Skills: Difference between revisions

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Revision as of 00:41, 13 August 2021

Data is potentially outdated
Last updated for version 0.14.6.0
Last mentioned in changelog 1.1.18.0
The current game version is 1.2.8.0

Skills are levels determining how capable a character is at performing a specific task. Depending on the job the character has, they will start the game with a randomized range of skill levels in each field.

Mechanics

Performance of certain tasks or usage of certain items will be hindered by an insufficient skill related to the task. This handicap is scaled and proportional to the character's level difference with the task or item's skill requirements.

The lowest skill level a character can have in any skill is 5; thus, the maximum handicap is suffered at level 5, and gradually decreases as the skill level increases, being completely removed when reaching the required skill level.

Degree of Success

The Degree of Success is value between 0 to 1, used to determine the outcome of skill checks. Where 0.5 is exactly meeting the requirement for a skill check.

This is calculated by this equation for a check that uses only 1 skill, if a check requires multiple skills the average of the skill differences is used.

((Character Skill - Required Skill) + 100)/200

Being less than 0.5 means the requirement is not met, this generally means there is probability of failure or other detrimental effect.

Being above 0.5 guarantees success for the check, but does not necessarily provide any other benefit.

  • For crafting items with Fabricators, exceeding the requirement grants a bonus to crafting speed of up to +100%.
    • If the requirement is not met, the craft time = Base Crafting Time/(Degree of Success * Degree of Success), this means that it takes 4x to 100x times longer to craft an item.
  • For Medical Items, there is a probability of failure where failing the check reduces positive effects and increases negative effects. Exceeding the requirement provides no benefit other than guaranteed success.

Weapons

Determines a character's effectiveness with certain weapons. Not having the required skill level to use a weapon will hinder its performance in a particular field, and not having the required skill level to craft items will make the item take longer to craft.

Security Officers, followed by Captains have the highest starting level of weapon skill in the crew.

Ways to improve the Weapons Skill:

  • Firing weapons
  • Killing enemies with weapons
  • Crafting weapons and ammunition
Weapon Skill Level Maximum Handicap on Insufficient Skill
Railgun 50 Slower rotation, railgun crosshair takes longer to align with aim position.
Coilgun 50 Slower rotation, railgun crosshair takes longer to align with aim position.
Harpoon Gun 30 Firing spread +9 (from 1 to 10).
Syringe Gun 15 (Weapons)

30 (Medical)

Firing spread +10 (from 0 to 10).
Revolver 40 Firing spread +2 (from 0 to 2).
SMG 50 Firing spread +6 (from 10 to 16).
Flamer 20 Fuel used up 50% faster.
Grenade Launcher 60 Firing spread +9 (from 1 to 10).
Riot Shotgun 60 Firing spread +9 (from 1 to 10).
Stun Gun 20 Firing spread +2 (from 0 to 2).

Mechanical Engineering

Determines how well a character operates certain Tools and how long crafting takes in the Fabricator. Not having the required skill level can cause the tools to be less efficient and makes items take longer to craft. See each item's page for their mechanical skill requirements when crafting.

Mechanics have the highest starting level of mechanical engineering skill in the crew.

Ways to improve the Mechanical Engineering Skill:

  • Repairing hulls
  • Performing mechanical repairs on Installations
  • Manufacturing items requiring the Mechanical Engineering skill in the Fabricator
Tool Skill Level Maximum Handicap on Insufficient Skill
Plasma Cutter 30 Oxygen Tank / Oxygenite Tank is used up 3x faster.
Welding Tool 20 Welding Fuel Tank / Incendium Fuel Tank is used up 3x faster.

In addition, the Mechanical Engineering skill is used to determine how well a character performs mechanical repairs on certain installations. If the skill requirement is not met, repairs will be longer, and present a risk of failure - relative to the level gap - where the character will suffer light injuries. The risk of failure is absent when repairing installations that have been fully destroyed, or that are unpowered.

Installation Repair Skill Level Repair Time from 0 to 100% Afflictions on failure
Oxygen Generator 55 Stun: 5
Lacerations: 15
Nuclear Reactor Stun: 5
Lacerations: 5
Fabricator
Medical Fabricator
Deconstructor
Pump
Engine
Coilgun Loader
Railgun Loader
File:Doors.png Doors 40

Electrical Engineering

Determines how long electrical repairs take, and if rewiring or reparations can be done safely.

Also improves optimal areas when manually controlling the Reactor.

Engineers have the highest starting level of electrical engineering skill in the crew.

Ways to improve the Electrical Engineering Skill:

  • Performing electrical repairs
  • Manufacturing items requiring Electrical Engineering skill in the Fabricator

Rewiring and Electrical Repairs Requirements

A character attempting to rewire or repair Installations without the proper skill risks getting Stunned (5) and Burned (5). The risk is proportional to the level gap.

The risk of failure is absent when repairing installations that have been fully destroyed, or that are unpowered; however such repairs will still take longer.

Installation Rewiring Skill Level Repair Skill Level
Oxygen Generator 0 (see Mechanical skill)
Shuttle Oxygen Generator 55
Nuclear Reactor
Engine
Pump
Junction Box 55
Shuttle Navigation Terminal
Navigation Terminal
Sonar Monitor
Status Monitor
Supercapacitor
Battery
Shuttle Battery Can't be repaired
Doesn't deteriorate
Charging Dock

Medical

Determines how proficient a character is at treating their wounds and the wounds of others. Not having the required skill level can cause incorrect diagnosis of conditions, ineffective usage of Chemicals, and ineffective or even harmful CPR.

Medical doctors have the highest starting level of medical skill in the crew.

Ways to improve the Medical Skill:

  • Manufacturing items requiring medical skill in the Fabricator and Medical Fabricator
  • Reviving characters from a critical state
  • Healing other crewmembers. Experience gained = 0.1 * [vitality healed] / [current medical skill]
Item Skill Level Handicap on Insufficient Skill
Syringe Gun 30 (Medical)

15 (Weapons)

Firing spread +10 (from 0 to 10).

Helm

Determines how good a character is at steering a submarine. Depending on the skill level the Navigation Terminal has a longer/shorter time delay between receiving the desired X/Y velocity and setting the Engines and Pumps to the right speed and water level. Also determines the bonus to the engines max output. The engines output must not be mistaken with the submarine's velocity.

Captains have the highest starting level of helm skill in the crew.

Ways to improve the Helm Skill:

  • Manually steering the submarine or a drone
  • Manufacturing pipe tobacco