![]() So if you look at the panic chances as a 0 to 1 spectrum, 0 = 0% and 1 = 100% and look at the weights as the number of raffle tickets each affliction tossed into the hat you can see that getting Wounded has a 50% chance to panic and 2 out of 7 times (28%) you will Panic, Obsess, or Shatter and 1 out of 7 times (14%) you will get Berserk. There is plenty more to glean from this file but the last thing I'd like to touch on his Panic chance and the types of panic that each trigger is weighted towards:ĪggressivePistolWillRollData doesn't trigger the usual afflictions and instead triggers only something called PanickedReaction_AggressivePistol. Well, except AggressivePistolWillRollData which I'm unsure of what that means. Seeing enemies/Lost can make a soldier lose a maximum of 33% of their Will, while civilians dying is capped at 25%. MaxWillPercentageLostPerMission is also of note. The "max" function selects the higher of the two, so this means that the final Will loss is whichever is higher between (WillLossStat * WillLossStatMultiplier) and MinimumWillLoss.Īnother is CanZeroOutWill which is set to True for all triggers except seeing standard enemies and Lost. The Will loss is calculated as WillLossStat * WillLossStatMultiplier then max(, MinimumWillLoss). In fact, it seems Fatigue (Will loss) is entirely separate from the actions a soldier performs in a mission and seems solely determined by what they observe or have done to them. Seeing that these Will loss triggers are a percentage chance helps to explain the wildly varying amounts of Will loss among soldiers that went through the same mission taking similar actions. If a civilian, squadmate, or bondmade dies you have a 100% chance to lose Will. If that enemy is a Lost zombie then you have a 33% chance to lose Will. Certain things trigger loss of Will and when you go below about 66% Will you become tired, below 33% you become Shaken.Įxamples: If you see an enemy you have a 50% chance to lose some Will.
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