Skills: Difference between revisions

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{{Version|0.10.5.1}}
{{Version|0.14.6.0}}
'''Skills''' are percentage-based levels determining how capable a character is at performing a specific task. Depending on the [[Jobs|job]] the character has, they will start the game with a ranged percentage of skill in each field.
'''Skills''' are levels determining how capable a character is at performing a specific task. Depending on the [[Jobs|job]] the character has, they will start the game with a randomized range of skill levels in each field.
== Mechanics ==
== 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.
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.
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.
* [[Assistant|Assistants]] gain experience 25% faster for all skills.
* In modes other than [[Campaign]], experience gain is multiplied by 5x.
* Global Experience gain settings are defined in ''/Barotrauma/Content/SkillSettings.xml''
==== Degree of Success ====
The degree of success is a value between 0 and 1, used to determine the outcome of skill checks, where 0.5 corresponds to exactly meeting the skill requirement.
This is calculated by the following equation for a check that uses only 1 skill; if a check requires multiple skills, the average of the skill differences is used.
<code><big>(Character Skill - Required Skill + 100) / 200</big></code>
A value below 0.5 means the requirement is not met. This generally means there is a probability of failure or other detrimental effect.
A value above 0.5 guarantees success for the check, but does not necessarily provide any other benefit.
* For crafting items with [[Fabricator|Fabricators]], exceeding the requirement grants a bonus to crafting speed of up to +100%.
** If the requirement is not met, crafting may be 4 to 100 times longer: <code><big>Base Crafting Time / (Degree of Success * Degree of Success)</big></code>
'''Success Rate''' for actions involving "Items" is proportional to the difference in levels out of 100, the percentage is calculated as follows:
<code><big>100 - (Required Skill - Character Skill)</big></code>
* Repairs currently use the same probability to determine if the user immediately takes damage instead of beginning the repair. ''Highest skill level required to repair is 55 and the minimum skill is 5, the minimum probability of success is 50%.''
** Repair time for being skilled or unskilled is set based on the item, this can be changed in the [[Submarine Editor|Submarine Editor.]] ''By Default, it takes 5 times longer to repair for unskilled characters.''
* For [[Medical Items]], failing the check means reduced positive effects and/or increased negative effects. Exceeding the requirement provides no benefit other than guaranteed success.
== Weapons ==
== Weapons ==
Determines a character's effectiveness with certain [[:Category:Weapons|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.  
Determines a character's effectiveness with certain [[:Category:Weapons|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.  
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'''Ways to improve the Weapons Skill:'''
'''Ways to improve the Weapons Skill:'''
* Firing weapons
* Firing weapons
* Killing enemies with weapons  
* Damaging enemies with weapons
*Crafting weapons and ammunition
*Crafting weapons and ammunition
{| class="wikitable"
{| class="wikitable"
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== Electrical Engineering ==
== Electrical Engineering ==
Determines how long [[Maintenance#Electrical Repairs|electrical repairs]] take, and if rewiring or reparations can be done safely.  
Determines how long [[Maintenance#Electrical Repairs|electrical repairs]] take, and if rewiring or reparations can be done safely.  
Also improves optimal areas when manually controlling the [[Reactor]].


[[Jobs#Engineers|Engineers]] have the highest starting level of electrical engineering skill in the crew.
[[Jobs#Engineers|Engineers]] have the highest starting level of electrical engineering skill in the crew.
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* Manufacturing items requiring medical skill in the [[Fabricator]] and [[Medical Fabricator]]
* Manufacturing items requiring medical skill in the [[Fabricator]] and [[Medical Fabricator]]
* Reviving characters from a critical state
* Reviving characters from a critical state
* Healing other crewmembers. Experience gained = 0.1 * [vitality healed] / [current medical skill]
* Healing other crewmembers. <code>Experience gained = 0.1 * vitality healed / current medical skill</code>
{| class="wikitable"
{| class="wikitable"
! class="header" | Item
! class="header" | Item
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*Manufacturing pipe tobacco
*Manufacturing pipe tobacco
[[Category:Game Mechanics]]
[[Category:Game Mechanics]]
{{Universal nav
|show-Misc = yes
}}

Revision as of 17:48, 14 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.

  • Assistants gain experience 25% faster for all skills.
  • In modes other than Campaign, experience gain is multiplied by 5x.
  • Global Experience gain settings are defined in /Barotrauma/Content/SkillSettings.xml

Degree of Success

The degree of success is a value between 0 and 1, used to determine the outcome of skill checks, where 0.5 corresponds to exactly meeting the skill requirement.

This is calculated by the following 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

A value below 0.5 means the requirement is not met. This generally means there is a probability of failure or other detrimental effect.

A value 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, crafting may be 4 to 100 times longer: Base Crafting Time / (Degree of Success * Degree of Success)

Success Rate for actions involving "Items" is proportional to the difference in levels out of 100, the percentage is calculated as follows:

100 - (Required Skill - Character Skill)

  • Repairs currently use the same probability to determine if the user immediately takes damage instead of beginning the repair. Highest skill level required to repair is 55 and the minimum skill is 5, the minimum probability of success is 50%.
    • Repair time for being skilled or unskilled is set based on the item, this can be changed in the Submarine Editor. By Default, it takes 5 times longer to repair for unskilled characters.
  • For Medical Items, failing the check means reduced positive effects and/or increased 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
  • Damaging 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
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Ending
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Items
Consumables
Ammo
Handheld Weapons
Tools
Clothing
Headgear
Innerwear
Outerwear
Other
Electrical
Alien
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Loaders
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Structure
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Captain

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Sailor with No Name

Steady Tune
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Figurehead
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Buff

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Swole

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Don't Push It

Munitions Expertise

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Boarding Party

Pacification Kit

Rifleman

Scavenger

Slayer

Beat Cop

Stonewall

Commando

Tandem Fire

Daring Dolphin

Easy Turtle

Crusty Seaman

Inordinate Exsanguination

Extra Powder

Gun Runner

Spec-Ops

Implacable

Warlord
Mechanic

Ballast Denizen

Engine Engineer

Machine Maniac

Multifunctional

Safety First

Salvage Crew

Ironman

Modular Repairs

Oiled Machinery

Pump N Dump

Retrofit
Scrapper Machinist Brawler

Miner

Hull Fixer

I Am That Guy

Mass Production

Residual Waste

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Tool Maintenance

Let it Drain

Berserker

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Robotics

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Engineer

Egghead

Grounded

Junction Junkie

Remote Monitor

Station Engineer

Aggressive Engineering

Fun With Fission

Melodic Respite

Sample Collection

Submarine Of Things
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Military Applications

Grid Maintainer

Unstoppable Curiosity

Arms Race

Heavy Hitter

Pyromaniac

Unlimited Power

Buzzin'

Cruisin'

Weapon Artisan

Better Than New

Danger Zone

Nuclear Option

Lightning Wizard

Ph.D in Nuclear Physics
Medical Doctor

Example of Health

Health Insurance

La Resistance

Nobody Important Dies

Self-care

Stayin' Alive

Blood Donor

Don't Die on Me!

Fireman's Carry

Medical Companion

No Pressure
Xenologist Medic Chemist

Gene Harvester

Medical Expertise

Plague Doctor

Bloody Business

Gene Splicer

Emergency Response

Medical Assistance

Delivery System

Lab Contacts

Blackmarket Genes

Gene Tampering

Dr. Submarine

Vitamin Supplements

Super Soldiers

What a Stench!

Genetic Genius

Miracle Worker

Macrodosing
Assistant

Crew Layabout

Mailman

Mule

Playing Catchup

Skedaddle

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Bag It Up

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Inspiring Tunes

Jenga Master

Peer Learning

Revenge Squad
Grayshirt Apprentice Clown

The Waiting List

Apprenticeship

Enroll into Clown College

Non-Threatening

Tasty Target

Journeyman

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