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<div style="font-size:2em; letter-spacing:6px; text-transform:uppercase; color:#d4aa50; margin-bottom:0.3em;">&#9762; MISFITS NUCLEAR WASTELAND SPECIAL &#9762;</div>
'''SPECIAL — Player Guide'''
<div style="color:#888; font-size:0.9em; letter-spacing:3px;">MISFITS SANCTUARY WIKI — WASTELAND OPERATIONS MANUAL</div>
<div style="font-size:0.95em; color:#bfcfd6; margin-top:0.4em;">A simple, practical reference for players. Pick SPECIAL to match your playstyle here's what each stat actually does.</div>
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== TL;DR ==
<div style="font-size:1.4em; font-weight:bold; color:#ff4444; letter-spacing:3px;">&#9888; MANDATORY READING &#9888;</div>
* SPECIAL are the 7 core stats: '''Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck'''.
<div style="color:#cc9999; font-size:0.95em; margin:0.5em 0;">This page describes server SPECIAL behavior. Read code references if tuning differs.</div>
* Each stat ranges from 1–10 and uses a curved scale (not linear). Small changes near the middle are smaller than near the ends.
<div style="margin-top:0.6em; font-size:1.0em;">[[Rules|&#9758; SERVER RULES — READ BEFORE PLAYING]]</div>
* Use the Quick Reference table below for exact per-level numbers; read the short tips under each stat for how they affect gameplay.
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== Getting Started ==
 
{| style="width:100%; border-collapse:collapse;"
|- valign="top"
|style="width:50%; padding-right:1em;"|
 
=== Quick Links ===
* [[Rules|Server Rules]]
* [[Survival Guide|Survival Guide]]
* [[Crafting|Crafting Hub]]
 
|style="width:50%;"|
 
=== New Player? ===
Start here: read [[Survival Basics|Survival Basics]] then pick a faction. SPECIAL affects combat, crafting, and lathe use; see below.
 
|}
 
== Quick Reference ==
Use this table for a fast lookup — paste into guides or tooltips.


{| style="width:100%; border-collapse:collapse; text-align:center;" class="wikitable"
== Quick Reference (Player-Friendly) ==
|+ '''SPECIAL Quick Reference — endpoints & core formulas'''
{| class="wikitable" style="width:100%; text-align:center;"
|-
|+ '''At-a-glance: what each stat gives you'''
! Level
! Level !! Str: Melee dmg !! Per: Ranged spread !! End: HP adj !! Int: Med speed !! Agi: Move !! Luck: Crit
! Curved Δ
! Strength: melee × (1 + Δ * 0.02)
! Strength: carry/pull (−8% @1 → +10% @10)
! Perception: spread ( +15% @1 → −25% @10 )
! Endurance: health adj (±20 @ ends)
! Intelligence: medical speed (1 + (I−5)*0.1)
! Agility: move speed (−7.5% @1 → +7.5% @10)
! Luck: single‑shot crit (≈25% @10)
|-
|-
| 1 || -5 || 0.900 (−10%) || 0.92 (−8%) || 1.15 (+15%) || −20 || 0.60× || 0.925 (−7.5%) || 0%
| 1 || −10% || +15% spread || −20 HP || 0.6× speed || −7.5% || 0%
|-
|-
| 2 || -3.5 || 0.930 (−7%) || 0.944 (−5.6%) || 1.105 (+10.5%) || −14 || 0.70× || 0.9475 (−5.25%) || 0% (unlucky 5%)
| 2 || −7% || +10.5% || −14 HP || 0.|| −5.25% || tiny unlucky
|-
|-
| 3 || -2.25 || 0.955 (−4.5%) || 0.964 (−3.6%) || 1.0675 (+6.75%) || −9 || 0.80× || 0.9663 (−3.37%) || 0% (unlucky 3%)
| 3 || −4.5% || +6.75% || −9 HP || 0.|| −3.37% || tiny unlucky
|-
|-
| 4 || -1 || 0.980 (−2%) || 0.984 (−1.6%) || 1.030 (+3%) || −4 || 0.90× || 0.985 (−1.5%) || 0% (unlucky 1%)
| 4 || −2% || +3% || −4 HP || 0.|| −1.5% || tiny unlucky
|-
|-
| 5 || 0 || 1.000 (0%) || 1.00 (0%) || 1.000 (0%) || 0 || 1.00× || 1.000 (0%) || 0%
| 5 || +0% || +0% || 0 HP || 1.|| 0% || 0%
|-
|-
| 6 || +1 || 1.020 (+2%) || 1.013 (+1.3%) || 0.9667 (−3.33%) || +2.67 || 1.10× || 1.010 (+1.0%) || ≈3.3%
| 6 || +2% || −3.33% || +2.7 HP || 1.|| +1% || small crit
|-
|-
| 7 || +2.25 || 1.045 (+4.5%) || 1.030 (+3.0%) || 0.925 (−7.5%) || +6 || 1.20× || 1.0225 (+2.25%) || ≈7.5%
| 7 || +4.5% || −7.5% || +6 HP || 1.|| +2.25% || noticeable crit
|-
|-
| 8 || +3.75 || 1.075 (+7.5%) || 1.050 (+5.0%) || 0.875 (−12.5%) || +10 || 1.30× || 1.0375 (+3.75%) || ≈12.5%
| 8 || +7.5% || −12.5% || +10 HP || 1.|| +3.75% || strong crit
|-
|-
| 9 || +5.5 || 1.110 (+11.0%) || 1.073 (+7.33%) || 0.8167 (−18.33%) || +14.67 || 1.40× || 1.055 (+5.5%) || ≈18.33%
| 9 || +11% || −18.3% || +14.7 HP || 1.|| +5.5% || very strong crit
|-
|-
| 10 || +7.5 || 1.150 (+15.0%) || 1.100 (+10.0%) || 0.750 (−25.0%) || +20 || 1.50× || 1.075 (+7.5%) || 25.0%
| 10 || +15% || −25% || +20 HP || 1.|| +7.5% || 25% crit
|}
|}


== Detailed Effects ==
== How to Use This ==
- If you want to hit harder in melee, stack '''Strength'''.
- If you want to be a precise shooter or miner, pick '''Perception'''.
- If you want to tank, resist poisons, and survive longer, pick '''Endurance'''.
- If you want faster med/repair work and better lathe/production efficiency, pick '''Intelligence'''.
- If you want to run faster and act more often, pick '''Agility'''.
- If you like better chances on luck rolls, crits and gambling, pick '''Luck'''.
- Charisma mainly affects social/economic things (loadout, trade prices, RP benefits).


These sections explain each stat and reference the code paths used by the server.
== Player Tips & Examples ==
* Melee fighter: Str 8–10, Agi 6–8 — hit harder, act faster.
* Marksman: Per 8–10, Agi 5–7 — greatly reduced spread, better accuracy.
* Medic/Engineer: Int 8–10 — speed up medical actions and reduce lathe time/materials.
* Survivalist/Tank: End 8–10, Str 6–8 — survive longer and carry more.
* Rogue/Thief: Luck 7–10, Agi 7–10 — more crits and faster actions.


== Short Stat Summaries ==
=== Strength ===
=== Strength ===
Strength applies to melee damage, heavy weapon handling, and carrying/pulling.
Gives straight melee power and helps you carry/push heavy things. Higher Strength increases melee damage and carrying/pushing speed.
 
* Melee damage multiplier: '''1 + (curvedΔ) × 0.02'''. (Code: SpecialCombatSystem.ApplyStrengthMeleeModifier)
* Carry/pull speed: scaled from −8% at 1 to +10% at 10 (code: SpecialStrengthSystem.OnCarryPullSpeedModifier).
* Heavy gun handling: aim/recoil scaled with endpoints +18% @1 → −10% @10; clamped to [0.70, 1.40].


=== Perception ===
=== Perception ===
Perception controls ranged precision and cadence.
Lowers weapon spread and helps with ranged weapons, mining, and spotting things. Higher Perception makes your aim tighter.
 
* Spread/recoil: interpolated keepFraction (endpoints +15% @1 → −25% @10).
* Fire rate: multiplied by 1 / (1 + modifier) (code: SpecialPerceptionSystem).


=== Endurance ===
=== Endurance ===
Endurance modifies health thresholds, need decay, stamina recovery, and toxin resistance.
Raises health thresholds, slows hunger/thirst decay, improves stamina regen, and reduces many damage types.
 
* Health thresholds: adjusted by an additive value interpolated −20→+20 (code: SpecialEnduranceSystem.ApplyHealthThresholds).
* Hunger/Thirst decay: multiplier interpolated +15% @1 → −12% @10.
* Stamina recovery: interpolated −15% @1 → +20% @10.
* Toxin damage types are multiplied by a scaled multiplier (code: SpecialEnduranceSystem.OnDamageModify).


=== Charisma ===
=== Charisma ===
Charisma affects economy and presentation.
Improves economic interactions and loadout rewards. If you like trading, help your team through speech checks, or want better buying/selling, put points here.
 
* Loadout points at character creation: '''RoundAwayFromZero(curvedΔ × 2)'''. (Used in SharedLoadoutSystem.)
* Trade price modifiers: endpoints ±10% applied to buy/sell flows (code: NcStoreLogicSystem.ApplyCharismaBuyPrice / ApplyCharismaSellReward).
* Chat font size increases for Charisma ≥ 7.


=== Intelligence ===
=== Intelligence ===
Intelligence affects medical action speed and lathe production.
Speeds up medical and timed actions, and reduces lathe production time/material use — great for medics and engineers.
 
* Medical/timed action speed: multiplier = max(0.1, 1 + (I − 5) × 0.1). (SharedSpecialSystem.GetIntelligenceMedicalActionSpeed)
* Lathe production time: Intelligence ≤4 increases production time; Intelligence ≥5 reduces time to a min multiplier (default 0.50 at 10). (LatheSystem.GetIntelligenceLatheProductionTime)
* Lathe material use: above-average Intelligence grants material discounts up to 25% at 10.


=== Agility ===
=== Agility ===
Agility provides movement and action cadence improvements.
Improves movement speed and action cadence. Good for scouts, runners, and anyone who needs to act more often.


* Movement speed multiplier: interpolates between −7.5% at 1 and +7.5% at 10 (SpecialMovementSystem).
=== Luck ===
* Action/melee cadence: action delay interpolates from +8% at 1 to −10% at 10 (SpecialAgilitySystem).
Increases critical chances and improves many chance-based outcomes (loot, random events). High Luck gives frequent small bonuses.


=== Luck ===
== Want the Dev Details? ==
Luck affects critical hits and chance-based rewards.
<div class="mw-collapsible mw-collapsed" style="margin:0.5em 0; padding:0.5em; border-left:3px solid #ccc; background:#f8f8f8; color:#111;">
=== Developer & Tuning Notes ===
The exact numeric values come from the server tuning and code. If you want the precise formulas, expand this section.


* Single-shot crit chance scales to 25% at Luck=10; implementation uses curvedΔ proportion (SpecialCombatSystem.GetLuckCriticalChance).
* Curved per-level table used: 1→−5, 2→−3.5, 3→−2.25, 4→−1, 5→0, 6→1, 7→2.25, 8→3.75, 9→5.5, 10→7.5.
* Unlucky chance: small extra failure probabilities at low Luck (2→5%, 3→3%, 4→1%).
* Melee formula example: damage multiplier = 1 + (curvedΔ) × 0.02.
* Loot/roll hooks: use SharedSpecialSystem.GetLuckRollChance(baseChance, chancePerPoint).
* Intelligence example: medical action speed = max(0.1, 1 + (I − 5) × 0.1).


== Code & Tuning References ==
'''Code references (read-only)'''
* Core: [https://github.com/Misfit-Sanctuary/nuclear-14/blob/master/Content.Shared/_Misfits/Special/SharedSpecialSystem.cs SharedSpecialSystem.cs]
* SharedSpecialSystem: Content.Shared/_Misfits/Special/SharedSpecialSystem.cs
* Tuning: Resources/Prototypes/_Misfits/Special/special_tuning.yml
* Tuning: Resources/Prototypes/_Misfits/Special/special_tuning.yml
* Strength: Content.Shared/_Misfits/SpecialStats/SpecialStrengthSystem.cs
* Perception: Content.Shared/_Misfits/SpecialStats/SpecialPerceptionSystem.cs
* Endurance: Content.Shared/_Misfits/SpecialStats/SpecialEnduranceSystem.cs
* Intelligence: Content.Server/Lathe/LatheSystem.cs and SharedSpecialSystem helpers


== Notes ==
</div>
* Values on this page assume the repository default tuning YAML. If your server customizes the prototype, recompute using the same curved Δ table.


[[Category:Nuclear-14]]
[[Category:Nuclear-14]]

Revision as of 17:02, 26 May 2026

SPECIAL — Player Guide

A simple, practical reference for players. Pick SPECIAL to match your playstyle — here's what each stat actually does.

TL;DR

  • SPECIAL are the 7 core stats: Strength, Perception, Endurance, Charisma, Intelligence, Agility, Luck.
  • Each stat ranges from 1–10 and uses a curved scale (not linear). Small changes near the middle are smaller than near the ends.
  • Use the Quick Reference table below for exact per-level numbers; read the short tips under each stat for how they affect gameplay.

Quick Reference (Player-Friendly)

At-a-glance: what each stat gives you
Level Str: Melee dmg Per: Ranged spread End: HP adj Int: Med speed Agi: Move Luck: Crit
1 −10% +15% spread −20 HP 0.6× speed −7.5% 0%
2 −7% +10.5% −14 HP 0.7× −5.25% tiny unlucky
3 −4.5% +6.75% −9 HP 0.8× −3.37% tiny unlucky
4 −2% +3% −4 HP 0.9× −1.5% tiny unlucky
5 +0% +0% 0 HP 1.0× 0% 0%
6 +2% −3.33% +2.7 HP 1.1× +1% small crit
7 +4.5% −7.5% +6 HP 1.2× +2.25% noticeable crit
8 +7.5% −12.5% +10 HP 1.3× +3.75% strong crit
9 +11% −18.3% +14.7 HP 1.4× +5.5% very strong crit
10 +15% −25% +20 HP 1.5× +7.5% 25% crit

How to Use This

- If you want to hit harder in melee, stack Strength. - If you want to be a precise shooter or miner, pick Perception. - If you want to tank, resist poisons, and survive longer, pick Endurance. - If you want faster med/repair work and better lathe/production efficiency, pick Intelligence. - If you want to run faster and act more often, pick Agility. - If you like better chances on luck rolls, crits and gambling, pick Luck. - Charisma mainly affects social/economic things (loadout, trade prices, RP benefits).

Player Tips & Examples

  • Melee fighter: Str 8–10, Agi 6–8 — hit harder, act faster.
  • Marksman: Per 8–10, Agi 5–7 — greatly reduced spread, better accuracy.
  • Medic/Engineer: Int 8–10 — speed up medical actions and reduce lathe time/materials.
  • Survivalist/Tank: End 8–10, Str 6–8 — survive longer and carry more.
  • Rogue/Thief: Luck 7–10, Agi 7–10 — more crits and faster actions.

Short Stat Summaries

Strength

Gives straight melee power and helps you carry/push heavy things. Higher Strength increases melee damage and carrying/pushing speed.

Perception

Lowers weapon spread and helps with ranged weapons, mining, and spotting things. Higher Perception makes your aim tighter.

Endurance

Raises health thresholds, slows hunger/thirst decay, improves stamina regen, and reduces many damage types.

Charisma

Improves economic interactions and loadout rewards. If you like trading, help your team through speech checks, or want better buying/selling, put points here.

Intelligence

Speeds up medical and timed actions, and reduces lathe production time/material use — great for medics and engineers.

Agility

Improves movement speed and action cadence. Good for scouts, runners, and anyone who needs to act more often.

Luck

Increases critical chances and improves many chance-based outcomes (loot, random events). High Luck gives frequent small bonuses.

Want the Dev Details?

Developer & Tuning Notes

The exact numeric values come from the server tuning and code. If you want the precise formulas, expand this section.

  • Curved per-level table used: 1→−5, 2→−3.5, 3→−2.25, 4→−1, 5→0, 6→1, 7→2.25, 8→3.75, 9→5.5, 10→7.5.
  • Melee formula example: damage multiplier = 1 + (curvedΔ) × 0.02.
  • Intelligence example: medical action speed = max(0.1, 1 + (I − 5) × 0.1).

Code references (read-only)

  • SharedSpecialSystem: Content.Shared/_Misfits/Special/SharedSpecialSystem.cs
  • Tuning: Resources/Prototypes/_Misfits/Special/special_tuning.yml