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Increases critical chances and improves many chance-based outcomes (loot, random events). High Luck gives frequent small bonuses.
Increases critical chances and improves many chance-based outcomes (loot, random events). High Luck gives frequent small bonuses.
Level-specific: Luck 1 can cause catastrophic weapon failures (see Notable Level Mechanics).
Level-specific: Luck 1 can cause catastrophic weapon failures (see Notable Level Mechanics).
== Exact Per-Level Mechanics ==
The following table shows the exact in-game values computed from the server tuning and the SPECIAL code. These numbers are authoritative (taken from Resources/Prototypes/_Misfits/Special/special_tuning.yml and SharedSpecialSystem logic).
{| class="wikitable" style="width:100%; text-align:center;"
|+ '''Exact per-level values (computed)'''
! Lvl !! d !! Str melee delta% !! Carry x !! Heavy keep !! Per keep !! FireDelay x !! End HP !! NeedDecay x !! Stam x !! Toxin x !! Char trade% !! Int med x !! Lathe time x !! Lathe mat x !! Agi move x !! Agi action x !! Luck crit% !! Unlucky
|-
| 1 || -5.00 || -10.00% || 0.920 || 1.180 || 1.150 || 1.080 || -20.00 || 1.150 || 0.850 || 1.120 || -10.00% || 0.600 || 1.600 || 1.000 || 0.925 || 1.080 || -16.67% || 0.0
|-
| 2 || -3.50 || -7.00% || 0.944 || 1.126 || 1.105 || 1.056 || -14.00 || 1.105 || 0.895 || 1.084 || -7.00% || 0.700 || 1.450 || 1.000 || 0.948 || 1.056 || -11.67% || 0.05
|-
| 3 || -2.25 || -4.50% || 0.964 || 1.081 || 1.067 || 1.036 || -9.00 || 1.067 || 0.932 || 1.054 || -4.50% || 0.800 || 1.300 || 1.000 || 0.966 || 1.036 || -7.50% || 0.03
|-
| 4 || -1.00 || -2.00% || 0.984 || 1.036 || 1.030 || 1.016 || -4.00 || 1.030 || 0.970 || 1.024 || -2.00% || 0.900 || 1.150 || 1.000 || 0.985 || 1.016 || -3.33% || 0.01
|-
| 5 || 0.00 || 0.00% || 1.000 || 1.000 || 1.000 || 1.000 || 0.00 || 1.000 || 1.000 || 1.000 || 0.00% || 1.000 || 1.000 || 1.000 || 1.000 || 1.000 || 0.00% || 0.0
|-
| 6 || 1.00 || 2.00% || 1.013 || 0.987 || 0.967 || 0.987 || 2.67 || 0.984 || 1.027 || 0.980 || 1.33% || 1.100 || 0.900 || 0.967 || 1.010 || 0.987 || 3.33% || 0.0
|-
| 7 || 2.25 || 4.50% || 1.030 || 0.970 || 0.925 || 0.970 || 6.00 || 0.964 || 1.060 || 0.955 || 3.00% || 1.200 || 0.800 || 0.925 || 1.022 || 0.970 || 7.50% || 0.0
|-
| 8 || 3.75 || 7.50% || 1.050 || 0.950 || 0.875 || 0.950 || 10.00 || 0.940 || 1.100 || 0.925 || 5.00% || 1.300 || 0.700 || 0.875 || 1.038 || 0.950 || 12.50% || 0.0
|-
| 9 || 5.50 || 11.00% || 1.073 || 0.927 || 0.817 || 0.927 || 14.67 || 0.912 || 1.147 || 0.890 || 7.33% || 1.400 || 0.600 || 0.817 || 1.055 || 0.927 || 18.33% || 0.0
|-
| 10 || 7.50 || 15.00% || 1.100 || 0.900 || 0.750 || 0.900 || 20.00 || 0.880 || 1.200 || 0.850 || 10.00% || 1.500 || 0.500 || 0.750 || 1.075 || 0.900 || 25.00% || 0.0
|}
''Notes:''
- Columns: d = curved delta; 'Str melee delta%' = melee damage change relative to baseline (100% = no change); 'Carry x' = multiplier applied to carry/pull speed; 'Heavy keep' = heavy-gun angle/recoil keepFraction; 'Per keep' = spread/recoil keepFraction; 'FireDelay x' = fire delay multiplier (lower is faster); 'End HP' = additive HP threshold adjustment; 'NeedDecay x' = hunger/thirst decay multiplier; 'Stam x' = stamina recovery multiplier; 'Toxin x' = toxin damage multiplier; 'Char trade%' = buy/sell percent modifier; 'Int med x' = medical action speed multiplier; 'Lathe time x' = production time multiplier; 'Lathe mat x' = material usage multiplier; 'AgiMove x' = movement multiplier; 'AgiAction x' = action delay multiplier; 'Luck crit%' = single-shot crit chance.
These numbers were computed from the live code and tuning; they are exact for the current repository state.
== Want the Dev Details? ==
<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.
* 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
</div>
[[Category:Nuclear-14]]

Revision as of 17:12, 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.

Notable Level Mechanics

Some stat levels grant explicit mechanical effects—these are important for gameplay and can have strong consequences.

  • Charisma 1: grants a language/dialect trait at roundstart (you may begin with an extra local dialect or unique speech flavor useful for RP and certain NPC interactions).
  • Luck 1: introduces a small but real chance for firearms and similar devices to catastrophically fail (a gun may jam or explode). Avoid relying on high-risk weapons with Luck=1.

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. Level-specific: Charisma 1 grants a starting language/dialect trait (see Notable Level Mechanics).

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. Level-specific: Luck 1 can cause catastrophic weapon failures (see Notable Level Mechanics).