Lobotomy Corporation

Lobotomy Corporation

BCS Apr 12, 2018 @ 1:25pm
Which stat keeps employees from panicking?
I'm not sure...
Last edited by BCS; Apr 12, 2018 @ 1:28pm
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CarThief Apr 12, 2018 @ 2:15pm 
I think the manual covers most of this but hm... Well, their Prudence (the white stat) is basically their sanity bar the higher it is the more MP (Mental Points) they've got, meaning the more of a mental beating they can take before they go nuts.

But sometimes panicking is forced in other ways, sometimes it happens due to specific actions, as side-effects of using something (often tools), some abnormalities are just scary as hell to the employees, and there's the mechanic of when an employee encounters an abnormality either in it's containment unit or while it's escaped, depending on their gear level and the abnormality's level they take mental damage upon seeing it.

If you've got a level 1 employee working on or witnessing a level 5 abnormality, chances are they'll go insane on merely LOOKING at it. Guess that'll probably answer it? Might also be worth checking the manual for other things, it's suprisingly useful for a manual.
Elucidator Apr 12, 2018 @ 3:50pm 
Panic is caused by two things. As CarThief mentioned, one of them is their Mental Points. The more MP an employee has, the longer it takes for it to panic.
The other stat that determines whether or not it will panic is, something called the Fear Level.
Fear Level is not linked to the employee, but is linked to situations and abnormalities and causes Fear Damage when the criteria are met.
Fear Resistance is a hidden stat that lowers Fear Damage and basically determined by the Level of the employee. The higher the level, the more Fear Resistance.

It's all actually shown in game though, examples:
Level 4s, witnessing a level 5 die, Terrified
Level 5s, witnessing a level 4 die, Calm
Level 5s, withessing a level 5 die, Nervous

Fear Damage basically results in MP reduction. (ex. Terrified reduces MP instantly by 30%)
When more than one employee dies, it could instantly cause a termendous amount of panic.
(Also, panicked employees will cause Fear Damage, similar to the ones that died)
(Also panicked, running employees will cause constant AoE MP damage to everyone in the same room, so keep stats other than Attachment the highest when taking risks in case they will panic. Trying to stop a runner with close ranged weapons is like trying to stop a WAW (if not aleph, depends I guess) Risk level abnormality, difficult and dangerous...)

the other two Fear Damage messages you may need to watch out for are Desperate (60% MP damage) and Overwhelmed (100% MP damage).
When MP is 0, they will enter into their panicked state. (sometimes, their MP may look to be 0, but is actually somewhere between 0 and 1, which you can't tell..) Keep this in mind.
Their panicked state is determined as followed:
Fortitude highest = Killer Mode.
Attachment highest = Scream and Run. (sp damage to everyone in the room)
Insight highest = Suicide
Justice highest = .... Must... free... abnormalities...

Anyway, if you hit them with WHITE damage dealing weapons, they will recover MP and when their MP is full, they will return to normal.
Suicide takes a while for it to happen and the easiest to deal with. I hope your employee is not inside a containment unit when it tries to strangle itself.

I hope this info helps a bit.
Last edited by Elucidator; Apr 12, 2018 @ 4:02pm
BCS Apr 12, 2018 @ 4:58pm 
Interesting, thanks a lot! Now I know to hit them with white weapons so I can have a handy panick-saving, low justice/high fortitude employee now.
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Date Posted: Apr 12, 2018 @ 1:25pm
Posts: 3