range:
  
How many times the unit suffered from severe morale loss (i.e. panicking or going beserk when Morale < 50%).<br>
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{| class="wikitable" cellpadding=3
<br>
+
|-
Influences [[TU|Time Units]], [[Energy]], [[Health]], [[Strength]] and [[Bravery]].  
+
! Primary<br>Actions !! Roll<br>Range !! Average<br>Increase !! Ave. Inc. /<br> Min. Actions !! Marginal Inc. / Act. from<br>1, 3 and 6 Actions resp.
 +
|-
 +
| 1 - 2  || 0 - 1 || 0.5 || 0.50 || -
 +
|-
 +
| 3 - 5  || 1 - 3 || 2.0 || 0.67 || 0.75
 +
|-
 +
| 6 - 10 || 1 - 4 || 2.5 || 0.42 || 0.40, 0.16
 +
|-
 +
| 11+  || 2 - 6 || 4.0 || 0.36 || 0.35, 0.25, 0.30
 +
|}
 +
:<i>Successful '''Psi''' actions count as 3 actions. '''Bravery''' uses a different approach. See below.</i>
  
==Number of times Opportunity fire was used==
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*Performing more than 11 actions <i>won't cause any more increase</i>. Once you reach that figure you get a 2-6 roll and that's that. (Seen in code, and tested to 200+ actions.)
  
How many times a soldier performed a reaction shot. This not only influences [[TU|Time Units]], [[Energy]], [[Health]], [[Strength]] and [[Reactions]], the shot, if it hits, is counted as a successful general hit. Basically this stat has the potential to do double the work.<br>
+
*If there is a limited number of actions your squad can perform (i.e., a limited number of aliens to kill), the "Average Increase / Minimum Actions" shows the most efficient way to go first and the "Marginal Increase" how to proceed from there. The 2.0 average increase for 3 actions is best. In other words, if you let one soldier shoot 3 times instead of letting 3 soldiers shoot one time, the average increase for the squad as a whole is better (here, an average of 2.0 within the squad versus an average increase of 3 x 0.5 = 1.5 with the same three shots). Going from there, aiming for 11 actions provides the best marginal utility (0.25 vs. only 0.16 when going for 6 actions).  When there isn't enough to go around, choose who and how you want to advance your soldiers and allocate actions in this order: 3 actions (0.67) and then directly to 11 actions (0.25 per additional action). While you might still want most of your soldiers to take at least 1 action to trigger secondary stat grow (see below), you should never aim for 6-10 bracket as it is better to have 37.5% of you trainees increase +4 (and the others at +2) than having all of them increase +2.5 on avg. for the same number of actions.
<br>
 
Influences: [[TU|Time Units]], [[Energy]], [[Health]], [[Strength]] and [[Reactions]]
 
  
==Number of times objects were thrown==
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*The only time one might have gone for 1 action (besides for triggering secondary stat gain) is if you knew you could only get off 2 more shots, not 3. But short of cheating, [[Damage]] is always unpredictable, so instead of taking 1 shot at 2 soldiers when you think your last alien is about dead, you should probably have 1 soldier see if they can get to 3 shots. By the same token, you would prefer to take two soldiers to 6 actions instead of taking one to 9 or 10.
  
This experience counter is the simplest of the lot. It counts how many times the soldier has thrown an object. It does not have to be a grenade, and can be any object that can be picked up.<br>
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*Notice that any intermediate shots (e.g. your 2nd or 8th shots) are a waste of <strike>aliens</strike> er, actions unless you reach the next minimum-actions level. You can count bullets as a crude approximation, or use a utility that reads the [[UNITREF.DAT]] experience counters from a saved game for exact counts. The number of bullets you've shot will accurately reflect your Reaction counter (unless the person also did direct fire sans reacting), but knowing how many hits were landed for Firing Accuracy can be much more problematic. For a little more detail on efficiency versus experience, see [[User_talk:MikeTheRed#Another_Look_at_Primary_Point_Increases|this]].
<br>
 
Influences: [[Throwing Accuracy]] only
 
  
= Regarding Strength =
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*Psi actions are a special case. <b>Successful</b> panic or mind control (MC) attempts cause the psi experience counter to go up by <b>three</b> actions. Thus, you only need to do 4 successful MCs or panics to get all the psi skill points you're going to (4x3=an experience count of 12). But <b>unsuccessful</b> attempts only cause the counter to go up by <b>one</b>. So you need 11 failed attempts to get to the 2-6 roll range, just like for all other primary stats.
  
A soldier CANNOT increase strength by being overly encumbered. It can only increase through the above listed methods. You will only receive the encumberance penalty on start of turn replenishment of time units.  
+
*[[Throwing_Accuracy|Throwing Accuracy]] is also an oddball. While it follows the rules for all primaries (except Bravery), it <i>only</i> increases your Throwing Accuracy. It does not trigger secondaries to increase. (It would've been too easy to increase stats, otherwise! Actually, Psi is just as easy to develop, but it takes time to research psi, and then it needs more combats to reach its cap.)
 +
**Letting your soldiers throw 3 times just before ending a mission maximizes Throwing Accuracy growth versus your personal time spent.
  
= Regarding Kills =
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*Performing more than 255 actions of a given type will cause all experience to be lost.  This is known to be true for Psi actions, and is undoubtedly true for other actions as well as they are stored in one byte fields. Psi is the only place it's realistically likely. More precisely, experience gets wrapped around, and starts counting again. If you are seriously testing stats, or are challenging yourself by allowing only one psi person, the distance from 255 to 265 (255-10) is only 4.3%, or 3 to 4 MCs on top of 85 successful Psis (28 turns' worth, if they've been successfully MCing since Turn 1). Thus, this may sound scary, but you have '''nothing to fear''' unless you've had someone successfully MCing 3 times every turn, for 30 turns - and even then, just let them MC a few more. What's 10 more compared to 255?
  
A soldier does not necessarily get more experience from the number of kills that are made. A soldier with 16 one-shot kills will have the potential to earn just as much experience as a soldier who killed one alien with 16 shots.<br>
+
* X-COM uses a simple but robust system where all squaddies are expected to participate, and skills increase in proportion to how often they are used.
<br>
 
This is a very good reason to hang on to weaker weapons such as [[Pistol]]s and [[Laser Pistol]]s, if only for training purposes. If it takes a lot of weak hits to bring an alien down, you're getting credit for each of them. It's hits that count toward stats, not kills per se.
 
  
= How Experience Points Are Applied =
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==== Bravery ====
  
Soldiers' stats can be divided into two areas:
+
[[Bravery]] experience can also be gained on the battlefield, but using a different algorithm from other primary stats.  The bravery stat itself is stored in increments of 10 (10 minimum, 100 maximum, with 110 possible for certain non-human units), and it can only increase by 10 points following each combat (it either gains 10, or nothing).
  
*<b>Primary</b> stats only increase when particular actions are performed. These stats are: Psi skill, firing accuracy, reaction fire, and throwing accuracy.
+
To gain bravery experience, a unit must have its [[Morale]] reduced below 50, where it stands a chance of panicking or going berserk. If the unit ''successfully resists'' panicking, it will gain a  "bravery experience" point.  Each bravery experience point gives the unit an additional ~9% chance (or an eleventh, to be precise) of gaining +10 Bravery at the end of the combat.  At 11 or more bravery experience points, the +10 Bravery gain is guaranteed.
  
*<b>Secondary</b> stats increase when one or more primary stats increase (except for throwing). These are: TUs, Stamina, Health, and Strength.
+
Like other primary stats, gaining one or more bravery experience points during a combat triggers secondary stat increases.
Individual stats increase as follows:
 
  
*A random number up to 6 is rolled. The closer you are to the cap for a given stat (e.g. if your psi skill is nearing 100), the higher the number of primary actions needed to make the roll cap equal 6. But it is still a random roll. It could be high, it could be low, it could even come up snakes. On average, though, stats rise quickly if you're far from their cap, and more slowly as you near it.
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=== Secondary Stats ===
  
*Secondary stats are rolled independent of each other, but are still dependent on the number of primary actions. That is to say, if your Strength is currently very low and you do a lot of primaries, it can more easily get up to a 6 roll. But if your Stamina was near capacity, the same number of actions probably wouldn't make 6 be the roll max.
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*'''Secondary stats''' increase when one or more primary actions are performed (except for throwing). Secondary stats are:
 +
** [[Time Units]]
 +
** [[Health]]
 +
** [[Strength]]
 +
** [[Energy|Energy/Stamina]]
  
*Because each stat is independently rolled, and it's possible to roll a 0, some of your soldiers may be repeatedly unlucky in a particular stat, making it lag well behind others. The secondary stats don't have a "memory" and/or influence each other, except for the general rule that the lower they are, the more likely they are to increase.
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* '''Secondary skill points''' work quite differently from primary skills: It <i>does not matter</i> how many primary actions are taken; all that matters is that you did <i>one</I> primary action (land a non-IN attack on an enemy, react to something, not panic when [[Morale]] is below 50, or use a psi attack) -- your secondaries will increase all that they're gonna. It also doesn't matter if you did more than one <i>kind</i> of primary action.
  
*Performing more than one kind of primary action does not cause two separate rolls for your secondary stats (which would cause them to increase faster). Instead, if you e.g. get four hits and four psi controls, secondaries are rolled as though eight things had happened. Not two rolls of four things happening. Secondaries still generally increase faster than primaries, though, because your soldiers are probably doing more than one primary action (we can only hope). Thus the base count for secondaries is usually higher than for any one primary.
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* The maximum possible increase is highest when the stat is lowest (it can increase the most when you need it the most). The amount that the stat can increase falls steadily as your secondary skills approach their caps, down to an average of 1 point (range 0-2) per combat for each stat. The overall formula is that you gain 0 to 2 points, plus a tenth (rounded down) of the remaining increase possible. (For a graph, see [[User_talk:MikeTheRed#Secondary_.22Steps.22|this]]). Thus, secondary stats which start very low should increase quickly, and will then increase less rapidly as they rise. Rookies with the lowest possible starting stats will have the following as their max possible roll:
  
Bravery is an odd one. It only increases if <i>you</i> have been <i>successfully</i> mind attacked (panic, control). (I guess that that soldier gets their ass chewed out back at base, and pulls it together!) Also, Bravery only increases in increments of 10.<br>
+
{| class="wikitable" cellpadding=3
 +
|-       
 +
!
 +
! Recruit<br>Min !! Max<br>Roll !! Recruit<br>Max !! Overall<br>Cap
 +
|-
 +
| TUs || 50 || 5 || 60 || 80
 +
|-
 +
| Health || 25 || 5|| 40 || 60
 +
|-
 +
| Strength || 20 || 7 || 40 || 70
 +
|-
 +
| Energy || 40 || 6 || 70 || 100
 +
|}
  
Throwing is also an oddball. It <i>only</i> increases your throwing accuracy, not secondaries, no matter how much you do. It would've been too easy to increase stats, otherwise!<br>
+
*The minimum possible roll is always zero for secondaries. Across the four secondaries, soldiers will show wide variations of luck or lack of luck following each combat, just like flipping coins. Still, the odds are that someone low will rise fast. It's real hard to roll a lot of zeros in a row when the maximum is two or more (and it always is).
  
The way these points are applied leads to some observations:
+
*If a primary skill is over its cap, it does still trigger (non-capped) secondaries to increase, by performing it.
  
*Any soldier can (and will!) become a maxed-out superman. (The worse a stat is, the quicker it will rise.) Not counting the oddball stats of Bravery and Psi Strength (which never changes).
+
=== Soldier Advancement ===
  
*Because of this, intensive screening of recruits really only accomplishes things such as: decreasing the number of low-stat folks on the field <i>for a time</i>, increasing the average level of soldier stats, and decreasing the time until they max.
+
Given the rules of how experience works, one can predict how long it will take soldiers to advance their attributes.
  
*As many have observed, one of the best ways to max experience is to 1) mind control aliens, 2) line them up for a firing squad, 3) put a couple of laser pistols in their hands (once everybody has flying armor), then 4) reaction fire with standard-issue pistols. This increases your primary psi, firing, and reaction skills (as many hits as possible with pistols, the weakest weapon!), and gives you a big count for your secondaries.
+
Primary skill advances can be based on hypothetical soldiers who always get:
 +
* '''Low experience:''' 3 primary-skill experience points leading to a 1-3 roll and thus, always an average of 2 points per combat
 +
* '''High experience:''' 11 primary-skill experience points leading to a 2-6 roll and thus, always an average of 4 points per combat
 +
Secondary skills likewise use an average roll for advancing, according to the decreasing-slope function described above.
  
*If you are a micromanager role-playing to make soldiers who are maxxed across the board, it's arguably more important to pick recruits who are not anomalousy low in any one stat, rather than ones who are high in a few things. In other words, if your goal is 100% stats, one really bad stat may slow you down more than e.g. being a particularly good newbie shooter. This can also be the basis for throwing out soldiers who "aren't performing" - if one of their stats is much farther from the maximum than the rest.
+
Because you can select or reject soldiers based on their starting stats, the more important question becomes, "which stats take the longest to advance from recruit maximum to its cap?" In other words, values above recruit max can't be "bought"... so which have the farthest to develop and should be focused on, if you want to maximize your stats?
  
Another thing to keep in mind is that rank is only window dressing. The <i>only</i> thing it affects in the game, is the morale hit to your other soldiers, if that soldier dies. It doesn't cause your stats to increase faster, shots to hit better, or anything else.<br>
+
You can use this as a basis for keeping or rejecting new recruits, or otherwise choosing which skills to develop.
  
 +
The table below shows the number of combats needed for a soldier to advance from recruit maximum to attribute cap, '''on average'''. A more detailed look, including starting from recruit minimum, theoretical min and max advancement times, etc., can be found [[Media:XcomAttributeAdvancement.xls|here]] and a PDF of the same is [[Media:XcomAttributeAdvancement.pdf|here]].
  
''[ [[User:NKF|NKF]]: Just a few notes:''
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{| class="wikitable" cellpadding=3
#'' A +10 bravery increase is rewarded to a soldier if the soldier loses control due to heavy morale loss. If you are improving your bravery, then it can be due to several reasons. On the one hand, it could mean you're not doing very well and you're losing so many soldiers that the others are panicking (note, getting hurt also drops morale). Or it could mean that the soldier isn't good at resisting psi attacks. The only way to increase bravery is through morale loss. So how does one go about increasing it without sacrificing lots of soldiers (or tanks) or failing a psi attack? Neither prospect is favourable. It's perhaps best to treat bravery increases as a reward for living through a very bad experience and not seek to actively increase it.''
+
|-
# ''At the start of the game, it's best to adopt the mentality that any soldier, no matter how bad their stats are, can always do something else for a while. It's a lot better than heavily screening soldiers for the best stats, only to find out later that they get mind controlled at the bat of an eye. It saves the frustration, and your precious starting funds. ] ''
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! rowspan = "2" | Stat
 +
! rowspan = "2" | Min
 +
! rowspan = "2" | Max
 +
! rowspan = "2" | Cap
 +
! colspan = "2" | Experience<br>Range
 +
! rowspan = "2" | Secondary
 +
|-
 +
! High
 +
! Low
 +
|-
 +
! colspan = " 7"| Primaries
 +
|-
 +
| style = "text-align:left;" | Reactions
 +
| 30 || 60 || 100 || 10 || 20 || &nbsp; 
 +
|-
 +
| style = "text-align:left;" | Firing Accuracy
 +
| 40 || 70 || 120 || 13 || 25  || &nbsp;
 +
|-
 +
| style = "text-align:left;" | Throwing Accuracy
 +
| 50 || 80 || 120 || 10 || 20 || &nbsp; 
 +
|-
 +
|  style = "text-align:left;" | Psi Skill
 +
| 16 || 24 || 100 || 19 || 38  || &nbsp; 
 +
|-
 +
! colspan = "7"  | Secondaries
 +
|-
 +
| style = "text-align:left;" | Time Units
 +
| 50 || 60 || 80 || &nbsp; || &nbsp; || 16
 +
|-
 +
| style = "text-align:left;" | Health
 +
| 25 || 40 || 60 || &nbsp; || &nbsp; || 16
 +
|-
 +
| style = "text-align:left;" | Strength
 +
| 20 || 40 || 70 || &nbsp; || &nbsp; || 21
 +
|-
 +
| style = "text-align:left;" | Stamina
 +
| 40 || 70 || 100 || &nbsp; || &nbsp; || 24
 +
|} 
 +
 
 +
=== Putting It All Together ===
  
= Misc Notes =
+
* While you might focus on the <i>averages</i> stated above, the actual points assigned are <i>entirely random</i>. The <b>range</b> is what you should expect for any one soldier on any one combat mission. This follows the usual X-COM behavior of defining a range and rolling randomly within it.
  
*With the exception of [[Psi Skill]] training in the [[Psi Lab]], all stats can only be trained through combat experience.  
+
* Do your best to get every soldier you are interested in developing, to get at least one primary action (not including throwing).  This will trigger secondary stat increases. Then try to shoot for the big breakpoints of 3 or 11 primary actions. Doing more than 11 actions does not increase a particular primary stat any more, so give other soldiers the chance to perform actions once your favorite soldiers have maxed out on theirs.
  
*Any combat experience earned will influence [[promotions]]. The soldier with the highest amount of experience in total will have the best chance of being promoted to the next rank. Yes, panicking counts towards a promotion as well. <br>
+
* Any soldier can (and will!) ultimately become a maxed-out superman. (Not counting Psi-wimps with a low psi strength, who will never improve at all.) The worse a secondary stat is, the quicker it will rise. And you can try to target who performs which primary actions. Taking advantage of the breakpoints of 3 and 11 can also help you manage potential skill increases (a.k.a. targets) as effectively as possible. That said,
<br>
 
  
= Determining Promotions =
+
* Early in the game, don't spend much time or money fretting over stats. Any soldier is liable to come up snakes with their Psi strength. And every soldier can otherwise eventually become a superman.
  
Who gets what promotion depends entirely on the existing ranks and whether there is room for promotion. Promotion to squaddie for a new recruit is automatic as long as the soldier acquires some combat experience (shooting or psi) in battle. Ranks beyond this have specific criteria that need to be met before they are offered - namely, having a certain number of suboordinates of the previous rank.<br>
+
* Once you have strong Psi soldiers, you can easily use [[Experience Training]] to optimize advancement.  
<br>
 
In an equal environment, say all you have are new recruits, the soldier that obtains the most experience in battle will be in the best position to be take on the best available promotion above squaddie that is up for grabs. Every action a soldier performs in battle that is recorded will be tallied at the end of the battle and the one with the highest gets the best promotion, the next highest the second best promotion and so on.<br>
 
<br>
 
If there is one position available but two eligible soldiers have an identical amount of performance, the game will randomly pick between the two. 
 
<br>
 
It is unfortunate to note that panicking does indeed count towards this tally. It is also unfortunate that once a soldier has been handed a rank, they can continue to rise in the ranks even if they do nothing and are surpassed by other soldiers. First come, first serve, as they say.<br>
 
<br>
 
  
''More information to follow, and the content to be reorganised apropriately''
+
*In the endgame (when you have tons of cash), if you're a micromanager and wish to have soldiers maxed across the board, the main focus when screening recruits is the stats that can't be improved - Energy Recharge (which is equal to a soldier's starting TU, divided by 3 and rounded down) and Psi-Strength. So one would screen incoming (psi-locked) rookies for TUs, keep the ones with 60 TUs (who have 20 Energy Recharge), and then put the remaining rookies through a month of Psi-Lab training and discard those with Psi-Strength below some threshold (100 might be too strict given the one-month investment of time in each, but 90 or 95 is attainable given sufficient funding and a large number of Psi-Labs). All other stats are of secondary importance, since they can be improved with experience, and as such screening will only save you time training them while further increasing the number of rookies you need in order for one of them to "pass muster".
 +
 
 +
== Regarding Caps ==
 +
Every soldier statistic has a maximum allowed value, as shown in the table below. Your soldier will eventually have a value equal to or slightly greater than the cap. It is allowed to go over the cap the very last time you have a combat while it is still under the cap. For example, the maximum Firing Accuracy is 120. If you go into a combat at 119, do lots of shooting, and get a +5 roll, you will walk away with 124 Firing Accuracy - but it will never increase again.
 +
 
 +
Primary skills can overflow their cap by 5, and secondary skills can overflow their cap by 1, as shown here:
 +
 
 +
{| class="wikitable" cellpadding=3
 +
|-
 +
! Primary Stat !! Min Cap !! Max Cap
 +
|-
 +
| Reactions || 100 || 105
 +
|-
 +
| Firing Accuracy || 120 || 125
 +
|-
 +
| Melee Accuracy || 120 || 125
 +
|-
 +
| Throwing Accuracy || 120 || 125
 +
|-
 +
| Psi Skill || 100 || 105+'''<sup>*</sup>'''
 +
|-
 +
| Bravery || 100 || 100
 +
|-
 +
! Secondary Stat !! Min Cap !! Max Cap
 +
|-
 +
| Time Units || 80 || 81
 +
|-
 +
| Health || 60 || 61
 +
|-
 +
| Strength || 70 || 71
 +
|-
 +
| Stamina || 100 || 101
 +
|}
 +
 
 +
:<i><sup>*</sup>Psi Skill is an exception. [[Psionic Skill#Improvement|Psi Lab]] training can continue to add 1-3 points each month after reaching the cap, and will loop the value back down to 0 if it passes 255.</i>
 +
 
 +
You have a 33% chance of getting capped at Cap+1 for secondary skills, and you have no control over what happens (barring reloading your game and ending combat again).  The chance is 33% and not 50% because there are two ways to reach Cap (being at Cap-2 and rolling 2 or being at Cap-1 and rolling 1), but only one way to reach Cap+1 (being at Cap-1 and rolling 2).
 +
 
 +
For primaries, a soldier that does 11+ actions (for a 2-6 roll) every single combat mission will get Cap+5 in that primary skill <b>5%</b> of the time, on average. "Every single mission" means, without regard for the fact you're nearing the cap (and playing with the possible roll results). You can increase the odds to as high as 20%, if you use the primary increase roll ranges to inch your way up to Cap-1, then do 11+ actions on your final combat. Or you can have a 0% chance of Cap+5 if you don't pay attention and don't do 11+ actions near the cap!
 +
 
 +
== Experience training outside combat ==
 +
 
 +
With the exception of [[Psionic Skill]] training in the [[Psionic Laboratory|Psi Lab]], all stats can only be trained through combat experience.
 +
 
 +
== Rookie promotions ==
 +
 
 +
A Rookie that has gained any experience except throwing, is promoted to Squaddie (also see [[promotions]]).
 +
 
 +
 
 +
==See Also==
 +
*[[Soldiers]]
 +
*[[Experience Training]]
 +
*For "behind the scenes" on experience testing, see [[User_talk:MikeTheRed#The_Experience_of_Experience|this]]
 +
[[Category:Soldiers]]
 +
[[Category:Enemy Unknown/UFO Defense]]

Latest revision as of 07:18, 6 July 2018

Overview

Experience, in X-COM, is the accumulation of combat experience by successfully performing actions. After combat, this experience is applied towards the improvement of stats.

This article discusses how experience is earned and how it affects a soldier's statistics and skills.

How Experience Points Are Applied

Soldier stats can be divided into two areas, primary and secondary stats.

Primary Stats

  • Every time a Primary Action is taken, Primary Skill Points are earned. They count the number of successful primary actions taken. This is used to calculate how much experience is gained at the end of combat. For specifics on each stat, refer to the individual stat pages by clicking on the links above.
  • The number of primary skill points earned at the end of a mission relies solely on the number of primary actions performed during combat, as shown below. Current skill is irrelevant. Whether you have the value that can be rolled for a recruit, or you are one point below the cap.
  • Points assigned have a stairstep function, corresponding to a range within which points are rolled. As more actions are performed, the greater the range:
Primary
Actions
Roll
Range
Average
Increase
Ave. Inc. /
Min. Actions
Marginal Inc. / Act. from
1, 3 and 6 Actions resp.
1 - 2 0 - 1 0.5 0.50 -
3 - 5 1 - 3 2.0 0.67 0.75
6 - 10 1 - 4 2.5 0.42 0.40, 0.16
11+ 2 - 6 4.0 0.36 0.35, 0.25, 0.30
Successful Psi actions count as 3 actions. Bravery uses a different approach. See below.
  • Performing more than 11 actions won't cause any more increase. Once you reach that figure you get a 2-6 roll and that's that. (Seen in code, and tested to 200+ actions.)
  • If there is a limited number of actions your squad can perform (i.e., a limited number of aliens to kill), the "Average Increase / Minimum Actions" shows the most efficient way to go first and the "Marginal Increase" how to proceed from there. The 2.0 average increase for 3 actions is best. In other words, if you let one soldier shoot 3 times instead of letting 3 soldiers shoot one time, the average increase for the squad as a whole is better (here, an average of 2.0 within the squad versus an average increase of 3 x 0.5 = 1.5 with the same three shots). Going from there, aiming for 11 actions provides the best marginal utility (0.25 vs. only 0.16 when going for 6 actions). When there isn't enough to go around, choose who and how you want to advance your soldiers and allocate actions in this order: 3 actions (0.67) and then directly to 11 actions (0.25 per additional action). While you might still want most of your soldiers to take at least 1 action to trigger secondary stat grow (see below), you should never aim for 6-10 bracket as it is better to have 37.5% of you trainees increase +4 (and the others at +2) than having all of them increase +2.5 on avg. for the same number of actions.
  • The only time one might have gone for 1 action (besides for triggering secondary stat gain) is if you knew you could only get off 2 more shots, not 3. But short of cheating, Damage is always unpredictable, so instead of taking 1 shot at 2 soldiers when you think your last alien is about dead, you should probably have 1 soldier see if they can get to 3 shots. By the same token, you would prefer to take two soldiers to 6 actions instead of taking one to 9 or 10.
  • Notice that any intermediate shots (e.g. your 2nd or 8th shots) are a waste of aliens er, actions unless you reach the next minimum-actions level. You can count bullets as a crude approximation, or use a utility that reads the UNITREF.DAT experience counters from a saved game for exact counts. The number of bullets you've shot will accurately reflect your Reaction counter (unless the person also did direct fire sans reacting), but knowing how many hits were landed for Firing Accuracy can be much more problematic. For a little more detail on efficiency versus experience, see this.
  • Psi actions are a special case. Successful panic or mind control (MC) attempts cause the psi experience counter to go up by three actions. Thus, you only need to do 4 successful MCs or panics to get all the psi skill points you're going to (4x3=an experience count of 12). But unsuccessful attempts only cause the counter to go up by one. So you need 11 failed attempts to get to the 2-6 roll range, just like for all other primary stats.
  • Throwing Accuracy is also an oddball. While it follows the rules for all primaries (except Bravery), it only increases your Throwing Accuracy. It does not trigger secondaries to increase. (It would've been too easy to increase stats, otherwise! Actually, Psi is just as easy to develop, but it takes time to research psi, and then it needs more combats to reach its cap.)
    • Letting your soldiers throw 3 times just before ending a mission maximizes Throwing Accuracy growth versus your personal time spent.
  • Performing more than 255 actions of a given type will cause all experience to be lost. This is known to be true for Psi actions, and is undoubtedly true for other actions as well as they are stored in one byte fields. Psi is the only place it's realistically likely. More precisely, experience gets wrapped around, and starts counting again. If you are seriously testing stats, or are challenging yourself by allowing only one psi person, the distance from 255 to 265 (255-10) is only 4.3%, or 3 to 4 MCs on top of 85 successful Psis (28 turns' worth, if they've been successfully MCing since Turn 1). Thus, this may sound scary, but you have nothing to fear unless you've had someone successfully MCing 3 times every turn, for 30 turns - and even then, just let them MC a few more. What's 10 more compared to 255?
  • X-COM uses a simple but robust system where all squaddies are expected to participate, and skills increase in proportion to how often they are used.

Bravery

Bravery experience can also be gained on the battlefield, but using a different algorithm from other primary stats. The bravery stat itself is stored in increments of 10 (10 minimum, 100 maximum, with 110 possible for certain non-human units), and it can only increase by 10 points following each combat (it either gains 10, or nothing).

To gain bravery experience, a unit must have its Morale reduced below 50, where it stands a chance of panicking or going berserk. If the unit successfully resists panicking, it will gain a "bravery experience" point. Each bravery experience point gives the unit an additional ~9% chance (or an eleventh, to be precise) of gaining +10 Bravery at the end of the combat. At 11 or more bravery experience points, the +10 Bravery gain is guaranteed.

Like other primary stats, gaining one or more bravery experience points during a combat triggers secondary stat increases.

Secondary Stats

  • Secondary skill points work quite differently from primary skills: It does not matter how many primary actions are taken; all that matters is that you did one primary action (land a non-IN attack on an enemy, react to something, not panic when Morale is below 50, or use a psi attack) -- your secondaries will increase all that they're gonna. It also doesn't matter if you did more than one kind of primary action.
  • The maximum possible increase is highest when the stat is lowest (it can increase the most when you need it the most). The amount that the stat can increase falls steadily as your secondary skills approach their caps, down to an average of 1 point (range 0-2) per combat for each stat. The overall formula is that you gain 0 to 2 points, plus a tenth (rounded down) of the remaining increase possible. (For a graph, see this). Thus, secondary stats which start very low should increase quickly, and will then increase less rapidly as they rise. Rookies with the lowest possible starting stats will have the following as their max possible roll:
Recruit
Min
Max
Roll
Recruit
Max
Overall
Cap
TUs 50 5 60 80
Health 25 5 40 60
Strength 20 7 40 70
Energy 40 6 70 100
  • The minimum possible roll is always zero for secondaries. Across the four secondaries, soldiers will show wide variations of luck or lack of luck following each combat, just like flipping coins. Still, the odds are that someone low will rise fast. It's real hard to roll a lot of zeros in a row when the maximum is two or more (and it always is).
  • If a primary skill is over its cap, it does still trigger (non-capped) secondaries to increase, by performing it.

Soldier Advancement

Given the rules of how experience works, one can predict how long it will take soldiers to advance their attributes.

Primary skill advances can be based on hypothetical soldiers who always get:

  • Low experience: 3 primary-skill experience points leading to a 1-3 roll and thus, always an average of 2 points per combat
  • High experience: 11 primary-skill experience points leading to a 2-6 roll and thus, always an average of 4 points per combat

Secondary skills likewise use an average roll for advancing, according to the decreasing-slope function described above.

Because you can select or reject soldiers based on their starting stats, the more important question becomes, "which stats take the longest to advance from recruit maximum to its cap?" In other words, values above recruit max can't be "bought"... so which have the farthest to develop and should be focused on, if you want to maximize your stats?

You can use this as a basis for keeping or rejecting new recruits, or otherwise choosing which skills to develop.

The table below shows the number of combats needed for a soldier to advance from recruit maximum to attribute cap, on average. A more detailed look, including starting from recruit minimum, theoretical min and max advancement times, etc., can be found here and a PDF of the same is here.

Stat Min Max Cap Experience
Range
Secondary
High Low
Primaries
Reactions 30 60 100 10 20  
Firing Accuracy 40 70 120 13 25  
Throwing Accuracy 50 80 120 10 20  
Psi Skill 16 24 100 19 38  
Secondaries
Time Units 50 60 80     16
Health 25 40 60     16
Strength 20 40 70     21
Stamina 40 70 100     24

Putting It All Together

  • While you might focus on the averages stated above, the actual points assigned are entirely random. The range is what you should expect for any one soldier on any one combat mission. This follows the usual X-COM behavior of defining a range and rolling randomly within it.
  • Do your best to get every soldier you are interested in developing, to get at least one primary action (not including throwing). This will trigger secondary stat increases. Then try to shoot for the big breakpoints of 3 or 11 primary actions. Doing more than 11 actions does not increase a particular primary stat any more, so give other soldiers the chance to perform actions once your favorite soldiers have maxed out on theirs.
  • Any soldier can (and will!) ultimately become a maxed-out superman. (Not counting Psi-wimps with a low psi strength, who will never improve at all.) The worse a secondary stat is, the quicker it will rise. And you can try to target who performs which primary actions. Taking advantage of the breakpoints of 3 and 11 can also help you manage potential skill increases (a.k.a. targets) as effectively as possible. That said,
  • Early in the game, don't spend much time or money fretting over stats. Any soldier is liable to come up snakes with their Psi strength. And every soldier can otherwise eventually become a superman.
  • Once you have strong Psi soldiers, you can easily use Experience Training to optimize advancement.
  • In the endgame (when you have tons of cash), if you're a micromanager and wish to have soldiers maxed across the board, the main focus when screening recruits is the stats that can't be improved - Energy Recharge (which is equal to a soldier's starting TU, divided by 3 and rounded down) and Psi-Strength. So one would screen incoming (psi-locked) rookies for TUs, keep the ones with 60 TUs (who have 20 Energy Recharge), and then put the remaining rookies through a month of Psi-Lab training and discard those with Psi-Strength below some threshold (100 might be too strict given the one-month investment of time in each, but 90 or 95 is attainable given sufficient funding and a large number of Psi-Labs). All other stats are of secondary importance, since they can be improved with experience, and as such screening will only save you time training them while further increasing the number of rookies you need in order for one of them to "pass muster".

Regarding Caps

Every soldier statistic has a maximum allowed value, as shown in the table below. Your soldier will eventually have a value equal to or slightly greater than the cap. It is allowed to go over the cap the very last time you have a combat while it is still under the cap. For example, the maximum Firing Accuracy is 120. If you go into a combat at 119, do lots of shooting, and get a +5 roll, you will walk away with 124 Firing Accuracy - but it will never increase again.

Primary skills can overflow their cap by 5, and secondary skills can overflow their cap by 1, as shown here:

Primary Stat Min Cap Max Cap
Reactions 100 105
Firing Accuracy 120 125
Melee Accuracy 120 125
Throwing Accuracy 120 125
Psi Skill 100 105+*
Bravery 100 100
Secondary Stat Min Cap Max Cap
Time Units 80 81
Health 60 61
Strength 70 71
Stamina 100 101
*Psi Skill is an exception. Psi Lab training can continue to add 1-3 points each month after reaching the cap, and will loop the value back down to 0 if it passes 255.

You have a 33% chance of getting capped at Cap+1 for secondary skills, and you have no control over what happens (barring reloading your game and ending combat again). The chance is 33% and not 50% because there are two ways to reach Cap (being at Cap-2 and rolling 2 or being at Cap-1 and rolling 1), but only one way to reach Cap+1 (being at Cap-1 and rolling 2).

For primaries, a soldier that does 11+ actions (for a 2-6 roll) every single combat mission will get Cap+5 in that primary skill 5% of the time, on average. "Every single mission" means, without regard for the fact you're nearing the cap (and playing with the possible roll results). You can increase the odds to as high as 20%, if you use the primary increase roll ranges to inch your way up to Cap-1, then do 11+ actions on your final combat. Or you can have a 0% chance of Cap+5 if you don't pay attention and don't do 11+ actions near the cap!

Experience training outside combat

With the exception of Psionic Skill training in the Psi Lab, all stats can only be trained through combat experience.

Rookie promotions

A Rookie that has gained any experience except throwing, is promoted to Squaddie (also see promotions).


See Also