SPECIAL: Difference between revisions
Created page with "{| |+ '''SPECIAL Quick Reference — endpoints & core formulas''' |- ! Level ! Curved Δ ! Strength: melee × (1 + Δ * 0.02) ! Strength: carry/pull × (endpoints −8% @1 → +10% @10) ! Perception: spread keepFraction (endpoints +15% @1 → −25% @10) ! Endurance: health adj (±20 @ ends) ! Intelligence: medical speed × (1 + (I−5)*0.1) ! Agility: move speed × (endpoints −7.5% @1 → +7.5% @10) ! Luck: single‑shot crit ≈ (25% @10 scaled by Δ/7.5) |- | 1 || -..." |
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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="font-size:2em; letter-spacing:6px; text-transform:uppercase; color:#d4aa50; margin-bottom:0.3em;">☢ MISFITS SPECIAL REFERENCE ☢</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> | |||
== Quick Reference == | |||
Paste this at the top of guides for fast lookup. | |||
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|+ '''SPECIAL Quick Reference — endpoints & core formulas''' | |+ '''SPECIAL Quick Reference — endpoints & core formulas''' | ||
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== Full Breakdown == | |||
* | All numbers use the repository tuning defaults (Resources/Prototypes/_Misfits/Special/special_tuning.yml) and the curved effect scale: | ||
* Tuning defaults | * 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. | ||
* | |||
==== Strength ==== | |||
Strength affects melee damage, heavy/large-weapon handling and carry/pull speed. | |||
* 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.) | |||
==== Perception ==== | |||
Perception affects ranged spread/recoil, fire cadence, and mining speed. | |||
* 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 ==== | |||
Endurance changes survivability, needs decay, stamina recovery, and toxin resistance. | |||
* Health thresholds: modified by interpolation from −20 (at 1) to +20 (at 10) added to soft‑crit/crit/dead thresholds. | |||
* 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 ==== | |||
Charisma influences trade prices, loadout points on character creation, and presentation hooks. | |||
* 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 ==== | |||
Intelligence speeds medical/timed actions and reduces lathe production time / material use. | |||
* 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 ==== | |||
Agility affects movement speed and action cadence. | |||
* 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 ==== | |||
Luck drives critical hits and chance-based reward hooks. | |||
* 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. | |||
* 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 == | |||
* Core implementation: Content.Shared._Misfits.Special.SharedSpecialSystem.cs | |||
* Tuning defaults: Resources/Prototypes/_Misfits/Special/special_tuning.yml | |||
* Stat consumers: Content.Shared._Misfits.SpecialStats and server combat/lathe systems. | |||
== Using this page == | |||
* Quick reference at top is suitable for guides and tooltips. | |||
* For exact runtime behavior, consult the referenced code files above if your server uses custom tuning YAML. | |||
[[Category:Nuclear-14]] | |||
Revision as of 16:57, 26 May 2026
Quick Reference
Paste this at the top of guides for fast lookup.
| Level | Curved Δ | Strength: melee × (1 + Δ * 0.02) | Strength: carry/pull × (endpoints −8% @1 → +10% @10) | Perception: spread keepFraction (endpoints +15% @1 → −25% @10) | Endurance: health adj (±20 @ ends) | Intelligence: medical speed × (1 + (I−5)*0.1) | Agility: move speed × (endpoints −7.5% @1 → +7.5% @10) | Luck: single‑shot crit ≈ (25% @10 scaled by Δ/7.5) |
|---|---|---|---|---|---|---|---|---|
| 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% |
Full Breakdown
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.
Strength
Strength affects melee damage, heavy/large-weapon handling and carry/pull speed.
- 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.)
Perception
Perception affects ranged spread/recoil, fire cadence, and mining speed.
- 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
Endurance changes survivability, needs decay, stamina recovery, and toxin resistance.
- Health thresholds: modified by interpolation from −20 (at 1) to +20 (at 10) added to soft‑crit/crit/dead thresholds.
- 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
Charisma influences trade prices, loadout points on character creation, and presentation hooks.
- 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
Intelligence speeds medical/timed actions and reduces lathe production time / material use.
- 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
Agility affects movement speed and action cadence.
- 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
Luck drives critical hits and chance-based reward hooks.
- 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.
- 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
- Core implementation: Content.Shared._Misfits.Special.SharedSpecialSystem.cs
- Tuning defaults: Resources/Prototypes/_Misfits/Special/special_tuning.yml
- Stat consumers: Content.Shared._Misfits.SpecialStats and server combat/lathe systems.
Using this page
- Quick reference at top is suitable for guides and tooltips.
- For exact runtime behavior, consult the referenced code files above if your server uses custom tuning YAML.