Difference between revisions of "Injury and Fatigue (LWR)"

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Soldiers become fatigued after each mission. The fatigue will dissipate if the soldiers have time to rest before going on another mission. Fatigue duration scales with the number of turns that passed during the mission. SHIVs are not affected by fatigue.
 
Soldiers become fatigued after each mission. The fatigue will dissipate if the soldiers have time to rest before going on another mission. Fatigue duration scales with the number of turns that passed during the mission. SHIVs are not affected by fatigue.
 
The Second Wave option '''Consistent Fatigue (#35)''' disables fatigue increasing with the number of turns passed (and the 1% per turn reduction) and reverts to base fatigue value of '''6 days'''.
 
  
 
==== Base Fatigue====  
 
==== Base Fatigue====  
 
<div style="max-width:760px">  
 
<div style="max-width:760px">  
  '''Base Fatigue Time''': +0.5 days of fatigue per turn on a mission
+
  '''Base Fatigue Time''': +12 hours of fatigue per turn on a mission
 
</div>
 
</div>
  
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|-
 
|-
 
! style="padding: 5px;" | Ability
 
! style="padding: 5px;" | Ability
! style="padding: 5px 20px;" | Base Fatigue Time
+
! style="padding: 5px 20px;" | Base Fatigue Time<br>(Stacks Multiplicatively)
 
|-  
 
|-  
 
|| '''Long Mission Reduction'''
 
|| '''Long Mission Reduction'''
|| -2% per turn (max -50%)
+
|| -1% per turn (max -50%)
 
|-  
 
|-  
|| '''Soldier's Missions''' (MLW|NSLW|LW|VLW)
+
|| '''Soldier's Successful Missions'''<br>(NSLW|LW|VLW|ELW)
|| +40%|20%|10%|5% per mission
+
|| +16%|+8%|+4%|+2% per mission
 
|-  
 
|-  
|| '''Previous Fatigue''' (MLW|NSLW|LW|VLW)
+
|| '''Cybersuit Fatigue (MECs)'''
|| +0.25%|0.5%|1%|2% per day of fatigue
+
|| +50%
 
|-  
 
|-  
 
|| '''Stay Frosty'''
 
|| '''Stay Frosty'''
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|-
 
|-
 
| style="padding: 0 20px;" | '''Sandhurst'''
 
| style="padding: 0 20px;" | '''Sandhurst'''
|| -15%
+
|| -20%
 
|-
 
|-
|| '''Vortex Armor'''
+
|| '''Aurora Armor/Vortex Armor'''
|| -50%
+
|| -35%/-50%
 
|-  
 
|-  
|| '''Wolverine Blood''' (Second Wave option)
+
|| '''Wolverine Blood'''<br>(Second Wave option)
 
|| -50%
 
|| -50%
 
|-
 
|-
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|| +0.5% per Base Will
 
|| +0.5% per Base Will
 
|-  
 
|-  
|| '''Difficulty''' (Normal|Classic|Brutal|Impossible)
+
|| '''Difficulty'''<br>(Easy -> Pain)
|| -15%|-10%|-5%|0%
+
|| -20% -> +20%
 
|-  
 
|-  
|| '''Campaign Length''' (MLW|NSLW|LW|VLW)
+
|| '''Campaign Length'''<br>(NSLW|LW|VLW|ELW)
|| x4|x2|x1|x0.5
+
|| x2|x1|x0.5|x0.25
 
|}
 
|}
  
 
==== Fatigued Soldiers on Missions ====
 
==== Fatigued Soldiers on Missions ====
  
<div style="max-width: 96%;">
+
Fatigued soldiers that go on missions will have their '''pre-mission fatigue''' ''increased by 20%'' before adding the '''new fatigue''' they gained from the mission. Note: Only the '''new fatigue''' is modified by Base Fatigue Modifiers.
Fatigued soldiers that go on missions will have their pre-mission fatigue added to their new fatigue they gained from the missions (only new fatigue is modified by Base Fatigue Modifiers).
 
</div>
 
  
<div style="max-width: 96%;">
+
Fatigued soldiers with over 60 days of fatigue (modified by campaign length) will have fatigue over 60 days converted into injury time.
Fatigued soldiers with over 30 days of fatigue (modified by campaign length) will have any additional fatigue converted into injury time.
 
</div>
 
  
 
=== Dealing with Fatigue ===
 
=== Dealing with Fatigue ===
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Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially with some abductions and if the Slingshot and Progeny DLCs are activated. Try to spread the experience around, and take advantage of easier missions to rank up low ranked soldiers. The last thing you want is for an important mission to come up and only have raw recruits ready to go.  
 
Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially with some abductions and if the Slingshot and Progeny DLCs are activated. Try to spread the experience around, and take advantage of easier missions to rank up low ranked soldiers. The last thing you want is for an important mission to come up and only have raw recruits ready to go.  
  
Once you have researched '''Xenogenetics''' you can give your soldiers a '''Meld Injection''' which will reduce their fatigue and injury time by 80% for the cost of 200 meld.
+
Once you have researched '''Xenogenetics''' you can give your soldiers a [[Management_(LWR)#Meld_healing|'''Meld Injection''']].
  
 
SHIVs are excellent at minimizing fatigue spirals (all soldiers in the barracks with fatigue) as not only do they help bolster your roster but they also receive no fatigue, limiting the overall fatigue accumulation.
 
SHIVs are excellent at minimizing fatigue spirals (all soldiers in the barracks with fatigue) as not only do they help bolster your roster but they also receive no fatigue, limiting the overall fatigue accumulation.
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== Injury ==
 
== Injury ==
  
Any soldier that takes damage beyond their armor HP and into their base HP receives an injury. Even if this loss of HP is healed, the lowest point will count towards an injury.
+
Any soldier that takes damage '''beyond their armor HP''' and into their base HP receives an injury. Even if this loss of HP is healed, the lowest point will count towards an injury.  
 
 
As well, soldiers that take damage restricted to their armor HP may still become injured with a chance equal to twice the % of remaining HP lost. This will be denoted with a '''Injury''' popup. Certain perks and abilities can reduce this chance. Any injury taken with only armor HP will act as if the unit had been injured to 1 less than its max base HP.
 
  
Injuries will prevent a soldier from deploying in future battle until the injury is recovered from.
+
Injuries will prevent a soldier from deploying in future battles until the injury is recovered from.
  
 
=== Accumulating Injuries ===
 
=== Accumulating Injuries ===
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==== Base Injury ====
 
==== Base Injury ====
 
<div style="max-width: 450px;">
 
<div style="max-width: 450px;">
  '''Base Injury time''': 3 days + (Base HP% Lost x 30 days)
+
  '''Base Injury time''': 10 days + (Base HP% Lost x 60 days)
 
</div>
 
</div>
  
Example: a soldier with 5 base HP and 4 armor HP (9HP total) took 5 damage. This means he lost 1 base HP and all 4 armor HP. His base HP% lost would be 1 of his 5 base HP or 20%. His Base Injury time would then be: 1 + 20% * 30 days, or 7 days.
+
Example: a soldier with 5 base HP and 4 armor HP (9HP total) took 5 damage. This means he lost 1 base HP and all 4 armor HP. His base HP% lost would be 1 of his 5 base HP or 20%. His Base Injury time would then be: 10 + 20% * 80 days, or 26 days.
  
 
==== Base Injury Modifiers====  
 
==== Base Injury Modifiers====  
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! style="padding: 5px;" | Base Injury Time
 
! style="padding: 5px;" | Base Injury Time
 
|-
 
|-
|| '''SHIVs'''
+
|| '''Mendability (MECs and SHIVs)'''
 
|| -50%
 
|| -50%
 
|-
 
|-
 
|| '''Advanced Repair'''
 
|| '''Advanced Repair'''
|| -25% (MECs and SHIVs only)
+
|| -35% (MECs and SHIVs only)
 
|-  
 
|-  
 
|| '''Advanced Surgery'''
 
|| '''Advanced Surgery'''
| style="padding: 0 15px;" | -15% (MECs and soldiers only)
+
| style="padding: 0 15px;" | -35% (Biosoldiers only)
 
|-  
 
|-  
 
|| '''Advanced Bone Marrow'''
 
|| '''Advanced Bone Marrow'''
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|-  
 
|-  
 
|| '''Will to Survive'''
 
|| '''Will to Survive'''
|| -30%
+
|| -40%
|-  
+
|- | style="padding: 0 20px;"  
| style="padding: 0 20px;" | '''Base HP''' higher than 6/10 (soldier/MEC)
+
| '''Base HP'''<br>higher than 6/10 (soldier/MEC)
 
|| -4% per Base HP
 
|| -4% per Base HP
 
|-  
 
|-  
|| '''Base HP''' lower than 6/10 (soldier/MEC)
+
|| '''Base HP'''<br>lower than 6/10 (soldier/MEC)
 
|| +4% per Base HP
 
|| +4% per Base HP
 
|-  
 
|-  
|| '''Wolverine Blood''' (Second Wave option)
+
|| '''Wolverine Blood'''<br>(Second Wave option)
 
|| -50%
 
|| -50%
 
|-  
 
|-  
|| '''Difficulty''' (Normal/Classic/Brutal/Impossible)
+
|| '''Difficulty'''<br>(Easy -> Pain)
|| -15%/-10%/-5%/0%
+
|| -20% -> +20%
 
|-  
 
|-  
|| '''Campaign Length''' (MLW/NSLW/LW/VLW)
+
|| '''Campaign Length'''<br>(NSLW|LW|VLW|ELW)
|| x4/x2/x1/x0.5
+
|| x2|x1|x0.5|x0.25
 
|}
 
|}
 
==== Fatigued Soldiers and Injuries ====
 
<div style="max-width: 700px;">
 
All fatigue time is converted to injury time when a soldier becomes injured
 
</div>
 
  
 
=== Dealing with Injuries ===
 
=== Dealing with Injuries ===
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Injuries are reduced by simply letting time pass. Each in-game hour in the strategy game reduces injury time by an hour. Once all injuries are healed the unit's fatigue counter will begin (if they had any fatigue).
 
Injuries are reduced by simply letting time pass. Each in-game hour in the strategy game reduces injury time by an hour. Once all injuries are healed the unit's fatigue counter will begin (if they had any fatigue).
  
Another way to reduce injuries is once you have researched '''Xenogenetics''' you can give your units (including SHIVs) a '''Meld Injection'''. This will reduce their injury and fatigue time by 80% for the cost of 200 meld.
+
Once you have researched '''Xenogenetics''' you can give your units (including SHIVs) a [[Management_(LWR)#Meld_healing|'''Meld Injection''']].
 
 
The '''Savior''' and '''First Aid''' perks both reduce the chance an armor HP injury occurs to anyone on the squad by 50%. Multiple instances of these perks can stack. As well, '''Will to Survive''', '''Fortified''', and '''Grit''' reduce the chance by 50%, but only on an individual level.
 

Latest revision as of 12:45, 21 December 2023

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Fatigue

AP Loss

While fatigued soldiers may still be deployed on missions, they may suffer a loss of APs (Action Points) at the beginning of each their turns. Click on the following to view the effects: Fatigue and Exhaustion

Accumulating Fatigue

Soldiers become fatigued after each mission. The fatigue will dissipate if the soldiers have time to rest before going on another mission. Fatigue duration scales with the number of turns that passed during the mission. SHIVs are not affected by fatigue.

Base Fatigue

Base Fatigue Time: +12 hours of fatigue per turn on a mission

Base Fatigue Modifiers

Ability Base Fatigue Time
(Stacks Multiplicatively)
Long Mission Reduction -1% per turn (max -50%)
Soldier's Successful Missions
(NSLW|LW|VLW|ELW)
+16%|+8%|+4%|+2% per mission
Cybersuit Fatigue (MECs) +50%
Stay Frosty -10%
Sandhurst -20%
Aurora Armor/Vortex Armor -35%/-50%
Wolverine Blood
(Second Wave option)
-50%
Base Will higher than 30 -0.5% per Base Will
Base Will lower than 30 +0.5% per Base Will
Difficulty
(Easy -> Pain)
-20% -> +20%
Campaign Length
(NSLW|LW|VLW|ELW)
x2|x1|x0.5|x0.25

Fatigued Soldiers on Missions

Fatigued soldiers that go on missions will have their pre-mission fatigue increased by 20% before adding the new fatigue they gained from the mission. Note: Only the new fatigue is modified by Base Fatigue Modifiers.

Fatigued soldiers with over 60 days of fatigue (modified by campaign length) will have fatigue over 60 days converted into injury time.

Dealing with Fatigue

Ideally, you should have several teams of soldiers ready at any given point. This means that you can take most missions that the game will throw at you, which can sometimes be three in a row, especially with some abductions and if the Slingshot and Progeny DLCs are activated. Try to spread the experience around, and take advantage of easier missions to rank up low ranked soldiers. The last thing you want is for an important mission to come up and only have raw recruits ready to go.

Once you have researched Xenogenetics you can give your soldiers a Meld Injection.

SHIVs are excellent at minimizing fatigue spirals (all soldiers in the barracks with fatigue) as not only do they help bolster your roster but they also receive no fatigue, limiting the overall fatigue accumulation.

Injury

Any soldier that takes damage beyond their armor HP and into their base HP receives an injury. Even if this loss of HP is healed, the lowest point will count towards an injury.

Injuries will prevent a soldier from deploying in future battles until the injury is recovered from.

Accumulating Injuries

Base Injury

Base Injury time: 10 days + (Base HP% Lost x 60 days)

Example: a soldier with 5 base HP and 4 armor HP (9HP total) took 5 damage. This means he lost 1 base HP and all 4 armor HP. His base HP% lost would be 1 of his 5 base HP or 20%. His Base Injury time would then be: 10 + 20% * 80 days, or 26 days.

Base Injury Modifiers

Ability Base Injury Time
Mendability (MECs and SHIVs) -50%
Advanced Repair -35% (MECs and SHIVs only)
Advanced Surgery -35% (Biosoldiers only)
Advanced Bone Marrow -30%
Will to Survive -40%
Base HP
higher than 6/10 (soldier/MEC)
-4% per Base HP
Base HP
lower than 6/10 (soldier/MEC)
+4% per Base HP
Wolverine Blood
(Second Wave option)
-50%
Difficulty
(Easy -> Pain)
-20% -> +20%
Campaign Length
(NSLW|LW|VLW|ELW)
x2|x1|x0.5|x0.25

Dealing with Injuries

Like dealing with fatigue, you should have several teams of units ready at any given point. Injuries can be further reduced by mitigating damage you take. Sturdy units with Will to Survive, SHIVs, and MECs can all take more shots than most soldiers before dipping into their base HP and receiving an injury. Heavy armors and small armor items give more leeway for taking damage without becoming injured.

Injuries are reduced by simply letting time pass. Each in-game hour in the strategy game reduces injury time by an hour. Once all injuries are healed the unit's fatigue counter will begin (if they had any fatigue).

Once you have researched Xenogenetics you can give your units (including SHIVs) a Meld Injection.