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The player character is an android, and can benefit from many things that humans typically cannot.
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The player character is an android, and can benefit from many things that humans typically cannot, such as stimulant injections and being upgraded.
   
 
This section will detail basic mechanics and stats relating to the player.
 
This section will detail basic mechanics and stats relating to the player.

Revision as of 17:23, 25 May 2020

The player character is an android, and can benefit from many things that humans typically cannot, such as stimulant injections and being upgraded.

This section will detail basic mechanics and stats relating to the player.

STAT EFFECT how it works Base Value
Max Health Determines maximum health for the player. 1000
Health Regen Determines health regeneration per second. 1 = 1 Health/s. Affected by healing stat. 0
Shield Max Determines maximum shield for the player. 700
Shield regen Determines shield regeneration per second. 1 = 1 Shield/s. Does not affect regeneration delay. 250
Armor Gives armor, reducing incoming damage. 1 = 1% Damage reduction. Enemy armor penetration

will subtract the armor value before calculating damage.

0
Movement Speed Determines how many units a player can move

per second.

1 = 1 unit. A unit is one pixel (in 1080p resolution) 350
Dodge Chance to dodge. 1 = 1% chance. Dodging has a 0.25s cooldown. 3 (3%)
Scavenging Increases chance for pickups and rarer chests. 100
Currency Determines amount of credits gained from most sources. Works like a multiplier. 1 = 0.01x. 100 (1x)
Ammo Gain Determines amount of ammo gained from all sources. Same as credits. 1 = 0.01x. 100 (1x)
Luck Affects various chance-based factors and increases amount

of chests found.

Multiplies chances for certain events to occur, such

as the chance to find a divine weapon. Works like

a multiplier. 1 = 0.01x.

100 (1x)
Critical Chance Chance for any shot to be a critical hit. 1 = 1% chance. 3 (3%)
Critical Damage Determines critical hit damage. 1 = 0.01x. 200 (2x)
Headshot Damage Determines headshot damage. 1 = 0.01x. 200 (2x)
Damage Absorb Affects amount of incoming damage. Divides incoming damage based on value. 1 = 0.01. 100 (1/1)
Damage output Affects amount of damage dealt. Multiplies outgoing damage based on value. 1 = 0.01x. 100 (1x)
Healing Affects healing from all sources Multiplies health given from healing based on value.

1 = 0.01x.

100 (1x)
Accuracy Determines average level of accuracy. 100
Terror Level Determines enemy amount and speed. Increases upon certain events. 100