The taint chance is shown when placing genetic two materials of the same type in the Research Station, so there is no need for the player to do this calculation. This is unobtainable for Medical Doctors, who can only ever get to 180, but Assistants who apprenticeship medic can reach up to 200 with skill-boosting effects. The formula for the taint chance is: 0.99 * * + 70)]įor any gene strength, the required Medical Skill to have a 0% taint chance is 197. This taint chance increases with the higher quality input gene, and reduces with the medical skill of the character doing the refining. When refining, there is a chance that the product will be tainted. Refining allows for the creation of high quality genes, but also has some risk. Having Gene Splicer triples refining effectiveness, so it is advised to not refine any genetic material until this talent is picked up. Since Gene Splicer adds a flat +10% to the gene quality, the average increase per refine is increased from +5% to +15%, which is an extreme bonus. As an example, refining an 80% crawler genes with another 80% crawler gene will result in a product with quality ranging from 83% to 88%, and identically, refining an 80% crawler gene with a 20% crawler gene will also result in a product with quality ranging from 83% to 88%. The lower quality input gene does not impact the result. (The value of the quality increase is chosen at random between %, then a +10% is added if the character refining has the Gene Splicer talent). The quality of the product depends only on the higher quality gene used as input - the product will be highest quality input + %, or highest quality input + % with the Gene Splicer talent. Refining is the process of taking two genetic materials of the same type, and producing a single genetic material with a higher quality. Prevents Husk Infections from advancing to the point where they take control of their hostĬauses the subject to grow a mudraptor-like beak, which can be used to attack enemies and break doors with the keyĬauses the subject to grow spineling-like bony protrusions out of their back, which can be shot out with the key Receiving physical damage makes the subject gain % Hyperactivity Receiving physical damage makes the subject gain % Vigor Receiving physical damage makes the subject gain a % boost to melee weapon damage Makes the subject's physical injuries heal at a rate of % per minute Increases resistance to physical damage by %ĭecreases the subject's oxygen consumption by % The different types of buffs are as follows:Īllows the subject to to do % more damage with melee weapons See each genetic material page for exact numbers. For example: 20% Mudraptor Genes and 100% Mudraptor Genes function identically when spliced, and similarly 85% and 100% Hammerhead Matriarch Genes provide the exact same buff when spliced. Note that quality does not increase potency linearly for all gene types - some genetic buffs are increased for each 20% increment in quality, and some genetic materials have no different effects between different quality levels. The type of genetic material determines the buff received from the item when splicing, and the quality determines the potency of the buff (quality of the gene correlates exactly with the strength of the applied affliction when spliced). There are 12 different types, and each item has a certain "quality" or "strength" (both terms can be used interchangeably they both refer to the percentage of the genetic material). Genetic Material is the output of researched UGM. The outputted genetic material will be of a random type, with a quality between 10% - 60%. Researching requires one sample of UGM and one Stabilozine to be placed inside a Research Station. To extract useful genetics from it, UGM must be researched. UGM is looted from containers or creatures, or is purchased. Unidentified Genetic Material (also commonly called UGM) is the main resource required for the creation of all genetic materials. Main article: Unidentified Genetic Material
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