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Author Topic: Attribute Gain (Spec. Recuperation)  (Read 2037 times)

Magio

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Attribute Gain (Spec. Recuperation)
« on: August 06, 2010, 06:29:21 pm »

Does anyone have a comprehensive list of how various attributes are gained or lost? I know that some of them are somehow attached to skill gain. I am especially interested in Recuperation, seeing as how the champion of my most recent fort has the "slow to heal" tag, and I would like to bump that up a bit so I don't lose him.
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Aravin

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Re: Attribute Gain (Spec. Recuperation)
« Reply #1 on: August 06, 2010, 06:50:25 pm »

Does anyone have a comprehensive list of how various attributes are gained or lost? I know that some of them are somehow attached to skill gain. I am especially interested in Recuperation, seeing as how the champion of my most recent fort has the "slow to heal" tag, and I would like to bump that up a bit so I don't lose him.

I can't really answer you question, but i know for sure that champions do not go down so easily, unless they face some hardcore enemies (3-4 elite goblin warriors or mega beast).
IMO - the negative modifier (slow to heal, very weak, clumsy) cannot be overcome. Well, i witnessed only once a "weak" dwarf becoming very strong after 15 years serving as soldier. As for clumsiness and fast to tire and also slow to heal - they do not change over time. At least for me  :-\
And i don't really think it might have much influence. If a wound is treated properly by good doctors, the dwarf, despite his "slow to heal" tag will recuperate perfectly (well, he might get yellow or grey color of wounded limb, but those are just some scars).

I got my recruit wounded in leg while fighting off by himself with elite (!) pikeman (what a brave lad, hell). After proper treatment all his wounds healed (he got 2 broken bones, 2 bleeding wounds and some torn muscles and tissues - it looked really bad back there, on battlefield).
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drayath

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Re: Attribute Gain (Spec. Recuperation)
« Reply #2 on: August 07, 2010, 01:29:36 am »

Just done some testing recently and here are the results, only a small set of skills tested but it looks like not a lot trains recuperation. 3-5 months performing a skill should raise a level in the appropriate stats (except for the worst and best category)

single person doing task for 2 month (inclusive of drinking, sleeping etc). all required resources 1 square from workshop, all stats set to 1000 prior to task.

hauling: ~2 points per month in str, tough, endurance, willpower, kin sense
mining (900 soil, lvl 5->12): ~25 points per month in str, tough, endurance, willpower, spacial sense, kin sense
herbalism (lvl 5 -> 8): ~32 points per month in agility, memory, kin sense
wood cutter (lvl 0->4): ~40 points per month in str, agility, endurance, willpower, spacial sense, kin sense
carpentry (95 beds, lvl 5->5.3): 10 points per month in str, agi, spacial sense, creativity
masonry (60 tables, lvl 5->6.5): 40 points per month in str, agility, endurance, creativity, spacial awareness
Clothier (~30 cloaks cloaks, lvl 5->5.9): 25 points per month in agi, creativity, spacial sense, kin sense
Weaver (~30 threads, lvl 5->5.9): 25 points per month in agi, creativity, spacial sense, kin sense
Furnace operator (~30 smelts, lvl 5->5.75): 20 points per month in str, toughness, endurance, analytical reasoning, kinetic sense
Idle: ~10 points per month in empathy, socal awareness, linguistics; 3 points per month in agility, kin sense, intuition

Furnace operator (lvl 15->17.5): 10 points per month in str, toughness, endurance, analytical reasoning, kinetic sense

Notes:
~1 point per month in a number of random stats seen when doing other tasks
Ability point gain per task completed seems to be scales so that you get less per task at higher skill levels (and it seems to increase faster than the task time goes down tough only tested furnace operator)
Neither ability point or skill gain seems very well balanced; Ideally both should be for time spent doing a task rather than number of tasks with scaling modifiers, and shoudl probably be more balance over the different jobs.

Points needed for different levels of dwarf abilities (from raw files)

   [PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]              +
   [PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500]                 -
   [PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250]             +
   [MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250]    +
   [MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]                ++
   [MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250]            +
   [MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250]              +
   [MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250]                +
   [MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500]

        all other stats between one of the + & - items above.
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Aravin

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Re: Attribute Gain (Spec. Recuperation)
« Reply #3 on: August 07, 2010, 06:05:26 am »

Well, training endurance can help dwarf to recover faster, can't it? I mean, the "toughness" of dwarf may help him get through hardcore situations without too much lost limbs  :P
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Magio

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Re: Attribute Gain (Spec. Recuperation)
« Reply #4 on: August 07, 2010, 03:34:59 pm »

Thanks, Drayath. Yeah, I suppose I will have to deal with him being slow to heal. Just going to make him really tough, and hope for the best.

And probably start training his replacement. O.o
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Psieye

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Re: Attribute Gain (Spec. Recuperation)
« Reply #5 on: August 07, 2010, 06:04:14 pm »

Toady mentioned exactly which jobs train which stats in one of the release threads. I'm not Footkerchief though, so I don't have a link handy. Also bear in mind that any experiments done before v.11 are void because there was a bug preventing any stats from being trained back then.
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Untelligent

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Re: Attribute Gain (Spec. Recuperation)
« Reply #6 on: August 07, 2010, 06:26:47 pm »

Toady mentioned exactly which jobs train which stats in one of the release threads. I'm not Footkerchief though, so I don't have a link handy.

I just checked it; it wasn't a release thread, it was the Future of the Fortress thread, and he only listed the mental stats there.


According to the wiki, disease resistance and recuperation, by default, don't change over time (which would include both increases and rust). I'm not sure if that's true or not, but I don't think you'd be able to mod the lack-of-increase as I can't think of any job that would train either.
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Magio

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Re: Attribute Gain (Spec. Recuperation)
« Reply #7 on: August 07, 2010, 10:45:27 pm »

Dang. Oh well. Thanks for the answers, guys.
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Zokinin

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Re: Attribute Gain (Spec. Recuperation)
« Reply #8 on: August 08, 2010, 12:39:52 am »

The mental atts, as of the fixes for 0.31.11 (some of these are weird in part because only 3 mental atts can influence a roll, so there are holes, and there are probably dumb choices):  A lot of these will only effect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.

analytical ability skills: animal care, trapping, cheesemaker, cook, smelter, extract strand, cut gem, siege craft, siege operate, mechanics, architecture, diagnose, appraisal, organization, record keeping, knowledge acquisition, knapping

focus skills: fishing, ranged combat, siege operate, sneak, surgery, bone setting, suturing, record keeping, knowledge acquisition, concentration, observer

willpower skills: mining, woodcutting, melee combat, crutch walking, pump operating, swimming, concentration
willpower directly resists exertion/pain effects

creativity skills: all crafts, trapping, cheesemaking, cook, architecture, organization, lying, comedy

intuition skills: animal training, judging intent, appraisal, observer, diagnose

patience skills: animal training, fishing, concentration, some non-skill tasks

memory skills: animal care, herbalism, diagnose, appraisal, record keeping, knowledge acquisition

linguistic ability skills: persuasion, negotiation, lying, intimidation, conversation, comedy, flattery, console, pacify, leadership, teaching

spatial sense skills: mining, wood cutting, crafts, trapping, combat skills, siege operate, sneak, architecture, wound dresssing, surgery, bone setting, suturing, crutch walking, swimming, observer, knapping

musicality skills: nothing yet

kinesthetic sense skills: most skills involving any movement at all (lots of them), non-skilled tasks as well

empathy skills: animal training, animal care, dress wounds, persuasion, negotiation, judging intent, conversation, flattery, console, pacify, leadership, teaching

social awareness skills: persuasion, negotiation, judging intent, organization, lying, conversation, flattery, console, pacify, leadership, teaching

These are the mental attributes and what trains them/what they affect.

http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 Toady's post.

EDIT: Also,
-Strength affects melee damage, encumberance from carried weight, maximum weight capacity, and increases muscle mass which (very slightly) increases survivability and reduces speed (at roughy an inverse rate from agility.

-Agility reduces the number of frames that it takes a dwarf to take an action (whether crafting, mining or moving).

-Toughness affects survivability and the dwarves' ability to survive injuries. (I'd like more specifics here if anyone has them).
« Last Edit: August 08, 2010, 12:43:56 am by Zokinin »
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Hyndis

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Re: Attribute Gain (Spec. Recuperation)
« Reply #9 on: August 08, 2010, 02:11:20 am »

Attributes seem to be working just fine.

My legendary miners/masons/engravers are all amazingly tough and strong. They're not that clever though.

My baron/bookkeeper/manager/broker is a frail weakling physically, but has incredibly mental attributes.
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Dr. Hieronymous Alloy

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Re: Attribute Gain (Spec. Recuperation)
« Reply #10 on: August 09, 2010, 11:25:00 am »

What's good for engravers then? I normally make my most creative guy my engraver on the theory that I'll get more fancy pictures.
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