Difference between revisions of "Medical Tend Quality"

From RimWorld Wiki
Jump to navigation Jump to search
m (Pawn Work Stat Category)
 
(17 intermediate revisions by 5 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 also be affected by 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.
 +
 
 +
 
 +
 
 +
Higher tend quality will speed the recovery from [[injury]].
 +
| category = PawnWork
 
}}
 
}}
  
 
==Factors==
 
==Factors==
 +
* [[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.
 +
* [[Sight]]: [[Sight Importance::0.7|70%]] importance, [[Sight Limit::1.4|140%]] limit.
 +
* 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
 +
}}
 +
|}
  
* [[Skill::Medicine]]: [[Skill Base Factor::0.2|20%]] plus [[Skill Bonus Factor::0.1|10%]] per skill level.
+
==Full Post-Processing Curve Table==
* [[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
+
{| class = "wikitable" width="180" style="text-align: center;"
 +
! {{P|Skill}}<br>Skill<br>Level
 +
! {{PAGENAME}}
 +
! {{PAGENAME}} with 140% [[Manipulation]] and [[Sight]]
 +
|-
 +
| 0
 +
| {{#expr: ({{P|Skill Base Factor}} + 0*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 35.8%
 +
|-
 +
| 1
 +
| {{#expr: ({{P|Skill Base Factor}} + 1*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 53.8%
 +
|-
 +
| 2
 +
| {{#expr: ({{P|Skill Base Factor}} + 2*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 71.7%
 +
|-
 +
| 3
 +
| {{#expr: ({{P|Skill Base Factor}} + 3*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 89.6%
 +
|-
 +
| 4
 +
| {{#expr: ({{P|Skill Base Factor}} + 4*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 104%
 +
|-
 +
| 5
 +
| {{#expr: ({{P|Skill Base Factor}} + 5*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 113%
 +
|-
 +
| 6
 +
| {{#expr: ({{P|Skill Base Factor}} + 6*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 122%
 +
|-
 +
| 7
 +
| {{#expr: ({{P|Skill Base Factor}} + 7*{{P|Skill Bonus Factor}})* 100 round 0}}.0% || 131%
 +
|-
 +
| 8
 +
| {{#expr: ({{P|Skill Base Factor}} + 8*{{P|Skill Bonus Factor}})* 100 round 0}}.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 ==
 
== Version history ==
 
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]
 
* [[Version/0.12.906|0.12.906]] - Now affected by [[room stats]]
 +
 +
{{nav|stats|wide}}

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]