Difference between revisions of "Medical Tend Quality"

From RimWorld Wiki
Jump to navigation Jump to search
(Its in addition to the this stat)
m (Pawn Work Stat Category)
 
(6 intermediate revisions by 3 users not shown)
Line 4: Line 4:
 
| description = The base quality of tending given when tending wounds and illnesses.
 
| description = 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_stats#Cleanliness|room cleanliness]], luck, and so on.
+
Final Tend Quality:
 +
 
 +
( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used.
 +
 
 +
Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset.
 +
 
 +
Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance.
 +
 
 +
Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance.
 +
 
 +
Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.
 +
 
  
When self-tending, the tend quality is 70% of what it is when tending others.
 
  
 
Higher tend quality will speed the recovery from [[injury]].
 
Higher tend quality will speed the recovery from [[injury]].
 +
| category = PawnWork
 
}}
 
}}
  
 
==Factors==
 
==Factors==
{{stub|section=1|reason = Skill table and Post process curve.}}
 
 
* [[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
 +
}}
 +
|}
  
<!-- This stat has a post process curve so this table is almost certainly wrong, but it can be used as a framework for the correct table - Harakoni
+
==Full Post-Processing Curve Table==
  
 
{| 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% || 104%
 
|-
 
|-
 
| 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% || 113%
 
|-
 
|-
 
| 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% || 122%
 
|-
 
|-
 
| 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% || 131%
 
|-
 
|-
 
| 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% || 140%
 
|-
 
|-
 
| 9
 
| 9
| {{#expr: ({{P|Skill Base Factor}} + 9*{{P|Skill Bonus Factor}})* 100 round 0}}%
+
| 105.0% || 149%
 
|-
 
|-
 
| 10
 
| 10
| {{#expr: ({{P|Skill Base Factor}} + 10*{{P|Skill Bonus Factor}})* 100 round 0}}%
+
| 110.0% || 154%
 
|-
 
|-
 
| 11
 
| 11
| {{#expr: ({{P|Skill Base Factor}} + 11*{{P|Skill Bonus Factor}})* 100 round 0}}%
+
| 115.0% || 158%
 
|-
 
|-
 
| 12
 
| 12
| {{#expr: ({{P|Skill Base Factor}} + 12*{{P|Skill Bonus Factor}})* 100 round 0}}%
+
| 120.0% || 163%
 
|-
 
|-
 
| 13
 
| 13
| {{#expr: ({{P|Skill Base Factor}} + 13*{{P|Skill Bonus Factor}})* 100 round 0}}%
+
| 125.0% || 167%
 
|-
 
|-
 
| 14
 
| 14
| {{#expr: ({{P|Skill Base Factor}} + 14*{{P|Skill Bonus Factor}})* 100 round 0}}%
+
| 130.0% || 172%
 
|-
 
|-
 
| 15
 
| 15
| {{#expr: ({{P|Skill Base Factor}} + 15*{{P|Skill Bonus Factor}})* 100 round 0}}%
+
| 135.0% || 176%
 
|-
 
|-
 
| 16
 
| 16
| {{#expr: ({{P|Skill Base Factor}} + 16*{{P|Skill Bonus Factor}})* 100 round 0}}%
+
| 140.0% || 181%
 
|-
 
|-
 
| 17
 
| 17
| {{#expr: ({{P|Skill Base Factor}} + 17*{{P|Skill Bonus Factor}})* 100 round 0}}%
+
| 145.0% || 185%
 
|-
 
|-
 
| 18
 
| 18
| {{#expr: ({{P|Skill Base Factor}} + 18*{{P|Skill Bonus Factor}})* 100 round 0}}%
+
| 150.0% || 190%
 
|-
 
|-
 
| 19
 
| 19
| {{#expr: ({{P|Skill Base Factor}} + 19*{{P|Skill Bonus Factor}})* 100 round 0}}%
+
| 152.5% || 194%
 
|-
 
|-
 
| 20
 
| 20
| {{#expr: ({{P|Skill Base Factor}} + 20*{{P|Skill Bonus Factor}})* 100 round 0}}%
+
| 155.0% || 199%
 
|}
 
|}
-->
 
  
 
== Version history ==
 
== Version history ==

Latest revision as of 20:24, 6 September 2024

Medical Tend Quality is a stat: The base quality of tending given when tending wounds and illnesses.

Final Tend Quality:

( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used.

Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset.

Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance.

Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance.

Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.


Higher tend quality will speed the recovery from injury. Its default value is 100%.

Factors[edit]

  • 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[edit]

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% 104%
5 70.0% 113%
6 80.0% 122%
7 90.0% 131%
8 100.0% 140%
9 105.0% 149%
10 110.0% 154%
11 115.0% 158%
12 120.0% 163%
13 125.0% 167%
14 130.0% 172%
15 135.0% 176%
16 140.0% 181%
17 145.0% 185%
18 150.0% 190%
19 152.5% 194%
20 155.0% 199%

Version history[edit]