Difference between revisions of "Starting Stats"

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(Changed bravery max and maxcaps to 100 - can't go to 110.)
(Fixed placement of Bravery on chart; tightened some things up. Thanks for the pointer, Z)
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Raw recruits have the following possible statistics. Range (Min to Max), Number of possible values (Max-Min+1), and Percent chance of getting any one of those values (1/Values). Also, caps are shown for your convenience ([[Experience#Regarding_Caps|Regarding Caps]]):
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Raw recruits have the following possible statistics. Range (Min to Max), Number of possible values (Max-Min+1), and Percent chance of getting any one of those values (1/Values). Also, [[Experience#Regarding_Caps|caps]] are shown for your convenience:
  
 
  <u>Stat</u>              <u>Min</u>  <u>Max</u>  <u>Values</u> <u>%ofOne</u>  <u>MinCap</u> <u>MaxCap</u>  <u>Notes</u>
 
  <u>Stat</u>              <u>Min</u>  <u>Max</u>  <u>Values</u> <u>%ofOne</u>  <u>MinCap</u> <u>MaxCap</u>  <u>Notes</u>
  TUs                50    60    11    9.09%    80    81
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  [[TU|TUs]]                 50    60    11    9.09%    80    81
  Stamina             40    70    31    3.23%    100    101
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  [[Energy|Stamina/Energy]]      40    70    31    3.23%    100    101
  Health              25    40    16    6.25%    60    61
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  [[Health]]             25    40    16    6.25%    60    61
  Bravery            10    60    6  16.67%    100    100    Only uses increments of 10  
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  [[Bravery]]             10    60    6  16.67%    100    100    Only uses increments of 10  
  Reaction            30    60    31    3.23%    100    105
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  [[Reactions]]          30    60    31    3.23%    100    105
  Firing Accuracy    40    70    31    3.23%    120    125
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  [[Firing Accuracy]]     40    70    31    3.23%    120    125
  Throwing Accuracy  50    80    31    3.23%    120    125
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  [[Throwing Accuracy]]   50    80    31    3.23%    120    125
  Strength            20    40    21    4.76%    70    71
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  [[Strength]]           20    40    21    4.76%    70    71
  Psi Strength        0  100  101    0.99%      0    100    Fixed for life, never changes
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  [[Psi Strength]]         0  100  101    0.99%      0    100    Fixed for life, never changes
  Psi Skill          16    24    9  11.11%    100    105+  Initially 0 (a.k.a. psi locked); values are for first [[Psionic_Laboratory|Psi Lab]] result
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  [[Psi Skill]]           16    24    9  11.11%    100    105+  Initially 0 (a.k.a. psi locked); values are for first [[Psionic_Laboratory|Psi Lab]] result
  Melee Accuracy      20    40    21    4.76%    120    125    Non-displayed skill; see text
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  [[Melee Accuracy]]     20    40    21    4.76%    120    125    Non-displayed skill; see text
  
[[Image:XcomStatsBarChart.gif]]
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[[Image:XcomStatsBarChart.png]]
  
[[Experience#Primary Stats|Primary stats]] are Psi Skill, Firing Accuracy, Reactions, Melee Accuracy, and Throwing Accuracy. [[Experience#Secondary Stats|Secondary stats]] are TUs, Stamina (a.k.a. Energy in combat), Health, and Strength. Secondaries increase whenever a Primary action is taken (except for Throwing). Bravery is an oddball. For more info, see [[Experience#How_Experience_Points_Are_Applied|Experience]].
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[[Experience#Primary Stats|Primary stats]] are Psi Skill, Firing Accuracy, Reactions, Throwing Accuracy, Bravery, and Melee Accuracy. [[Experience#Secondary Stats|Secondary stats]] are TUs, Stamina (a.k.a. Energy in combat), Health, and Strength. Secondaries increase whenever a Primary action is taken (except for Throwing). For more info, see [[Experience#How_Experience_Points_Are_Applied|Experience]]. [[Psi Skill]] is the only value that can increase past its combat cap (via the [[Psionic Laboratory|Psi Lab]]).
  
 
All statistics are rolled randomly and independently. So if you only want recruits with 60 TUs, you will retain 1 out of 11 recruits (9%). If you only want ones with 60 TUs and 70 FA, you'll only keep 1 in 351 recruits (0.28%; 1/11 * 1/31). Et cetera.
 
All statistics are rolled randomly and independently. So if you only want recruits with 60 TUs, you will retain 1 out of 11 recruits (9%). If you only want ones with 60 TUs and 70 FA, you'll only keep 1 in 351 recruits (0.28%; 1/11 * 1/31). Et cetera.
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As discussed [[Energy|elsewhere]], '''initial''' TUs/3 (not total TUs after increases!) govern energy recovery on the battlefield. In other words, your raw recruit's TUs forever after determine how much energy they recover each combat turn. 50 recruit TUs means you recover 17 energy per combat turn; 60 TUs means you recover 20. This gives TUs more importance than you might expect, and makes 60 a pleasure to see.
 
As discussed [[Energy|elsewhere]], '''initial''' TUs/3 (not total TUs after increases!) govern energy recovery on the battlefield. In other words, your raw recruit's TUs forever after determine how much energy they recover each combat turn. 50 recruit TUs means you recover 17 energy per combat turn; 60 TUs means you recover 20. This gives TUs more importance than you might expect, and makes 60 a pleasure to see.
  
There are six sets of first and last names, each containing 20 first names and 20 last names. They are ostensibly British (two sets of 20), French, German, Japanese, and Russian. Soldiers' first and last names are randomly chosen from a single set; thus, there are 2,400 possible unique names (20x20x6). It is possible to have duplicates. No differences due to nationality, names, etc., have been observed - all stats appear to be entirely random. In each of the six name sets, five of the first names are feminine and the other 15 male; thus, one fourth of all recruits are female. Being fem has absolutely no effect on stats or anything else in the game, except for the obvious graphics differences and death sounds. For more detailed info on soldier names, see [[Soldier_Name_Stats|Soldier Name Stats]].
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There are six sets of first and last names, each containing 20 first names and 20 last names. They are ostensibly British (two sets of 20), French, German, Japanese, and Russian. Soldiers' first and last names are randomly chosen from a single set; thus, there are 2,400 possible unique names (20x20x6). No differences due to nationality, names, etc., have been observed - all stats appear to be entirely random. In each of the six name sets, five of the first names are feminine and the other 15 male; thus, one fourth of all recruits are female. Being fem has absolutely no effect on stats or anything else in the game, except for the obvious graphics differences and death sounds. For more detailed info on soldier names, see [[Soldier_Name_Stats|Soldier Name Stats]].
  
 
The [[Melee Accuracy]] stat is not shown in displays anywhere but it increases (and secondaries, too) if you use the stun rod. The programmers appear to have put it on the back burner for XCOM, but it does get used more in TFTD.
 
The [[Melee Accuracy]] stat is not shown in displays anywhere but it increases (and secondaries, too) if you use the stun rod. The programmers appear to have put it on the back burner for XCOM, but it does get used more in TFTD.

Revision as of 16:57, 11 November 2006

Raw recruits have the following possible statistics. Range (Min to Max), Number of possible values (Max-Min+1), and Percent chance of getting any one of those values (1/Values). Also, caps are shown for your convenience:

Stat               Min   Max  Values %ofOne  MinCap MaxCap   Notes
TUs                 50    60    11    9.09%     80     81
Stamina/Energy      40    70    31    3.23%    100    101
Health              25    40    16    6.25%     60     61
Bravery             10    60     6   16.67%    100    100    Only uses increments of 10 
Reactions           30    60    31    3.23%    100    105
Firing Accuracy     40    70    31    3.23%    120    125
Throwing Accuracy   50    80    31    3.23%    120    125
Strength            20    40    21    4.76%     70     71
Psi Strength         0   100   101    0.99%      0    100    Fixed for life, never changes
Psi Skill           16    24     9   11.11%    100    105+   Initially 0 (a.k.a. psi locked); values are for first Psi Lab result
Melee Accuracy      20    40    21    4.76%    120    125    Non-displayed skill; see text

XcomStatsBarChart.png

Primary stats are Psi Skill, Firing Accuracy, Reactions, Throwing Accuracy, Bravery, and Melee Accuracy. Secondary stats are TUs, Stamina (a.k.a. Energy in combat), Health, and Strength. Secondaries increase whenever a Primary action is taken (except for Throwing). For more info, see Experience. Psi Skill is the only value that can increase past its combat cap (via the Psi Lab).

All statistics are rolled randomly and independently. So if you only want recruits with 60 TUs, you will retain 1 out of 11 recruits (9%). If you only want ones with 60 TUs and 70 FA, you'll only keep 1 in 351 recruits (0.28%; 1/11 * 1/31). Et cetera.

As discussed elsewhere, initial TUs/3 (not total TUs after increases!) govern energy recovery on the battlefield. In other words, your raw recruit's TUs forever after determine how much energy they recover each combat turn. 50 recruit TUs means you recover 17 energy per combat turn; 60 TUs means you recover 20. This gives TUs more importance than you might expect, and makes 60 a pleasure to see.

There are six sets of first and last names, each containing 20 first names and 20 last names. They are ostensibly British (two sets of 20), French, German, Japanese, and Russian. Soldiers' first and last names are randomly chosen from a single set; thus, there are 2,400 possible unique names (20x20x6). No differences due to nationality, names, etc., have been observed - all stats appear to be entirely random. In each of the six name sets, five of the first names are feminine and the other 15 male; thus, one fourth of all recruits are female. Being fem has absolutely no effect on stats or anything else in the game, except for the obvious graphics differences and death sounds. For more detailed info on soldier names, see Soldier Name Stats.

The Melee Accuracy stat is not shown in displays anywhere but it increases (and secondaries, too) if you use the stun rod. The programmers appear to have put it on the back burner for XCOM, but it does get used more in TFTD.

And now for some useless trivia:

  • If you tried to get a soldier who was best in every single stat (including psi strength = 100, but not including psi skill because it's trained, nor the relatively worthless stats of throwing and melee) - given the number of possible values and resulting combinations these eight stats have (shown above),
  • You only expect to see the highest across the board in 1 in 66,725,166,816 soldiers (approx. 1 in 67 billion soldiers). This is actually the likelihood of getting any one particular combination, no matter what it is (who says we're not all unique?).
  • The current real world population is ~6.5 billion people.
  • Given the theoretical maximum screening rate of 1,000 soldiers per month (only 100 fit in the transfer queue at a time, they take 3 days to show up, so only 10 batches of 100 per month),
  • You would expect to come across such a soldier by 66,725,167 months (the above number divided by 1,000).
  • That's once every 5½ million game years.

And now, back to our regularly scheduled wiki.

See Also