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<div style="background:#0a0a0a; border:2px solid #3a3020; padding:1.5em 2em; margin-bottom:1.5em; color:#c8b870; font-family:monospace; text-align:center;"> | <div style="background:#0a0a0a; border:2px solid #3a3020; padding:1.5em 2em; margin-bottom:1.5em; color:#c8b870; font-family:monospace; text-align:center;"> | ||
<div style="font-size:2em; letter-spacing:6px; text-transform:uppercase; color:#d4aa50; margin-bottom:0.3em;">☢ MISFITS SPECIAL | <div style="font-size:2em; letter-spacing:6px; text-transform:uppercase; color:#d4aa50; margin-bottom:0.3em;">☢ MISFITS NUCLEAR WASTELAND — SPECIAL ☢</div> | ||
<div style="color:#888; font-size:0.9em; letter-spacing:3px;"> | <div style="color:#888; font-size:0.9em; letter-spacing:3px;">MISFITS SANCTUARY WIKI — WASTELAND OPERATIONS MANUAL</div> | ||
</div> | </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;">⚠ MANDATORY READING ⚠</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|☞ SERVER RULES — READ BEFORE PLAYING]]</div> | |||
</div> | |||
== 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 == | ||
Use this table for a fast lookup — paste into guides or tooltips. | |||
{| | {| 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 | ! Strength: carry/pull (−8% @1 → +10% @10) | ||
! Perception: spread | ! Perception: spread ( +15% @1 → −25% @10 ) | ||
! Endurance: health adj (±20 @ ends) | ! Endurance: health adj (±20 @ ends) | ||
! Intelligence: medical speed | ! Intelligence: medical speed (1 + (I−5)*0.1) | ||
! Agility: move speed | ! Agility: move speed (−7.5% @1 → +7.5% @10) | ||
! Luck: single‑shot crit | ! 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% | ||
| Line 41: | Line 65: | ||
|} | |} | ||
== | == Detailed Effects == | ||
* 1 | 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). | |||
* Unlucky chance: low Luck | |||
* | |||
== | == Code & Tuning References == | ||
* Core | * Core: [https://github.com/Misfit-Sanctuary/nuclear-14/blob/master/Content.Shared/_Misfits/Special/SharedSpecialSystem.cs SharedSpecialSystem.cs] | ||
* Tuning | * 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. | ||
[[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
Quick Links |
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.
| 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.