Difference between revisions of "Health"
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− | =Overview= | + | ==Overview== |
− | Health, in a nutshell, tells you how much damage can be taken before your soldier is killed or how much the soldier can endure from paralysing attacks. This, | + | Health, in a nutshell, tells you how much damage can be taken before your soldier is killed or how much the soldier can endure from paralysing attacks. This, admittedly, isn't much considering the scope of damage that alien weapons can deal. Until you get Powered or Flying Suits, keep your head down - most any hit is a kill. And even after you've got the best armor, hits have a good chance of instant death. |
− | Health also plays a major role in controlling how effective a number of your [Experience#How_Experience_Points_Are_Applied | + | Health also plays a major role in controlling how effective a number of your [[Experience#How_Experience_Points_Are_Applied|primary stats]] are. In particular, [[Firing Accuracy]] and [[Throwing Accuracy]]. Simply put, your health dictates your firing and throwing skills. If you only have 25% health left, you fire or throw at 25% of peak accuracy. At 50%, only 50% as well. At 100%, you make full use of these skills. |
+ | |||
+ | Note: This does not take into consideration skill penalties due to fatal wounds. | ||
==Starting Values== | ==Starting Values== | ||
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==Maximum Caps== | ==Maximum Caps== | ||
− | A soldier's Health is [[Experience#Regarding_Caps|capped]] at 60. It is possible to 'overflow' the cap by one point on the last combat when you reach it. On average, you have a | + | A soldier's Health is [[Experience#Regarding_Caps|capped]] at 60. It is possible to 'overflow' the cap by one point on the last combat when you reach it. On average, you have a 33% chance of getting capped at 61 instead of 60. Once at 60+, all Health improvements cease. |
==Loss of Health== | ==Loss of Health== | ||
− | Injuries during a combat mission can have dire consequences. To avoid repetition, consult these topics: | + | Injuries during a combat mission can have dire consequences. It is critical to heal fatal wounds as soon as possible. To avoid repetition, consult these topics: |
− | *[[ | + | *[[Fatal Wounds]] |
*Loss of health also reduces available [[Firing_Accuracy|Firing Accuracy]] (over and above the effect of fatal wounds) - Also see [[Accuracy formula]] | *Loss of health also reduces available [[Firing_Accuracy|Firing Accuracy]] (over and above the effect of fatal wounds) - Also see [[Accuracy formula]] | ||
*[[Medi-Kit]] | *[[Medi-Kit]] | ||
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=See Also= | =See Also= | ||
− | + | {{Unit Stats Navbar}} | |
[[Category:Soldiers]] | [[Category:Soldiers]] | ||
+ | [[Category:Enemy Unknown/UFO Defense]] |
Latest revision as of 04:03, 23 July 2013
Overview
Health, in a nutshell, tells you how much damage can be taken before your soldier is killed or how much the soldier can endure from paralysing attacks. This, admittedly, isn't much considering the scope of damage that alien weapons can deal. Until you get Powered or Flying Suits, keep your head down - most any hit is a kill. And even after you've got the best armor, hits have a good chance of instant death.
Health also plays a major role in controlling how effective a number of your primary stats are. In particular, Firing Accuracy and Throwing Accuracy. Simply put, your health dictates your firing and throwing skills. If you only have 25% health left, you fire or throw at 25% of peak accuracy. At 50%, only 50% as well. At 100%, you make full use of these skills.
Note: This does not take into consideration skill penalties due to fatal wounds.
Starting Values
New recruits will always begin with a value between 25 and 40.
Improvement
Health points are awarded (at end of mission) any time you perform at least one primary action. Just one action is enough - additional ones do not cause more Health points to be awarded.
The possible points earned are dependent on your current Health level (disregarding wounds). At recruit minimum (25 Health), an average of 3.8 points are earned. This slopes evenly down to where, at cap minus one (59), an average of 1.0 points are earned (range 0-2).
Maximum Caps
A soldier's Health is capped at 60. It is possible to 'overflow' the cap by one point on the last combat when you reach it. On average, you have a 33% chance of getting capped at 61 instead of 60. Once at 60+, all Health improvements cease.
Loss of Health
Injuries during a combat mission can have dire consequences. It is critical to heal fatal wounds as soon as possible. To avoid repetition, consult these topics:
- Fatal Wounds
- Loss of health also reduces available Firing Accuracy (over and above the effect of fatal wounds) - Also see Accuracy formula
- Medi-Kit
- Unconsciousness
- Wound recovery time
- Damage