Jagged Alliance 3

Jagged Alliance 3

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Field Experience - Mechanics spoilers
Vytvořil: Paulus Bruna
No story spoilers or choose options, purely for mechanic obsessive people, how you are able to increase each stat.
Some of options have fail chance, and some do only one gain per map ( "oncePerMapVisit" - so retreat and come back should help? - good luck traveling out and back for every mine in minefield :D )

Sources are lua files from game Data.hpk:
    Data.hpk > SectorOperation.lua Data.hpk > StatGainingPrerequisite.lua

And for merc stat mechanics (storage, AP):
    Lua.hpk > Lua/ClassDefs/ClassDef-Zulu.generated.luaLua.hpk > Lua/Mercenary.lua

Merc (even IMP) is starting with random XP at start between 0-600 for IMP, for AIM merc it depends on their level.

When and how exactly point is added, ... I tried to follow from Stat increases("SetPrerequisiteState") to "RollForStatGaining" where "roll = InteractionRand(100, "StatGaining")" and I found several Cooldowns - some related to campaign time so related to last skill increase and some related to Map ...
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Adding Stat Point
You only gain 5 statGainingPoints per level, when you advanced 20% toward the next level, 40%, 60%, 80% then when you reach a new level. Level-10 mercs can still gain statGainingPoints ...

MouToN původně napsal:
source:
function RollForStatGaining(unit, stat, failChance)
in
Lua.hpk > Lua/Mercenary.lua

Each time you get a stat increase by field experience, you get a random cooldown between 1 and 2.5 days (only for this specific stat).
The triggers described in this guide are called "StatGainingPrerequisite".

In order to gain an actual point in a stat, you first need to store "statGainingPoints" through XP (I have not analyzed this yet, but i suspect that this is where wisdom is valuable).

These "statGainingPoints" are shared between all stats and are consumed by successful stat gain (-1 for any stat increase through "field experience").

If your merc's pool of "statGainingPoints" is at least 1, if the cooldown is over, and if your merc's current stat is between 1 and 99, then for each "StatGainingPrerequisite" met, you roll a first dice between 1 and 100 for the fail chance of the prerequisite (if not mentioned in the guide, this is guaranteed).

Then you roll another dice between 1 and 100. If this second roll is greater or equal to [merc's current stat - 30] (ie. 100% chance for a 1..31 stat, 99% for a 32 stat, etc., until 32% for a 99 stat), this stat will get increased, a new random cooldown will be set, and a point will be deduced from this merc's "statGainingPoints".

You only gain 5 statGainingPoints per level, when you advanced 20% toward the next level, 40%, 60%, 80% then when you reach a new level.
Level-10 mercs can still gain statGainingPoints when they get 2000 XP past the level-10 milestone, then when they get 4100 XP (2000+2100) past level-10, then 6300 XP (4100 + 2200), then 8600 XP (6300+2300) so basically they get their n-th points after 2000*n + 100*n*(n-1)/2 XP.
Health:
  • "Accumulated 80 HP of damage."
  • "Recovered from a wound" ( Fail to gain 10% )
Agility
  • "Moved a distance of at least 7 voxels after they were attacked in the previous turn" ( once per map visit)
  • "Opened a combat while Hidden."
  • "Accumulated 20 AP of movement in combat (including free move)"
Dexterity:
  • "Killed with an aimed shot (at least one aim)" ( Fail to gain 75% )
  • "Killed with an aimed melee attack (at least one aim)" ( Fail to gain 50% )
  • "Successful stealth kill" ( Fail to gain 25% )
  • "Killed with a throwing knife"
Strength:
  • "Killed with a melee crit"
  • "Accumulated 50 inflicted damage to enemies with melee weapons."
  • "Killed 2 enemies in melee within the same combat."
Wisdom
  • "Discovered hidden herbs/parts" ( once per map visit )
  • "Discovered a trap (e.g. mine)" ( once per map visit )
Leadership:
  • "Spent at least 12 hours to train mercs (activity)"
  • "Spent at least 12 hours to train militia (activity)"
Marksmanship:
  • "Accumulated 110 inflicted damage to enemies with firearms"
  • "Kill an enemy with precise attack against him at <=30% hit chance."
Mechanical:
  • "Finished a mechanical activity in the satellite view lasting 24+ hours"
  • "Disarmed a mechanical trap" ( once per map visit )
  • "Upgraded a weapon."
Explosives:
  • "Hit 2+ enemies with a single grenade/heavy weapon shot" ( Fail to gain 10% )
  • "Successfully craft explosives"
  • "Disarmed an explosive trap" ( once per map visit )
Medical:
  • "Finished a Doctor activity in the satellite view lasting 24+ hours"
  • "Accumulated 25 health healed with Bandage."
  • "Revived a downed teammate."

Bandage - skill during active battle
Sector Operations:
Treat Wounds:
  • Medical >30
Repair Items:
  • Mechanical >20
Craft Ammo & Explosives:
  • Explosives >50
Storage size:
Minimal size for merc storage is 4.
Any futher slot to gain is (Strength - 30)/5.

So your 5th slot is at 55 ... and every 5 STR after
AP amount:
Number of AP from agility(not counting any other stats as SLOWED/REST WELL and others like perks ):
From lua file: 3 + (agi/10) + (lvl/3)

Minimum garanted: 3
Agility score: 1/10 ( rounded down )
Level of merc: 1/3 ( rounded down )

Example:
Merc: lvl 4 with 88 agi
3 + 8 ( from agi ) + 1 ( from level ) = 12 AP

Max point ( without R&R and Taking cover and maybe some perk:
3 + 10 ( max agi is 100 ) + 3 ( max lvl is 10/3 rounded down is 3 ) = 16
Sector travel time:
This was fun to decode :D

squadModifier = 100 - (125 - max_leadership)
sector_travel_time = sector_travel_time - sector_travel_time * squadModifier / 100

Examples:
Leadership 30 : 5% saving of travel time
Leadership 50 : 25% savings
Leadership 75 : 50% savings
Leadership 100 : 75% savings

Enemy HPs:
Very strong >= 90
Strong >= 75
Healthy >= 60
Below levels, if it is their Max HP = Uninjured else
Weak >= 45
Wounded >= 25
Severely Wounded >= 10
Almost dead > 0
Dead = 0
Names of Magazines:
I will not provide locations as this is mechanic and info dump guide.

Health: "An Apple a Day"
Agility: "Parkour!"
Dexterity: "Sleight of Hand"
Strength: "Flex 'em!"
Wisdom: "Grilled Bears' Survival Guide"
Leadership: "Puntastic Dad Jokes"
Marksmanship: "Long Distance Relations"
Mechanical: "Nuts and Bolts Magazine"
Explosives: "The Red Wire"
Medical: "National Paramedic"

Show XP and Level ( mod by audaki_ra ):
While hovering over a merc, shows current Level, total XP and total XP required for next level.

https://steamcommunity.com/sharedfiles/filedetails/?id=3011957956
Počet komentářů: 33
Marbur 18. srp. 2023 v 2.26 
Good guide!:cozybethesda:
浅夜_阿根廷 2. srp. 2023 v 20.55 
@Arathorn Hello, I mean how to calculate the AP consumed by the "alert/surveillance" action when using a machine gun?
Arathorn 2. srp. 2023 v 6.38 
The new patch will fix the broken machine guns..currentlythey calculate with max ap so give 4 attacks..but it will be actual ap
浅夜_阿根廷 1. srp. 2023 v 19.13 
I want to know how the AP consumed by machine guns is calculated? I only know that it has something to do with power, but I don't know the specific calculation method.
Paulus Bruna  [autor] 1. srp. 2023 v 8.16 
sorry I have no idea about FF, playiing as 1 IMP only for now ....
Arathorn 31. čvc. 2023 v 8.23 
Or maybe it is only against the enemy you marked or have in cone? Just wondering what the lua file said
Arathorn 30. čvc. 2023 v 14.34 
Can it be that damage reduction is not additive?..i tested with friendly fire..and the display shows -50% burst fire, no AP - 60% heavy armor -50% overwatch perk..the weapon deals 3x8 dmg deals 15 dmg no crit..and i still take 5-6 consistently..so is it 8*0.5*0.4=2 per shot x3=6?
Paulus Bruna  [autor] 29. čvc. 2023 v 15.37 
Jester, from what I saw so far, biggest sinner here is random XP on start(0-600XP for IMP merc), I added that part to start of guide, you gain on 1st level each 200XP( to level 2 you need 1000 ), on 2nd level each 300XP ( to level 3 you need 1500XP ).
But other than this strange starting budget which can cost you in total 0-3 statGains, it should be fine.
So if level fast, you are banking statGains ...
Jester 29. čvc. 2023 v 7.45 
Thanks a lot for the info provided!

Do I keep these statGainingPoints after a Level up or ar they reset at some point?
So, e.g., my IMP did only get 2 points of Field Experience at level 1. Did I now miss 3 points forever or could I now in theory get 8 points of Field Experience before Level 3?
Paulus Bruna  [autor] 27. čvc. 2023 v 9.52 
sandman25dcsss well magazines get you covered :)