Difference between revisions of "Medical Tend Quality"
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(Its in addition to the this stat) |
Erik111erik (talk | contribs) (Added post processing table (still unsure about manipulation/sight factors, will test ingame)) |
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==Factors== | ==Factors== | ||
− | |||
* [[Skill::Medical| ]][[Skills#Medical|Medical]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.1|10%]] per skill level. | * [[Skill::Medical| ]][[Skills#Medical|Medical]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.1|10%]] per skill level. | ||
− | * [[Manipulation]]: [[Manipulation Importance::1|100%]] importance, [[Manipulation Limit::1.4|140%]] limit | + | * [[Manipulation]]: [[Manipulation Importance::1|100%]] importance, [[Manipulation Limit::1.4|140%]] limit. |
− | * [[Sight]]: [[Sight Importance::0.7|70%]] importance, [[Sight Limit::1.4|140%]] limit | + | * [[Sight]]: [[Sight Importance::0.7|70%]] importance, [[Sight Limit::1.4|140%]] limit. |
* Post process curve. | * Post process curve. | ||
+ | ** (0,0) | ||
+ | ** (1.0. 1.0) | ||
+ | ** (2.0, 1.5) | ||
+ | ** (4.0, 2.0) | ||
− | + | {| class="wikitable" | |
+ | |- | ||
+ | ! Medical Tend Quality (with 1 = 100%) | ||
+ | |- | ||
+ | | {{GraphChart | ||
+ | |width=400 | ||
+ | |height=100 | ||
+ | |type=line | ||
+ | |x=0, 0.5, 1, 2, 4 | ||
+ | |y=0, 0.5, 1, 1.5, 2 | ||
+ | |xAxisTitle = Before | ||
+ | |yAxisTitle = After | ||
+ | }} | ||
+ | |} | ||
+ | |||
+ | ==Full Post-Processing Curve Table== | ||
+ | {{Stub|reason= Unsure if post processing takes place after or before the effects of manipulation and sight are taken into account. Current numbers are with post processing after}} | ||
{| class = "wikitable" width="180" style="text-align: center;" | {| class = "wikitable" width="180" style="text-align: center;" | ||
! {{P|Skill}}<br>Skill<br>Level | ! {{P|Skill}}<br>Skill<br>Level | ||
! {{PAGENAME}} | ! {{PAGENAME}} | ||
+ | ! {{PAGENAME}} with 140% [[Manipulation]] and [[Sight]] | ||
|- | |- | ||
| 0 | | 0 | ||
− | | {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}% | + | | {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 35.8% |
|- | |- | ||
| 1 | | 1 | ||
− | | {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}% | + | | {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 53.8% |
|- | |- | ||
| 2 | | 2 | ||
− | | {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}% | + | | {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 71.7% |
|- | |- | ||
| 3 | | 3 | ||
− | | {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}% | + | | {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 89.6% |
|- | |- | ||
| 4 | | 4 | ||
− | | {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}% | + | | {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 107.5% |
|- | |- | ||
| 5 | | 5 | ||
− | | {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}% | + | | {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 125.4% |
|- | |- | ||
| 6 | | 6 | ||
− | | {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}% | + | | {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 143.4% |
|- | |- | ||
| 7 | | 7 | ||
− | | {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}% | + | | {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 161.3% |
|- | |- | ||
| 8 | | 8 | ||
− | | {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}% | + | | {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 179.2% |
|- | |- | ||
| 9 | | 9 | ||
− | | | + | | 105.0% |
|- | |- | ||
| 10 | | 10 | ||
− | | | + | | 110.0% |
|- | |- | ||
| 11 | | 11 | ||
− | | | + | | 115.0% |
|- | |- | ||
| 12 | | 12 | ||
− | | | + | | 120.0% |
|- | |- | ||
| 13 | | 13 | ||
− | | | + | | 125.0% |
|- | |- | ||
| 14 | | 14 | ||
− | | | + | | 130.0% |
|- | |- | ||
| 15 | | 15 | ||
− | | | + | | 135.0% |
|- | |- | ||
| 16 | | 16 | ||
− | | | + | | 140.0% |
|- | |- | ||
| 17 | | 17 | ||
− | | | + | | 145.0% |
|- | |- | ||
| 18 | | 18 | ||
− | | | + | | 150.0% |
|- | |- | ||
| 19 | | 19 | ||
− | | | + | | 152.5% |
|- | |- | ||
| 20 | | 20 | ||
− | | | + | | 155.0% |
|} | |} | ||
− | + | ||
== Version history == | == Version history == |
Revision as of 16:32, 29 November 2022
Medical Tend Quality is a stat: The base quality of tending given when tending wounds and illnesses.
The actual tend quality will be affected by this stat but also factors like medicine used, facilities, room cleanliness, luck, and so on.
When self-tending, the tend quality is 70% of what it is when tending others.
Higher tend quality will speed the recovery from injury. Its default value is 100%.
Factors
- Medical: 20% plus 10% per skill level.
- Manipulation: 100% importance, 140% limit.
- Sight: 70% importance, 140% limit.
- Post process curve.
- (0,0)
- (1.0. 1.0)
- (2.0, 1.5)
- (4.0, 2.0)
Medical Tend Quality (with 1 = 100%) |
---|
Full Post-Processing Curve Table
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Unsure if post processing takes place after or before the effects of manipulation and sight are taken into account. Current numbers are with post processing after. |
Medical Skill Level |
Medical Tend Quality | Medical Tend Quality with 140% Manipulation and Sight |
---|---|---|
0 | 20.0% | 35.8% |
1 | 30.0% | 53.8% |
2 | 40.0% | 71.7% |
3 | 50.0% | 89.6% |
4 | 60.0% | 107.5% |
5 | 70.0% | 125.4% |
6 | 80.0% | 143.4% |
7 | 90.0% | 161.3% |
8 | 100.0% | 179.2% |
9 | 105.0% | |
10 | 110.0% | |
11 | 115.0% | |
12 | 120.0% | |
13 | 125.0% | |
14 | 130.0% | |
15 | 135.0% | |
16 | 140.0% | |
17 | 145.0% | |
18 | 150.0% | |
19 | 152.5% | |
20 | 155.0% |
Version history
- 0.12.906 - Now affected by room stats