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Looking for better eStat explanations.


mccordrm

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I'm not really sure how combatsims works, currently every soldier gets StatType=eStat_CombatSims,StatAmount=1 on rank up from rookie, but at no other rank.

 

Other eStats not used by soldiers really:

 

eStat_ReserveActionPoints, eStat_HackDefense, eStat_ArmorChance, eStat_ArmorPiercing,

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Does this mean the 'armor chance' stat is redundant? I inserted both into my class project as a raw stat, and it was added easily enough, but I did both 100 armorchance and 1 armormitigation

Looks like armor chance is not redundant, but does not actually mean what I would assume. I set it to 40 for both xcom soldiers and advent troopers ... and all soldiers and troopers had armor pips ... so its either on or off. This is either a bug or intended, haven't looked into any of the code to find out.

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Yes, just tested with

CharacterBaseStats[eStat_ArmorChance]=1
CharacterBaseStats[eStat_ArmorMitigation]=2
and all soldiers had 2 armor pips.
However, I would still use 100 for armor chance, on the off chance that this is a bug and Firaxis fixes it in the future.
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I thought [eStat_DetectionRadius] is used by enemy units to discover soldiers in concealment, but that might be wrong.

 

Just out of curiosity, if the setup is

 

CharacterBaseStats[eStat_ArmorChance]=0
CharacterBaseStats[eStat_ArmorMitigation]=2
will then no armor be distributed? Or is the ArmorChange_Stat just plainly ignored/unused?
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I thought [eStat_DetectionRadius] is used by enemy units to discover soldiers in concealment, but that might be wrong.

 

Just out of curiosity, if the setup is

 

CharacterBaseStats[eStat_ArmorChance]=0
CharacterBaseStats[eStat_ArmorMitigation]=2
will then no armor be distributed? Or is the ArmorChange_Stat just plainly ignored/unused?

 

Well, I was wrong about ArmorChance, just tested it again, doesn't seem to actually affect the number of pips in any meaningful way ... perhaps its the chance that the armor will mitigate damage? ... going to play around with that and see. But setting it like you did, soldiers have 2 armor pips.

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CharacterBaseStats[eStat_ArmorChance]=50
CharacterBaseStats[eStat_ArmorMitigation]=2

Well, just did a quick test and it confirmed that it does indeed affect the chance for armor mitigation:

Tested on rookie difficulty, new game..

All soldiers had 2 pips or armor.

First soldier took hit, 2 armor and 1 damage

Second soldier took hit, 3 damage no armor mitigation(Soldier was not marked by captain, just to rule that part out).

 

Would have to test more to see if it can lower the amount of mitigation, as that is unclear at this point. But it is definitely used to modify hits and wether or not armor mitigates damage. Unless an Advent Trooper on the first mission has Armor Peircing capabilities(I highly doubt that).

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