Attributes (LWR): Difference between revisions
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Determines a unit's ability to successfully land a hit on another unit. Hit chance is calculated as aim - defense + modifiers. | Determines a unit's ability to successfully land a hit on another unit. Hit chance is calculated as aim - defense + modifiers. | ||
Additionally, aim is a factor in [[Spec_Ops_(LWR)#Training_.26_Costs|Spec Ops]] training speed and cost. | |||
===Mobility=== | ===Mobility=== | ||
Base soldiers start with an average of | Base soldiers start with an average of 9.3 tiles mobility. | ||
Determines how many tiles a unit can move with 1 AP. Each point of mobility = 1 tile of movement. Units with 2 AP can [[Other_Abilities_(LWR)#Dash|'''dash''']] | Determines how many tiles a unit can move with 1 AP. Each point of mobility = 1 tile of movement. Units with 2 AP can [[Other_Abilities_(LWR)#Dash|'''dash''']] to move 240% of their mobility in tiles. | ||
There is a cap on total movement in a single move of 39 tiles. This means someone with 20 or more mobility can move further with 2 single moves than a dash. | There is a cap on total movement in a single move of 39 tiles. This means someone with 20 or more mobility can move further with 2 single moves than a dash. | ||
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'''Base HP''' modifies '''throw range''', '''rocket scatter''', '''[[Injury_and_Fatigue_(LWR)|injury times]]''', and '''[[Other_Abilities_(LWR)#Bleed_Out|bleed out chance]]''': | '''Base HP''' modifies '''throw range''', '''rocket scatter''', '''[[Injury_and_Fatigue_(LWR)|injury times]]''', and '''[[Other_Abilities_(LWR)#Bleed_Out|bleed out chance]]''': | ||
*For each HP above/below average, throw range is increased/reduced by | *For each HP above/below average, throw range is increased/reduced by 3% [Biosoldiers only] | ||
*For each HP above/below average, injury time is reduced/increased by | *For each HP above/below average, injury time is reduced/increased by 5% | ||
*For each HP above/below average, scatter is reduced/increased by | *For each HP above/below average, scatter is reduced/increased by 5% [Biosoldiers only] | ||
*The chance a soldier will ''bleed out'' instead of ''die'' is 10*(Base HP - Overkill Damage)% and cannot exceed 90% | *The chance a soldier will ''bleed out'' instead of ''die'' is 10*(Base HP - Overkill Damage)% and cannot exceed 90% | ||
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'''Base will''' also modifies '''[[Injury_and_Fatigue_(LWR)|fatigue times]]''': | '''Base will''' also modifies '''[[Injury_and_Fatigue_(LWR)|fatigue times]]''': | ||
*For each will above/below | *For each base will above/below 35, fatigue times are reduced/increased by 1% | ||
= Soldier Attributes = | = Soldier Attributes = | ||
Soldiers have | Soldiers have randomized starting attributes. However, the starting 12 soldiers will have preset, non-random attributes. Note that multiple Second Wave options exist that can change this. ''Strict Screening (#3)'' fixes the starting attributes at the averages of soldiers' typical ranges, and ''Fresh Recruits (#33)'' will replaces the starting 12 soldiers with randomly-generated ones. | ||
{| class="wikitable" style="max-width: 500px; text-align:center;" | {| class="wikitable" style="max-width: 500px; text-align:center;" | ||
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! style="width: 24%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} range | ! style="width: 24%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} range | ||
|- | |- | ||
| style="padding: 5px;" | '''Base Attributes''' || 4 - 8 || | | style="padding: 5px;" | '''Base Attributes''' || 4 - 8 || 55 - 75 || 20 - 55 || 8.0 - 10.6 | ||
|} | |} | ||
All stats are determined with the mid stats being more common than the extremes. Additionally, | All stats are determined with the mid stats being more common than the extremes. Additionally, will has the low stats more common. | ||
Soldiers all have a Defense attribute of 0. | Soldiers all have a Defense attribute of 0. | ||
Attribute | One [[Events (LWR)|event]] provides the player with militia soldiers that have much lower stats, with a bias towards the low end (rolls happen twice and the lower stat is chosen). | ||
{| class="wikitable" style="max-width: 500px; text-align:center;" | |||
|+ | |||
! style="width: 25%;" | | |||
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} range | |||
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} range | |||
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Will (Long War)}} range | |||
! style="width: 24%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} range | |||
|- | |||
| style="padding: 5px;" | '''Militia Base Attributes''' || 3 - 5 || 50 - 69 || 15 - 40 || 7.3 - 9.3 | |||
|} | |||
Attribute growth for soldier ranks occurs from post mission attribute gains. Each soldier has a chance to gain some bonus attributes at the end of each mission they participated in. Certain classes increase these chances to double or triple the normal progression. This growth is also relative to what the stat currently is, favoring growth on stats that are below average and discouraging high stats from growing even higher. | |||
MSGTs additionally have a higher chance to grow stats all around. | |||
{| class="wikitable" style="max-width: 400px; text-align:center;" | {| class="wikitable" style="max-width: 400px; text-align:center;" | ||
|+ | |+ | ||
! style="width: 32%;" | Class | ! style="width: 32%;" | Class | ||
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} | ! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} growth | ||
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} | ! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} growth | ||
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Will (Long War)}} | ! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Will (Long War)}} growth | ||
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} | ! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} growth | ||
|- | |- | ||
| style="padding: 5px;" | '''Sniper''' || | | style="padding: 5px;" | '''Sniper''' || x1 || '''x3''' || x1 || x1 | ||
|- | |- | ||
| style="padding: 5px;" | '''Scout''' || | | style="padding: 5px;" | '''Scout''' || x1 || '''x2''' || x1|| '''x2''' | ||
|- | |- | ||
| style="padding: 5px;" | '''Infantry''' || | | style="padding: 5px;" | '''Infantry''' || x1 || '''x2''' || '''x2''' || x1 | ||
|- | |- | ||
| style="padding: 5px;" | '''Assault''' || | | style="padding: 5px;" | '''Assault''' || x1 || x1 || x1 || '''x3''' | ||
|- | |- | ||
| style="padding: 5px;" | '''Gunner''' || | | style="padding: 5px;" | '''Gunner''' || '''x2''' || '''x2''' || x1 || x1 | ||
|- | |- | ||
| style="padding: 5px;" | '''Rocketeer''' || | | style="padding: 5px;" | '''Rocketeer''' || '''x2''' || x1 || '''x2''' || x1 | ||
|- | |- | ||
| style="padding: 5px;" | '''Medic''' || | | style="padding: 5px;" | '''Medic''' || x1 || x1 || '''x2''' || '''x2''' | ||
|- | |- | ||
| style="padding: 5px;" | '''Engineer''' || | | style="padding: 5px;" | '''Engineer''' || '''x2''' || x1 || x1 || '''x2''' | ||
|} | |} | ||
= MEC Attributes = | = MEC Attributes = | ||
Augmenting (chopping) requires a soldier to be at least the rank of LCPL. It then resets their experience to 0 and their rank to SPEC. | |||
{| class="wikitable" style="max-width: 500px; text-align:center;" | {| class="wikitable" style="max-width: 500px; text-align:center;" | ||
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! style="width: 24%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} | ! style="width: 24%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} | ||
|- | |- | ||
| style="padding: 5px;" | '''Base Attributes''' || 10 || 65 || 30 || | | style="padding: 5px;" | '''Base Attributes''' || 10 || 65 || 30 || 10.6 | ||
|} | |} | ||
When being augmented their stats are reset to 10 HP, 65 aim, | When being augmented their stats are reset to 10 HP, 65 aim, 10.6 mobility and 30 will along with possible bonus stats based on their base HP and rank before conversion. For more information see: [[MEC_Trooper_(LWR)#Augmentation|MEC Augmentation]] | ||
{| class="wikitable" style="max-width: 400px; text-align:center;" | {| class="wikitable" style="max-width: 400px; text-align:center;" | ||
|+ | |+ | ||
! style="width: 32%;" | Class | ! style="width: 32%;" | Class | ||
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} | ! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Health (Long War)}} growth | ||
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} | ! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Aim (Long War)}} growth | ||
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{ | ! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Will (Long War)}} | ||
! style="width: 17%; padding: 10px 8px 8px 8px;" | {{Mobility (Long War)}} growth | |||
|- | |- | ||
| style="padding: 5px;" | ''' | | style="padding: 5px;" | '''Jaeger''' || x1 || '''x2''' || x1 || '''x2''' | ||
|- | |- | ||
| style="padding: 5px;" | '''Goliath''' || | | style="padding: 5px;" | '''Marauder''' || '''x2''' || x1 || x1 || '''x2''' | ||
|- | |||
| style="padding: 5px;" | '''Goliath''' || '''x3''' || x1 || x1 || x1 | |||
|- | |- | ||
| style="padding: 5px;" | '''Shogun''' || | | style="padding: 5px;" | '''Shogun''' || '''x2''' || '''x2''' || x1 || x1 | ||
|} | |} | ||
= | = New Recruits = | ||
Non-preset soldiers acquired later in the campaign can gain stats, up to a maximum of the following per month (based on the arrival time of the soldiers, with no month cap): | |||
< | '''+0.1<span style="text-decoration:overline">6</span> mob, +0.5 HP, +1 aim, +2 will''' | ||
</ | |||
The exact amount given will vary, with the average being 25% of the maximum. The number of each stat is chosen through double-randomization (the first roll's result sets the maximum roll of the second, and that second roll will then determine the final stat bonus). As a result, while it is possible for a soldier to gain an enormous stat bonus later in the campaign, it's very unlikely. | |||
Latest revision as of 23:21, 19 March 2026
Effects of Attributes
Aim
Determines a unit's ability to successfully land a hit on another unit. Hit chance is calculated as aim - defense + modifiers.
Additionally, aim is a factor in Spec Ops training speed and cost.
Mobility
Base soldiers start with an average of 9.3 tiles mobility.
Determines how many tiles a unit can move with 1 AP. Each point of mobility = 1 tile of movement. Units with 2 AP can dash to move 240% of their mobility in tiles.
There is a cap on total movement in a single move of 39 tiles. This means someone with 20 or more mobility can move further with 2 single moves than a dash.
Hit Points
Increases the total HP units have on tactical mission. When HP reaches 0 the soldier may die or begin to Bleed Out. Can be further augmented with small items and armor (which grants Armor HP though, not more base HP).
Base HP can affect the attributes of MECs produced through augmentation.
Certain abilities are affected by how a soldier's base HP differs from the average values. The averages are:
- 6 HP for soldiers
- 10 HP for MECs
Base HP modifies throw range, rocket scatter, injury times, and bleed out chance:
- For each HP above/below average, throw range is increased/reduced by 3% [Biosoldiers only]
- For each HP above/below average, injury time is reduced/increased by 5%
- For each HP above/below average, scatter is reduced/increased by 5% [Biosoldiers only]
- The chance a soldier will bleed out instead of die is 10*(Base HP - Overkill Damage)% and cannot exceed 90%
Will
Increases the success rate and time taken to train psionically thereby increasing a psionic soldier's Psi Rank and unlocking new psionic skills.
Increases the hit chance of psionic abilities and the ability to avoid psionic abilities: Click Here for Details
Grants resistance to panic.
Base will also modifies fatigue times:
- For each base will above/below 35, fatigue times are reduced/increased by 1%
Soldier Attributes
Soldiers have randomized starting attributes. However, the starting 12 soldiers will have preset, non-random attributes. Note that multiple Second Wave options exist that can change this. Strict Screening (#3) fixes the starting attributes at the averages of soldiers' typical ranges, and Fresh Recruits (#33) will replaces the starting 12 soldiers with randomly-generated ones.
range |
range |
range |
range | |
|---|---|---|---|---|
| Base Attributes | 4 - 8 | 55 - 75 | 20 - 55 | 8.0 - 10.6 |
All stats are determined with the mid stats being more common than the extremes. Additionally, will has the low stats more common.
Soldiers all have a Defense attribute of 0.
One event provides the player with militia soldiers that have much lower stats, with a bias towards the low end (rolls happen twice and the lower stat is chosen).
range |
range |
range |
range | |
|---|---|---|---|---|
| Militia Base Attributes | 3 - 5 | 50 - 69 | 15 - 40 | 7.3 - 9.3 |
Attribute growth for soldier ranks occurs from post mission attribute gains. Each soldier has a chance to gain some bonus attributes at the end of each mission they participated in. Certain classes increase these chances to double or triple the normal progression. This growth is also relative to what the stat currently is, favoring growth on stats that are below average and discouraging high stats from growing even higher. MSGTs additionally have a higher chance to grow stats all around.
| Class | growth |
growth |
growth |
growth |
|---|---|---|---|---|
| Sniper | x1 | x3 | x1 | x1 |
| Scout | x1 | x2 | x1 | x2 |
| Infantry | x1 | x2 | x2 | x1 |
| Assault | x1 | x1 | x1 | x3 |
| Gunner | x2 | x2 | x1 | x1 |
| Rocketeer | x2 | x1 | x2 | x1 |
| Medic | x1 | x1 | x2 | x2 |
| Engineer | x2 | x1 | x1 | x2 |
MEC Attributes
Augmenting (chopping) requires a soldier to be at least the rank of LCPL. It then resets their experience to 0 and their rank to SPEC.
| Base Attributes | 10 | 65 | 30 | 10.6 |
When being augmented their stats are reset to 10 HP, 65 aim, 10.6 mobility and 30 will along with possible bonus stats based on their base HP and rank before conversion. For more information see: MEC Augmentation
| Class | growth |
growth |
growth | |
|---|---|---|---|---|
| Jaeger | x1 | x2 | x1 | x2 |
| Marauder | x2 | x1 | x1 | x2 |
| Goliath | x3 | x1 | x1 | x1 |
| Shogun | x2 | x2 | x1 | x1 |
New Recruits
Non-preset soldiers acquired later in the campaign can gain stats, up to a maximum of the following per month (based on the arrival time of the soldiers, with no month cap):
+0.16 mob, +0.5 HP, +1 aim, +2 will
The exact amount given will vary, with the average being 25% of the maximum. The number of each stat is chosen through double-randomization (the first roll's result sets the maximum roll of the second, and that second roll will then determine the final stat bonus). As a result, while it is possible for a soldier to gain an enormous stat bonus later in the campaign, it's very unlikely.
