Difference between revisions of "Tame Animal Chance"

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(After further testing, I'm fairly certain Min handling has no effect on tame chance. Neither the in-game reported chances nor in the game-code shows signs of it.)
m (Stat Category)
 
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{{Stub|reason=Account for [[Ideoligion#Ranching]] precept inc effect but also order of operations}}{{Verified|1.5.4104}}{{Stat
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{{Verified|1.5.4104}}{{Stat
 
| default base value = 1
 
| default base value = 1
 
| to string style = PercentTwo
 
| to string style = PercentTwo
 
| description = The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness.
 
| description = The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness.
 
Failed tame attempt can induce animal attacks, especially for more vicious animals.
 
Failed tame attempt can induce animal attacks, especially for more vicious animals.
 +
| category = PawnSocial
 
}}
 
}}
  
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* [[Talking]]: [[Talking Importance::0.9|90%]] importance, 20% allowed defect. [[Talking Limit::1|100%]] limit
 
* [[Talking]]: [[Talking Importance::0.9|90%]] importance, 20% allowed defect. [[Talking Limit::1|100%]] limit
 
* [[Hearing]]: [[Hearing Importance::0.3|30%]] importance, 5% allowed defect. [[Hearing Limit::1|100%]] limit
 
* [[Hearing]]: [[Hearing Importance::0.3|30%]] importance, 5% allowed defect. [[Hearing Limit::1|100%]] limit
* [[Ideoligion#Animal connection|Animal Connection]] precept{{IdeologyIcon}} duplicates the chance.
+
* Precepts{{IdeologyIcon}} multipliers:
 +
** [[Ideoligion#Animal connection|Animal Connection]] duplicates the chance.
 +
** [[Ideoligion#Ranching|Ranching]] multiplies the chance by 1.2.
 
* Animal's [[Wildness]]: A value between 0% to 100%. At 0%, taming chance get doubled, while at 100% it becomes impossible. It has no effect at 50%.<ref>The effects of wildness are obtained from a post-processing curve (also called '''simple curve''') on the function TameChanceFactorCurve_Wildness with the points (1,0);(0.5,1);(0,2). While the formula <code>2 * (1 - [[wildness]])</code> replicates the effects, the difference is that this factor can't go above 2 nor below 0.</ref>
 
* Animal's [[Wildness]]: A value between 0% to 100%. At 0%, taming chance get doubled, while at 100% it becomes impossible. It has no effect at 50%.<ref>The effects of wildness are obtained from a post-processing curve (also called '''simple curve''') on the function TameChanceFactorCurve_Wildness with the points (1,0);(0.5,1);(0,2). While the formula <code>2 * (1 - [[wildness]])</code> replicates the effects, the difference is that this factor can't go above 2 nor below 0.</ref>
 
** Despite being human, [[wildman]] have 75% Wildness.
 
** Despite being human, [[wildman]] have 75% Wildness.
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While not directly related to this stat, some other relevant factors for the actual tame chance are:
 
While not directly related to this stat, some other relevant factors for the actual tame chance are:
* If the animal is [[Ideoligion#Venerated_animals|venerated]] by the tamer's ideoligion{{IdeologyIcon}}, the chance get doubled.
+
* If the animal is [[Ideoligion#Venerated_animals|venerated]] by the tamer's ideoligion{{IdeologyIcon}}, the chance is doubled.
 
* If the tamer is [[bond]]ed with the animal to be tamed, the chance is multiplied by 4.
 
* If the tamer is [[bond]]ed with the animal to be tamed, the chance is multiplied by 4.
* If the pawn to be tamed is imprisoned, the chance is multiplied by 0.6 (A {{--|40%}} loss of the final value)
+
* If the pawn to be tamed is imprisoned, the chance is multiplied by 0.6.
  
 
Do note that a pawn with [[Mental_inspiration#Inspired taming| Inspired taming]] will always be successful as long as it meets the Minimum Handling requirement.
 
Do note that a pawn with [[Mental_inspiration#Inspired taming| Inspired taming]] will always be successful as long as it meets the Minimum Handling requirement.
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== Formula ==
 
== Formula ==
 
The formula proper is:<br/>
 
The formula proper is:<br/>
<code><big>'''Tame chance''' = [[animals|Animals]] * 2 * (1 - [[wildness]]) * Manipulation Offset * Talking Offset * Hearing Offset</big></code><br/>
+
<code><big>'''Tame chance''' = [[Skills#Animals|Animals]] * 2 * (1 - [[wildness]]) * Manipulation Offset * Talking Offset * Hearing Offset</big></code><br/>
 
<code><big>'''"X" Offset''' = Min( 1; ( ( 1 - X importance ) + X importance * X efficiency / (1 - X Allowed Defect) ) )</big></code>
 
<code><big>'''"X" Offset''' = Min( 1; ( ( 1 - X importance ) + X importance * X efficiency / (1 - X Allowed Defect) ) )</big></code>
  
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For the case that Manipulation is above 80%, Hearing above 80%, and Talking above 95%, the formula can be reduced to:<br/>
 
For the case that Manipulation is above 80%, Hearing above 80%, and Talking above 95%, the formula can be reduced to:<br/>
:<code><big>'''Tame chance''' = [[animals|Animals]] * 2 * (1 - [[wildness]])</big></code><br/>
+
:<code><big>'''Tame chance''' = [[Skills#Animals|Animals]] * 2 * (1 - [[wildness]])</big></code><br/>
  
Do note that additional factors mentioned above would apply over this calculated value to obtain the final tame chance.
+
Do note that additional factors mentioned above (venerated status{{IdeologyIcon}}, bond, imprisoned status) would apply over this calculated value to obtain the final tame chance. Precepts{{IdeologyIcon}} bonuses are technically evaluated before factoring wildness, but can be applied at this stage with no issue.
  
  
 
'''Example:'''<br/>
 
'''Example:'''<br/>
:A tamer with 13 handling skill has a <code>[4% base] + [3% * 13] = '''42%'''</code> base taming chance. If said pawn attempts to tame a [[Timber wolf]], Minimum Handling of 8, the effective animal skill get reduced to 5, granting a <code>[4% base] + [3% * 5] = '''19%'''</code> taming chance. This value gets further reduced by the '''85% wildness''' of the timber wolf, resulting in a <code>19% * ( 1 - 85% wildness ) = '''2.85%''' </code> taming chance.
+
:A tamer with 13 handling skill has a <code>[4% base] + [3% * 13] = '''42%'''</code> base taming chance. If said pawn attempts to tame a [[Timber wolf]], Minimum Handling of 8, the taming chance would be reduced by its '''85% wildness''', resulting in a <code>42% * 2 * ( 1 - 85% wildness ) = '''12.90%''' </code> taming chance.
  
:If additionally, this pawn suffers from [[Hearing loss]] on either ear, the taming chance would be <code>19% * ( 1 - 0.85) * (0.7 + 6/19 * 0.875) = '''1.4875%''' </code>.
+
:If additionally, this pawn suffers from [[Hearing loss]] on either ear, the taming chance would be <code>42% * 2 * ( 1 - 85%) * (70% + 6/19 * 87.5%) = '''12.30%''' </code>.
  
  
 
+
The table below shows the base taming chance<ref>The precepts{{IdeologyIcon}} [[Ideoligion#Animal connection|Animal Connection]] and [[Ideoligion#Ranching|Ranching]] multiply this change by 2/1.2, respectively.</ref> for all vanilla combinations of wildness and [[Skills#Animals|Animals skill]]. All values assume Manipulation, Hearing, and Talking values high enough to not alter Tame chance. Do note that not all results are possible in normal gameplay; [[Minimum Handling Skill|Minimum Handling]] is decided by the wildness of the animal in question, removing some combinations. As such, the first Animals skill level that allows interaction with an animal of a given wildness is colored dark green.
The table below shows the uncapped chance<ref>The tame chance obtained by the formula above is capped between 1% and 100% '''before''' the wildness/imprison/bonded/venerated factors are applied. The final value used on the evaluation has no such restriction, with chances > 100% always successful and below 0% always failures. This is only relevant  if Manipulation/Talking/Hearing lower the tame chance below 1% or if the precept Animal Connection increases the base chance above 100%</ref> for all vanilla combinations of wildness and [[animals|Animals skill]]. All values assume Manipulation, Hearing, and Talking values high enough to not alter Tame chance. Do note that not all results are possible in normal gameplay; [[Minimum Handling Skill|Minimum Handling]] is decided by the wildness of the animal in question, removing some combinations. As such, the first Animals skill level that allows interaction with an animal of a given wildness is colored dark green.
 
  
 
<!--{| class="wikitable sortable mw-collapsible" style="text-align:center" -->
 
<!--{| class="wikitable sortable mw-collapsible" style="text-align:center" -->

Latest revision as of 20:09, 6 September 2024

Tame Animal Chance is a stat: The base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness. Failed tame attempt can induce animal attacks, especially for more vicious animals. Its default value is 100%.

Factors[edit]

  • Animals: 4% plus 3% per skill level.
  • Manipulation: 50% importance, 20% allowed defect. 100% limit
  • Talking: 90% importance, 20% allowed defect. 100% limit
  • Hearing: 30% importance, 5% allowed defect. 100% limit
  • PreceptsContent added by the Ideology DLC multipliers:
  • Animal's Wildness: A value between 0% to 100%. At 0%, taming chance get doubled, while at 100% it becomes impossible. It has no effect at 50%.[1]
    • Despite being human, wildman have 75% Wildness.
    • Do note that this factor is applied after all others excluding the 3 below.

While not directly related to this stat, some other relevant factors for the actual tame chance are:

  • If the animal is venerated by the tamer's ideoligionContent added by the Ideology DLC, the chance is doubled.
  • If the tamer is bonded with the animal to be tamed, the chance is multiplied by 4.
  • If the pawn to be tamed is imprisoned, the chance is multiplied by 0.6.

Do note that a pawn with Inspired taming will always be successful as long as it meets the Minimum Handling requirement.

Formula[edit]

The formula proper is:
Tame chance = Animals * 2 * (1 - wildness) * Manipulation Offset * Talking Offset * Hearing Offset
"X" Offset = Min( 1; ( ( 1 - X importance ) + X importance * X efficiency / (1 - X Allowed Defect) ) )

Replacing values for Manipulation, Talking, and Hearing results on the following expressions:

Manipulation Offset = Min( 1; ( 0.5 + 5/8 * Manipulation ) )
Talking Offset = Min( 1; ( 0.1 + 9/8 * Talking ) )
Hearing Offset = Min( 1; ( 0.7 + 6/19 * Hearing ) )

With all of the above, the final formula is:
Tame chance = ( 0.04 + 0.03 * Animals skill ) * 2 * (1 - wildness) * Min( 1; ( 0.5 + 5/8 * Manipulation ) ) * Min( 1; ( 0.1 + 9/8 * Talking ) ) * Min( 1; ( 0.7 + 6/19 * Hearing ) )

For the case that Manipulation is above 80%, Hearing above 80%, and Talking above 95%, the formula can be reduced to:

Tame chance = Animals * 2 * (1 - wildness)

Do note that additional factors mentioned above (venerated statusContent added by the Ideology DLC, bond, imprisoned status) would apply over this calculated value to obtain the final tame chance. PreceptsContent added by the Ideology DLC bonuses are technically evaluated before factoring wildness, but can be applied at this stage with no issue.


Example:

A tamer with 13 handling skill has a [4% base] + [3% * 13] = 42% base taming chance. If said pawn attempts to tame a Timber wolf, Minimum Handling of 8, the taming chance would be reduced by its 85% wildness, resulting in a 42% * 2 * ( 1 - 85% wildness ) = 12.90% taming chance.
If additionally, this pawn suffers from Hearing loss on either ear, the taming chance would be 42% * 2 * ( 1 - 85%) * (70% + 6/19 * 87.5%) = 12.30% .


The table below shows the base taming chance[2] for all vanilla combinations of wildness and Animals skill. All values assume Manipulation, Hearing, and Talking values high enough to not alter Tame chance. Do note that not all results are possible in normal gameplay; Minimum Handling is decided by the wildness of the animal in question, removing some combinations. As such, the first Animals skill level that allows interaction with an animal of a given wildness is colored dark green.

Tame chance table
Animals
skill
Base
chance
Wildness Animals
skill
0% 20% 25% 30% 35% 40% 45% 50% 55% 60% 75% 80% 85% 90% 95% 97% 98.5%
0 4.00% 8.00% 6.40% 6.00% 5.60% 5.20% 4.80% 4.40% 4.00% 3.60% 3.20% 2.00% 1.60% 1.20% 0.80% 0.40% 0.24% 0.12% 0
1 7.00% 14.00% 11.20% 10.50% 9.80% 9.10% 8.40% 7.70% 7.00% 6.30% 5.60% 3.50% 2.80% 2.10% 1.40% 0.70% 0.42% 0.21% 1
2 10.00% 20.00% 16.00% 15.00% 14.00% 13.00% 12.00% 11.00% 10.00% 9.00% 8.00% 5.00% 4.00% 3.00% 2.00% 1.00% 0.60% 0.30% 2
3 13.00% 26.00% 20.80% 19.50% 18.20% 16.90% 15.60% 14.30% 13.00% 11.70% 10.40% 6.50% 5.20% 3.90% 2.60% 1.30% 0.78% 0.39% 3
4 16.00% 32.00% 25.60% 24.00% 22.40% 20.80% 19.20% 17.60% 16.00% 14.40% 12.80% 8.00% 6.40% 4.80% 3.20% 1.60% 0.96% 0.48% 4
5 19.00% 38.00% 30.40% 28.50% 26.60% 24.70% 22.80% 20.90% 19.00% 17.10% 15.20% 9.50% 7.60% 5.70% 3.80% 1.90% 1.14% 0.57% 5
6 22.00% 44.00% 35.20% 33.00% 30.80% 28.60% 26.40% 24.20% 22.00% 19.80% 17.60% 11.00% 8.80% 6.60% 4.40% 2.20% 1.32% 0.66% 6
7 25.00% 50.00% 40.00% 37.50% 35.00% 32.50% 30.00% 27.50% 25.00% 22.50% 20.00% 12.50% 10.00% 7.50% 5.00% 2.50% 1.50% 0.75% 7
8 28.00% 56.00% 44.80% 42.00% 39.20% 36.40% 33.60% 30.80% 28.00% 25.20% 22.40% 14.00% 11.20% 8.40% 5.60% 2.80% 1.68% 0.84% 8
9 31.00% 62.00% 49.60% 46.50% 43.40% 40.30% 37.20% 34.10% 31.00% 27.90% 24.80% 15.50% 12.40% 9.30% 6.20% 3.10% 1.86% 0.93% 9
10 34.00% 68.00% 54.40% 51.00% 47.60% 44.20% 40.80% 37.40% 34.00% 30.60% 27.20% 17.00% 13.60% 10.20% 6.80% 3.40% 2.04% 1.02% 10
11 37.00% 74.00% 59.20% 55.50% 51.80% 48.10% 44.40% 40.70% 37.00% 33.30% 29.60% 18.50% 14.80% 11.10% 7.40% 3.70% 2.22% 1.11% 11
12 40.00% 80.00% 64.00% 60.00% 56.00% 52.00% 48.00% 44.00% 40.00% 36.00% 32.00% 20.00% 16.00% 12.00% 8.00% 4.00% 2.40% 1.20% 12
13 43.00% 86.00% 68.80% 64.50% 60.20% 55.90% 51.60% 47.30% 43.00% 38.70% 34.40% 21.50% 17.20% 12.90% 8.60% 4.30% 2.58% 1.29% 13
14 46.00% 92.00% 73.60% 69.00% 64.40% 59.80% 55.20% 50.60% 46.00% 41.40% 36.80% 23.00% 18.40% 13.80% 9.20% 4.60% 2.76% 1.38% 14
15 49.00% 98.00% 78.40% 73.50% 68.60% 63.70% 58.80% 53.90% 49.00% 44.10% 39.20% 24.50% 19.60% 14.70% 9.80% 4.90% 2.94% 1.47% 15
16 52.00% 104.00% 83.20% 78.00% 72.80% 67.60% 62.40% 57.20% 52.00% 46.80% 41.60% 26.00% 20.80% 15.60% 10.40% 5.20% 3.12% 1.56% 16
17 55.00% 110.00% 88.00% 82.50% 77.00% 71.50% 66.00% 60.50% 55.00% 49.50% 44.00% 27.50% 22.00% 16.50% 11.00% 5.50% 3.30% 1.65% 17
18 58.00% 116.00% 92.80% 87.00% 81.20% 75.40% 69.60% 63.80% 58.00% 52.20% 46.40% 29.00% 23.20% 17.40% 11.60% 5.80% 3.48% 1.74% 18
19 61.00% 122.00% 97.60% 91.50% 85.40% 79.30% 73.20% 67.10% 61.00% 54.90% 48.80% 30.50% 24.40% 18.30% 12.20% 6.10% 3.66% 1.83% 19
20 64.00% 128.00% 102.40% 96.00% 89.60% 83.20% 76.80% 70.40% 64.00% 57.60% 51.20% 32.00% 25.60% 19.20% 12.80% 6.40% 3.84% 1.92% 20


Notes[edit]

  1. The effects of wildness are obtained from a post-processing curve (also called simple curve) on the function TameChanceFactorCurve_Wildness with the points (1,0);(0.5,1);(0,2). While the formula 2 * (1 - wildness) replicates the effects, the difference is that this factor can't go above 2 nor below 0.
  2. The preceptsContent added by the Ideology DLC Animal Connection and Ranching multiply this change by 2/1.2, respectively.