Home » SIRTECH CLASSICS » Jagged Alliance 2 » The A.I.M. Library » Traits Summary?
| Traits Summary?[message #204381]
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Fri, 19 December 2008 06:17
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| incognito253 |
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Messages:53
Registered:December 2008 Location: Ohio, USA |
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JAGalaxy used to have a summary of the actual mathematical/gameplay effects of each of the character traits your character can have. I can't find it now. I don't know if I'm looking in the wrong place or what.
Obviously I know that night ops makes you better at seeing/acting at night. Stealth makes you stealthier. Ambi removes the 20% off-hand penalty. But I'm curious about the specific maths to most of them, as I've forgotten.
Plus I don't know if/how any of this was altered for 1.13.
Anyone who has a link, it'd be awesome. Thanks!
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Corporal
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| Re: Traits Summary?[message #204482]
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Sat, 20 December 2008 06:33 
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| incognito253 |
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Messages:53
Registered:December 2008 Location: Ohio, USA |
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Oh, I looked again, I thought I remembered something else being amiss. And, to quote the current statistics in the Wiki:
Quote:Teaching
Increases speed of training militia and other mercs by a certain amount (you can set that amount in Options.INI). (2)
Heavy Weapons Increases base Chance-to-Hit with Rocket Launchers by 15%. (2)
Increases CTH with launched grenades and other high-angle launchers by 15%. (2)
LOL. I *wish* teaching did that. 
From the way it says Heavy Weapons right there, it looks like somewhere along the way, a and a few line breaks went amiss.
[Updated on: Sat, 20 December 2008 06:34] by Moderator Report message to a moderator
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Corporal
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| Re: Traits Summary?[message #204502]
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Sat, 20 December 2008 15:06 
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| incognito253 |
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Messages:53
Registered:December 2008 Location: Ohio, USA |
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I don't know the equations, but those points are representative of how fast the mercenary is doing their work. E.G., a merc teaching at 50/50 is twice as fast as a merc teaching at 25/25. When you see a merc about to go to sleep and it says, say, 21/50, the first number is how much points/time period you are getting toward their task, the second number is the optimum. You notice the first number starts to fall when they get close to sleep (or, in the case of repair/doctor, the % status on their med kit/toolkit also factors in) the number goes down. This is because they're exhausted (or running out of the proper supplies) and this adversely affects their efficiency.
As I said, I don't know how many points means what, but it's a simple display that shows just how effective mercs are in relation to one another. Ira, starting off with practically ZILCH leadership (I think it's like 8 to start?), I found training militia with a 3x higher point value than my IMP with 36 LDR. I consider this to make Teaching a powerful skill, although it's a skill, imho, you want on your team medic (like Ira). Since you don't really want medics in a firefight as much as others, there are really no skills that benefit a doctor, except possibly Night Ops/martial arts (for the less sleep needed) or maybe Heavy Weapons (working as a mortar crew from afar). But teaching is also great for a doctor type, as it gives them something very useful to do when not doctoring.
[Updated on: Sat, 19 December 2009 07:12] by Moderator Report message to a moderator
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Corporal
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| Re: Traits Summary?[message #204536]
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Sat, 20 December 2008 21:11 
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usrbid |
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Messages:1502
Registered:December 2008 |
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smeagol is right, Arulco natives get an extra bonus to training milita. Also Ira has a hight WIS which makes her gain points faster. For example by the second city, her LDR is somewhere around 30 already.
The higher the wisdom the more chances to increase your stats get converted into actual point increases. Guys like Razor are good but don't change as much, even in a game with lots of combat like on Insane.
I believe that the level will make a big difference in repairing, training, and many other things as well.
This is why I like to use Ira as a shooter especially in the beginning of the game to get her levels up. The worse the MRK is, the better weapon I give to the merc. Rifles with a sniper scope work best, at least this way the merc gets one good shot in every round.
Because you get Ira pretty much right away, I stopped giving Teaching to my IMP. Also Ira is a great doctor, at least she can take care of moderate injuries, this is why I don't waste my IMP points on MED as well.
I found the Heavy Weapons skill to be not as reliable as I hoped. For example Grunty can't hit a barndoor until he gets a couple levels. Plus if you use mustard gas you don't need to be as accurate, for example Hamous does a decent enough job lobbing those around.
As the game progress advances, more and more enemies will have gas masks, this is when you need pinpoint precision delivery with the mortar, but probably by then you can afford more expensive mercs like Len who does a decent job probably because of his higher level.
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| Re: Traits Summary?[message #204548]
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Sun, 21 December 2008 01:14 
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| Headrock |
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Messages:1757
Registered:March 2006 Location: Jerusalem |
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usrbidI found some info on this forum which I posted on my Wiki because I knew I won't be able to find it again. Feel free to dig around, I posted other info as well.
http://jaggedalliance2.pbwiki.com/Skills
Well they're all listed in the 1.13 General Discussion forum, and as far as I'm concerned you can copy them over if you like. But it would be nice if you could give some credit, eh!
[Updated on: Sun, 21 December 2008 01:16] by Moderator Report message to a moderator
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| Re: Traits Summary?[message #204566]
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Sun, 21 December 2008 14:39 
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| incognito253 |
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Messages:53
Registered:December 2008 Location: Ohio, USA |
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Hey Headrock, I found it. However, Usrbid may have to give you some credit because, as far as I can tell, your how-it-works page for skills is where he got his info.
At least it's formatted the same, and yours is equally vague about the exact same things, (e.g., lockpicking).
Usr, check this link to see if it's where you got your info:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=195392&page=1#Post195392
[Updated on: Sun, 21 December 2008 14:39] by Moderator Report message to a moderator
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Corporal
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| Re: Traits Summary?[message #204616]
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Mon, 22 December 2008 02:38 
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| Headrock |
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Messages:1757
Registered:March 2006 Location: Jerusalem |
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Quote:At least it's formatted the same, and yours is equally vague about the exact same things, (e.g., lockpicking).
It is my text, yes. The lockpicking bit, if I recall correctly, is fairly complicated in the code, which is why I didn't bother explaining it thoroughly. I wrote another article which explains lockpicking as part of explaining some other non-combat actions:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=198518&page=1#Post198518
Quote:the instant-kill bonus for throwing knives is listed under Knifing and NOT throwing.
I remember someone correcting me on this, but I don't remember what the code actually says (I.E., whether I fixed it or forgot to fix it in the text). Once I'm less drunk I'll type in an answer on that issue.
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| Re: Traits Summary?[message #204797]
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Wed, 24 December 2008 10:43
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| Logisteric |
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Messages:3190
Registered:December 2008 Location: B |
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come on buzzaw, it's julfest (x-mas, hanuka ...). so let headrock the fun of keeping off the dope for a few days and getting drunk instead :diabolical: .
[Updated on: Wed, 24 December 2008 10:45] by Moderator Report message to a moderator
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