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user:loggy:afflictions [2021/02/24 01:40] loggy |
user:loggy:afflictions [2023/04/21 14:00] (current) loggy 5.60 |
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| - | ====== Afflictions and Healing ======= | + | ====== |
| Looks like there is a defined (and unintuitive) order to healing afflictions. | Looks like there is a defined (and unintuitive) order to healing afflictions. | ||
| Line 8: | Line 8: | ||
| - Battle fright, 50% | - Battle fright, 50% | ||
| - Feeblemind, 25% | - Feeblemind, 25% | ||
| - | - Undocumented 137438953472, 50% heal rate, only healed if unit is not feebleminded as well | + | - Dementia, 50% heal rate, only healed if unit is not feebleminded as well |
| - Disease, 50% | - Disease, 50% | ||
| - Crippled, 25% | - Crippled, 25% | ||
| - | - Blind, 25%, only if unknown affliction 2147483648 | + | - Blind, 25%, only if lost head not also suffered |
| - | - One lost eye, 50%, only if affliction 2147483648 | + | - One lost eye, 50%, only if lost head not also suffered |
| - Weakness, 50% | - Weakness, 50% | ||
| - | - Mute, 25%, only if unknown | + | - Mute, 25%, only if unknown |
| - | - Undocumented 2147483648, 20% | + | - Lost head, 20% |
| - | - Undocumented | + | - Lost weapon/ |
| - One lost arm, 25% | - One lost arm, 25% | ||
| - One lost eye, 50%, another chance | - One lost eye, 50%, another chance | ||
| Line 22: | Line 22: | ||
| - Limp, 50% | - Limp, 50% | ||
| - Never healing wound, 10% | - Never healing wound, 10% | ||
| - | |||
| - | 2147483648 is likely lost head | ||
| - | |||
| - | 137438953472 is likely dementia | ||
| === Gaining Afflictions when Damaged === | === Gaining Afflictions when Damaged === | ||
| - | - Calculate (damage done*1000)/ | + | - Calculate (damage done*1000)/max(unit's max hp, unit's current hp after taking the damage). Call this Value 1 and keep it for later. |
| - | - Calc value 2: Multiply value 1 by the value of unknown unit effect | + | - Calc value 2: Multiply value 1 by the value of unknown unit effect |
| - Final affliction value: Add 1 and 2 together | - Final affliction value: Add 1 and 2 together | ||
| - If cursed, add 150 to this sum | - If cursed, add 150 to this sum | ||
| Line 38: | Line 34: | ||
| - If the final value is 5 or less, set it to 5. | - If the final value is 5 or less, set it to 5. | ||
| - First random roll: if the final value is not greater than a random number 0-999, do nothing. Otherwise, you get some kind of affliction (of which there are two different applying functions I don't yet know the difference between) | - First random roll: if the final value is not greater than a random number 0-999, do nothing. Otherwise, you get some kind of affliction (of which there are two different applying functions I don't yet know the difference between) | ||
| + | |||
| + | Practically, | ||
| + | |||
| + | === God recall === | ||
| + | |||
| + | (v5.53) God recall and a few other processes use a different procedure. | ||
| + | |||
| + | - Soul slay is always removed | ||
| + | - Battle fright is always removed | ||
| + | - Feeblemind is always removed | ||
| + | - Dementia has a 75% chance to be removed | ||
| + | - Disease is always removed | ||
| + | - 75% to downgrade cripple to limp | ||
| + | - If cripple wasn't downgraded this time, 25% to cure limp | ||
| + | - If you aren't blind or you're on a chassis with uncurable blind: 50% to cure a lost eye, so long as lost eye is also not uncurable | ||
| + | - If you are blind and your chassis is not uncurable blind, 90% to heal blind | ||
| + | - 50% to cure weakness | ||
| + | - 75% to cure mute | ||
| + | - 50% to cure chest wound | ||
| + | - 75% to cure one lost arm, so long as lost arm isn't uncurable | ||
| + | - 75% to cure lost weapon/ | ||
| + | - Lost head always removed | ||
| + | - 10% to cure never healing wound | ||
| + | - Any uncurable afflictions are forcefully readded at the end | ||
| + | |||
| + | === Lost bodypart/ | ||
| + | |||
| + | |||
| + | ^ Candidate ^ Affliction Name ^ Effect ^ | ||
| + | | ?? | ||
| + | | ?? | ||
| + | | Removed unit #462 | Lost his stinger | Lose stinger#144 | | ||
| + | | ?? | ||
| + | | ?? | ||
| + | | Treelords | Lost some good attacking branches | Lose one branch attack | | ||
| + | | ??Void Lord?? | Lost his life draining tentacle | Loses life drain tentacle | | ||
| + | | ??Scorpion King#655?? | Lost his pincers | Loses pincers | | ||
| + | | Units whose first two weapons include Barbed Tail#68 | Tail chopped off | Lose barbed tail attack | | ||
| + | | Units whose third weapon is sleep vines | Lost some sleep vines | Lose sleep vine attack | | ||