Traits system - how it works?

Started by elminsterrr, February 05, 2017, 02:17:57 PM

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elminsterrr

I searched but didn't find answer...

How does this traits system work? Does colonist with 'Green thumb' work as good and fast as he would have with 14 Growing when he has 12 in Skills tab?

Like so -> http://imgur.com/a/CFIS5

And second question.

I knocked out this guy -> http://imgur.com/a/O7v89

And I don't know if he has:

16 melee + melee hit chance x 175%

or

16+6= 20 melee [max cap] + melee hit chance x 175%

Don't know if I should rescue him.  ;)


Serenity

I think green thumb gives him +2 skill points over the base points generated. But he still ends up at 12. Back stories work the same way (hover of them for a similar tool tip). He's herbalist and that's what makes him such a great grower. But it's all about what adds up to those 12 skill points.

The real advantage of green thumb is the mood boost for every sowed plant. Works really great with hydroponics.

Stormfox

The traits really just do what it says in the tooltip.
- Stat modifiers do exactly that and your pawn behaves exactly like whatever his final stat point total is. When creating guys, you can even see the bar in two colors - the "native" stats and the modified total.
- Incapabilities disallow those workfunctions for that guy with the exception that pawns haul stuff for *their* workproject even if they normally would not haul.
- Special benefits or drawbacks are like stated and usually multiply some value.

So your example brawler has the stated 16 melee, but his hit calculations are x175%, which means he basically hits all the time. Additionally, he will get a permanent mood debuff for as long as he has a ranged weapon equipped.


elminsterrr

Thank you very much. Now it is all clear to me.