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<div style="font-size:2em; letter-spacing:6px; text-transform:uppercase; color:#d4aa50; margin-bottom:0.3em;">&#9762; MISFITS SPECIAL REFERENCE &#9762;</div>
<div style="font-size:2em; letter-spacing:6px; text-transform:uppercase; color:#d4aa50; margin-bottom:0.3em;">&#9762; MISFITS NUCLEAR WASTELAND — SPECIAL &#9762;</div>
<div style="color:#888; font-size:0.9em; letter-spacing:3px;">Nuclear-14 WIKI — SPECIAL (S.P.E.C.I.A.L.) — DETAILED REFERENCE</div>
<div style="color:#888; font-size:0.9em; letter-spacing:3px;">MISFITS SANCTUARY WIKI — WASTELAND OPERATIONS MANUAL</div>
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</div>
<div style="background:#1a0a0a; border:2px solid #ff4444; padding:1em 1.5em; margin-bottom:1.5em; text-align:center; font-family:monospace;">
<div style="font-size:1.4em; font-weight:bold; color:#ff4444; letter-spacing:3px;">&#9888; MANDATORY READING &#9888;</div>
<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>
<div style="margin-top:0.6em; font-size:1.0em;">[[Rules|&#9758; SERVER RULES — READ BEFORE PLAYING]]</div>
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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 ==
== Quick Reference ==
Paste this at the top of guides for fast lookup.
Use this table for a fast lookup — paste into guides or tooltips.


{| class="wikitable" style="width:100%; text-align:center;"
{| style="width:100%; border-collapse:collapse; text-align:center;" class="wikitable"
|+ '''SPECIAL Quick Reference — endpoints & core formulas'''
|+ '''SPECIAL Quick Reference — endpoints & core formulas'''
|-
|-
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! Curved Δ
! Curved Δ
! Strength: melee × (1 + Δ * 0.02)
! Strength: melee × (1 + Δ * 0.02)
! Strength: carry/pull × (endpoints −8% @1 → +10% @10)
! Strength: carry/pull (−8% @1 → +10% @10)
! Perception: spread keepFraction (endpoints +15% @1 → −25% @10)
! Perception: spread ( +15% @1 → −25% @10 )
! Endurance: health adj (±20 @ ends)
! Endurance: health adj (±20 @ ends)
! Intelligence: medical speed × (1 + (I−5)*0.1)
! Intelligence: medical speed (1 + (I−5)*0.1)
! Agility: move speed × (endpoints −7.5% @1 → +7.5% @10)
! Agility: move speed (−7.5% @1 → +7.5% @10)
! Luck: single‑shot crit (25% @10 scaled by Δ/7.5)
! 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 || -5 || 0.900 (−10%) || 0.92 (−8%) || 1.15 (+15%) || −20 || 0.60× || 0.925 (−7.5%) || 0%
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|}
|}


== Full Breakdown ==
== Detailed Effects ==
All numbers use the repository tuning defaults (Resources/Prototypes/_Misfits/Special/special_tuning.yml) and the curved effect scale:
 
* 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.
These sections explain each stat and reference the code paths used by the server.
 
=== Strength ===
Strength applies to melee damage, heavy weapon handling, and carrying/pulling.
 
* 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 controls ranged precision and cadence.
 
* Spread/recoil: interpolated keepFraction (endpoints +15% @1 → −25% @10).
* Fire rate: multiplied by 1 / (1 + modifier) (code: SpecialPerceptionSystem).
 
=== Endurance ===
Endurance modifies health thresholds, need decay, stamina recovery, and toxin resistance.
 
* 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).


==== Strength ====
=== Charisma ===
Strength affects melee damage, heavy/large-weapon handling and carry/pull speed.
Charisma affects economy and presentation.
* Melee damage: multiplier = 1 + (curvedDelta) * 0.02 (tuning.StrengthMeleeDamageMultiplierPerPoint).
* Carry / pull speed: endpoint at 1 = −8%, at 10 = +10% (curved-scale interpolation).
* Heavy gun handling: angles & recoil scaled by keepFraction = 1 + curved-scaled value (endpoints +18% @1 → −10% @10), clamped to [0.70, 1.40].


(See quick table above for per-level values.)
* 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.


==== Perception ====
=== Intelligence ===
Perception affects ranged spread/recoil, fire cadence, and mining speed.
Intelligence affects medical action speed and lathe production.
* Spread/recoil: keepFraction interpolates from +15% at 1 to −25% at 10.
* Fire delay: FireRate is multiplied by 1 / (1 + modifier) where modifier is the curved-scale interpolation (clamped to avoid extreme values).
* Mining/action delays use similar endpoints: +25% delay at 1 → −25% delay at 10.


==== Endurance ====
* Medical/timed action speed: multiplier = max(0.1, 1 + (I − 5) × 0.1). (SharedSpecialSystem.GetIntelligenceMedicalActionSpeed)
Endurance changes survivability, needs decay, stamina recovery, and toxin resistance.
* Lathe production time: Intelligence ≤4 increases production time; Intelligence ≥5 reduces time to a min multiplier (default 0.50 at 10). (LatheSystem.GetIntelligenceLatheProductionTime)
* Health thresholds: modified by interpolation from −20 (at 1) to +20 (at 10) added to soft‑crit/crit/dead thresholds.
* Lathe material use: above-average Intelligence grants material discounts up to 25% at 10.
* Hunger/Thirst decay multiplier: interpolates from +15% decay at 1 to −12% decay at 10.
* Stamina recovery multiplier: interpolates from −15% at 1 to +20% at 10.
* Toxin damage types (Poison, Radiation, Caustic, Cellular) are multiplied by toxin multiplier interpolated: +12% at 1 → −15% at 10.


==== Charisma ====
=== Agility ===
Charisma influences trade prices, loadout points on character creation, and presentation hooks.
Agility provides movement and action cadence improvements.
* Loadout point modifier = RoundAwayFromZero(curvedDelta * 2). Example: Charisma 1 = −10, Charisma 10 = +15.
* Trade price modifier: buying/selling amount × (1 + curvedScaledModifier) where scaled endpoints are ±10%.
* Chat font size increases by +2 for Charisma ≥ 7; low Charisma produces examine/speech flavor text.


==== Intelligence ====
* Movement speed multiplier: interpolates between −7.5% at 1 and +7.5% at 10 (SpecialMovementSystem).
Intelligence speeds medical/timed actions and reduces lathe production time / material use.
* Action/melee cadence: action delay interpolates from +8% at 1 to −10% at 10 (SpecialAgilitySystem).
* Medical/timed actions: speed multiplier = max(0.1, 1 + (I − 5) × 0.1). Action delay = baseDelay / speedMultiplier.
* Lathe production time: linear interpolation: Intelligence ≤4 increases production time with +15% per point below 5; Intelligence ≥5 reduces time linearly to min multiplier (default 0.50 at 10). Example multipliers: 1→1.60, 5→1.00, 10→0.50.
* Lathe material use: only rewards above-average Intelligence; at 10 material use multiplier ≈ 0.75 (25% discount) with linear scaling in-between.


==== Agility ====
=== Luck ===
Agility affects movement speed and action cadence.
Luck affects critical hits and chance-based rewards.
* Movement speed: interpolates from −7.5% at 1 to +7.5% at 10 (small but consistent).
* Action/melee cadence: action delay interpolates from +8% delay at 1 to −10% delay at 10.


==== Luck ====
* Single-shot crit chance scales to 25% at Luck=10; implementation uses curvedΔ proportion (SpecialCombatSystem.GetLuckCriticalChance).
Luck drives critical hits and chance-based reward hooks.
* Unlucky chance: small extra failure probabilities at low Luck (2→5%, 3→3%, 4→1%).
* Single‑shot critical chance scales to 25% at Luck=10. Implementation uses curved Δ proportion of the endpoint and clamps to [0,1]. Revolver-style single-shot weapons double this chance.
* Loot/roll hooks: use SharedSpecialSystem.GetLuckRollChance(baseChance, chancePerPoint).
* Unlucky chance: low Luck introduces small chances of an unlucky hit: Luck 2→5%, 3→3%, 4→1%.
* Generic luck rolls (loot, etc.) use GetLuckRollChance(baseChance, chancePerPoint) where chancePerPoint is tuning-dependent (default tuning.LuckLootChancePerPoint).


== Implementation & References ==
== Code & Tuning References ==
* Core implementation: Content.Shared._Misfits.Special.SharedSpecialSystem.cs
* Core: [https://github.com/Misfit-Sanctuary/nuclear-14/blob/master/Content.Shared/_Misfits/Special/SharedSpecialSystem.cs SharedSpecialSystem.cs]
* Tuning defaults: Resources/Prototypes/_Misfits/Special/special_tuning.yml
* Tuning: Resources/Prototypes/_Misfits/Special/special_tuning.yml
* Stat consumers: Content.Shared._Misfits.SpecialStats and server combat/lathe systems.
* 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


== Using this page ==
== Notes ==
* Quick reference at top is suitable for guides and tooltips.
* Values on this page assume the repository default tuning YAML. If your server customizes the prototype, recompute using the same curved Δ table.
* For exact runtime behavior, consult the referenced code files above if your server uses custom tuning YAML.


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

Revision as of 16:59, 26 May 2026

☢ MISFITS NUCLEAR WASTELAND — SPECIAL ☢
MISFITS SANCTUARY WIKI — WASTELAND OPERATIONS MANUAL
⚠ MANDATORY READING ⚠
This page describes server SPECIAL behavior. Read code references if tuning differs.

Getting Started

New Player?

Start here: read 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.

SPECIAL Quick Reference — endpoints & core formulas
Level 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%
2 -3.5 0.930 (−7%) 0.944 (−5.6%) 1.105 (+10.5%) −14 0.70× 0.9475 (−5.25%) 0% (unlucky 5%)
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%)
4 -1 0.980 (−2%) 0.984 (−1.6%) 1.030 (+3%) −4 0.90× 0.985 (−1.5%) 0% (unlucky 1%)
5 0 1.000 (0%) 1.00 (0%) 1.000 (0%) 0 1.00× 1.000 (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%
7 +2.25 1.045 (+4.5%) 1.030 (+3.0%) 0.925 (−7.5%) +6 1.20× 1.0225 (+2.25%) ≈7.5%
8 +3.75 1.075 (+7.5%) 1.050 (+5.0%) 0.875 (−12.5%) +10 1.30× 1.0375 (+3.75%) ≈12.5%
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%
10 +7.5 1.150 (+15.0%) 1.100 (+10.0%) 0.750 (−25.0%) +20 1.50× 1.075 (+7.5%) 25.0%

Detailed Effects

These sections explain each stat and reference the code paths used by the server.

Strength

Strength applies to melee damage, heavy weapon handling, and carrying/pulling.

  • 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 controls ranged precision and cadence.

  • Spread/recoil: interpolated keepFraction (endpoints +15% @1 → −25% @10).
  • Fire rate: multiplied by 1 / (1 + modifier) (code: SpecialPerceptionSystem).

Endurance

Endurance modifies health thresholds, need decay, stamina recovery, and toxin resistance.

  • 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 affects economy and presentation.

  • 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 affects medical action speed and lathe production.

  • 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 provides movement and action cadence improvements.

  • Movement speed multiplier: interpolates between −7.5% at 1 and +7.5% at 10 (SpecialMovementSystem).
  • Action/melee cadence: action delay interpolates from +8% at 1 to −10% at 10 (SpecialAgilitySystem).

Luck

Luck affects critical hits and chance-based rewards.

  • Single-shot crit chance scales to 25% at Luck=10; implementation uses curvedΔ proportion (SpecialCombatSystem.GetLuckCriticalChance).
  • Unlucky chance: small extra failure probabilities at low Luck (2→5%, 3→3%, 4→1%).
  • Loot/roll hooks: use SharedSpecialSystem.GetLuckRollChance(baseChance, chancePerPoint).

Code & Tuning References

  • Core: SharedSpecialSystem.cs
  • 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

  • Values on this page assume the repository default tuning YAML. If your server customizes the prototype, recompute using the same curved Δ table.