Kenshi
Valatros Dec 8, 2019 @ 11:51am
Modding stats at different quality levels/armor in general
How does editing armor stats work in the FCS? I can edit armors and weapons and such all day long no problem but I can't for the life of me figure out how the game decides what the stats will be at certain quality levels. I'm preparing (working on graphic details first) to add a few armors/helms/pants, and because they're just modified versions of *existing* armor mods I'm having no trouble doing so. But I can't seem to figure out how the stats work, especially with crafting.

Using unmodded Plated Longboots [kenshi.fandom.com] as an example, you can see there at the wiki how the athletics modifier gets better with each quality, and is gone entirely at Masterwork grade. The stealth modifier also steadily improves, but never goes completely away. If you open Plated Longboots in the Armour section of the FCS though, all the skill multipliers are at just "1" with an actual increase instead of the decrease shown in game to 1.1 on stealth? There's also no section for quality levels at all?

Along the same vein, "cut into stun" is cut efficiency reversed, makes sense. so the .2 represents the 80% cut efficiency. Cut def bonus 0, blunt def bonus 0, level bonus -10, pierce def mult 1.

The FCS itself says that stats are generated by class and material, with bonuses applied afterwards to give variety. Makes sense to me.

But where can I edit the materials and class myself? Or... is that not possible, and anything I make will have to be based off the baseline already there?

Originally posted by Shidan:
You cannot edit the materials and class modifiers, those are hardcoded and will always form the base of the stats to your armour. You can add multipliers, to make the armour more or less effective than the baseline on certain stats, but the base will always come from material and class.
< >
Showing 1-9 of 9 comments
The author of this thread has indicated that this post answers the original topic.
Shidan Dec 8, 2019 @ 11:57am 
You cannot edit the materials and class modifiers, those are hardcoded and will always form the base of the stats to your armour. You can add multipliers, to make the armour more or less effective than the baseline on certain stats, but the base will always come from material and class.
Valatros Dec 8, 2019 @ 12:03pm 
Originally posted by Shidan:
You cannot edit the materials and class modifiers, those are hardcoded and will always form the base of the stats to your armour. You can add multipliers, to make the armour more or less effective than the baseline on certain stats, but the base will always come from material and class.
Wow that was fast, got it, thank you! Are there "base" material/class stats that I can look up and do the math to get the exact effects I want then, or do I have to just make an item with 1's across the board and figure it out?

Similarly I guess the multiplier is relative to the base stats, so if I'm understanding this right the "MATERIAL_METAL_PLATE" and/or the "GEAR_MEDIUM" class have a base negative to athletics that goes away at masterworks level, and a base negative to stealth that not only does not go away completely, but the plated longboots have that 1.1 modifier to actually reduce it?
Last edited by Valatros; Dec 8, 2019 @ 12:04pm
Shidan Dec 8, 2019 @ 1:02pm 
Unfortunately there is no such place to look up those numbers, you just have to figure them out yourself. I've reverse engineered the numbers for cut and blunt resistance on armours, and can calculate their affects at all quality levels, but I never finished getting numbers on other stats. If you do manage to acquire them yourself, I'd be very interested in knowing what they are. :)

For example, the formula for the cut resistance runs like this:

(Level +/- Level Bonus) * (Class * Material+ Def Bonus) + (Material Bonus * Class) = Cut Resistance

Using your Plated Longboots as an example, and we'll use Standard quality, it'd go like this.

(40 - 10) * (0.9 * 0.75 + 0) + (10 * 0.9) = 29.25
Which in game is rounded down to 29% on the tooltip (though that .25 does still work for blocking damage)

I'll go over all the elements below.

Level is the quality level. In order of lowest to highest we have, 5, 20, 40, 60, 80, and 95. Which are Prototype, Shoddy, Standard, High, Specialist, and Masterwork respectively.

Level bonus is the value shown in the FCS, in this case -10, so we subtract that from the level. If it was a positive number we'd add it instead.

Class is simply purely hidden numbers, now way to see them beyond spending a while running numbers till you find the right one. For Cut Resistance the class numbers are 0.4, 0.8, 0.9, and 1. For Cloth, Light, Medium, and Heavy respectively.

Material is very similar to class, hidden numbers that simply must be acquired via testing. They are 0.1, 0.55, 0.6, and 0.75, for Cloth, Leather, Chain, and Plate respectively.

Then there is a material bonus. This is to ensure a minimum cut resistance for certain materials. These are 0, 0, 5, and 10. For Cloth, Leather, Chain, and Plate respectively. This is multiplied by the class value before being added.

Then finally the def bonus shown in the FCS. This number behaves where 1 acts as a +100%. So if you set a 0.5 in that value, it'll end up adding 50% more cut resistance to the final value. 0.3 would be +30%, -0.2 would be -20%, and so on.

Blunt resistance works exactly the same way, but with different numbers, and there is no material bonus. Class values for it would be 0.03, 0.21, 0.27, and 0.3. While material values are 1, 1.33333..., 1, and 2.


By Narko that was a lot more than I expected to type. XD
Hopefully it helps you understand the mechanics at play though. I'm 95% certain that all stat based formulas related to armour are functionally very similar or identical to this, they just have different numbers.

The game also makes heavy use of rounding in the tooltips. An example of this is the athletics penalty you see disappearing. It's not actually gone, it's just so close to no penalty that it rounds it up and makes it go away. But it's almost certainly still there, and if you had two character with identical athletics run side by side, the one with the boots on would almost certainly eventually lag behind the one without.

Let me know if you have any questions, I'll try to help wherever I can.
Last edited by Shidan; Jul 28, 2020 @ 7:45am
Valatros Dec 8, 2019 @ 1:41pm 
That's perfect, thank you! Not gonna lie that's a liiiiittle annoying but I can see the benefits to not having to save every items stats individually six times too. Still at least I can get it to do what I want without having to reverse engineer that all myself.
Sankyu Apr 3, 2021 @ 4:12pm 
Hey all,

Great topic, FCS had got me scratching my head

I'm still having a trouble arising though:
I'm trying to make a shirt item, Cloth Class and Cloth material with specifically 80% blunt and cut resistance at Masterwork (yea, pretty broken but there's a reason for it :hp_kyu:)
I followed the formulas and basically tried obtain 80% as a result for both blunt and cut:
(Level +/- Level Bonus) * (Class * Material+ Def Bonus) + (Material Bonus * Class)

For cut
(95 - 15) * (0.4 * 0.1 + 0.96) + (0 * 0.4) = 80
For blunt
(95 - 15) * (0.03 * 1 + 0.997) + (0 * 0.4) = 80

When I load or import the game though, it seems like the stats are capped at 64% for blunt and 72% for cut and I can't seem to be able to surpass that, no matter if I change the Level bonus or Defense bonus.
What's stranger is that I've also made a belt copy of the item and this does not seem to happen (the weirdness with this one is that weight turns into 3kg despite FCS saying 1).
I've also tried tweaking Class Type but the cap remains.

Any thoughts?
Shidan Apr 3, 2021 @ 5:14pm 
1
Ah, that's something I discovered since these posts with the help of Scar over on discord. Turns out shirts have an additional 0.8 multiplier on there.

That multiplier also affects the cap oddly enough, so on shirts the max resistance is 72% for cut and 64% for blunt. Normally the cap is 90% and 80% respectively.

And since this post has been revived, I'll post the relevant calculators I've since made for this stuff. Just in case anyone wandering in from google finds this post and would like to see them.

Armour resistance:
https://docs.google.com/spreadsheets/d/1RUvoQmk-LuGlOKjzRq9Lxg1ZjICFYe5UQi_MlLeTqbY/edit?usp=sharing

Armour skill modifiers: https://docs.google.com/spreadsheets/d/1ffFYnA4ioC8opieuE9oOpnEpSj1py5T2ZYY0hseX0d4/edit?usp=sharing
Sankyu Apr 3, 2021 @ 6:12pm 
Ahhh, how unfortunate. That explains it though, and the spreadsheet thing is great, thank you for sharing! :dustwich::cactusrum:
Hey I actually got a shirt to 80% blunt defense and 90% cut, but im not sure how I did it anymore and theres no way to go back and find out, I'm only having the issue of its defense being locked now.
Shidan Feb 4, 2023 @ 3:54pm 
Originally posted by Baron Von Kekatron:
Hey I actually got a shirt to 80% blunt defense and 90% cut, but im not sure how I did it anymore and theres no way to go back and find out, I'm only having the issue of its defense being locked now.

Sounds like you've probably given them Cut and Blunt def bonuses. Those resistance numbers are the cap, and usually the only way to hit that is with those bonuses, or a level bonus.
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Dec 8, 2019 @ 11:51am
Posts: 9