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Difference between revisions of "v0.34 Talk:Attribute"

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(A question about disease resistance.)
 
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Interesting note: in-game, the attribute values are somehow normalized to a range of -100 to +100, and the values within that range are used to determine the descriptions displayed. --[[User:Quietust|Quietust]] 03:17, 4 April 2012 (UTC)
 
Interesting note: in-game, the attribute values are somehow normalized to a range of -100 to +100, and the values within that range are used to determine the descriptions displayed. --[[User:Quietust|Quietust]] 03:17, 4 April 2012 (UTC)
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== Redundant Info? ==
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Is the section "Attributes trained by skills" redundant? It appears to present the same information as the table directly above it, and the templates earlier in the page. If so, it should probably be removed. --[[User:Loci|Loci]] 21:55, 12 February 2013 (UTC)
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== Attributes no longer raised by skill? ==
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<s>I noticed that in one of my games a single miner went from proficient to legendary within the first year with no attribute gain. When I went to look at the raws to edit the rates they were missing (no PHYS_ATT_RATE or MENT_ATT_RATE for dwarves). After investigating it seems that there was an issue in an older release where attributes would slowly decay into nothingness over the years due to civilian skills not contributing to attributes, which wasn't supposed to be the case. The issue is listed as fixed. Perhaps Toady removed them. Can anyone confirm this hypothesis? If so, we need to not only edit the attribute page, but the cross-training page as well to reflect these changes.
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I'll try adding those tags back in to see what happens (first with no attribute decay).
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P.S. The creature tokens seem to be missing both for linux and windows versions.
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</s>
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<s>
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I have confirmed that the creature token for raising the attributes via skill gain are in fact missing from the current build. I re-added it in via the raws for endurance, strength, and agility with values of 10:NONE:NONE:NONE and set some miners to work clearing out some dirt. After a few minutes I saw the attributes rising very quickly. With endurance and strength quickly coming to the fore. Agility, of course, saw no increase from mining.
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I'll do another test at some point to see if the original values generate constantly degrading attributes.
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</s>
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Proven to be non-relevant. Using dwarf therapist it shows values increasing even with rust rates and the PHYS_ATT_RATE and MENT_ATT_RATE were not present due to them being at default values.
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== Recuperation and Drowning ==
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I was training my adventurer in swimming and ambushing in the ocean while also repeatedly diving since I read that moving while drowning increases endurance and toughness. After awhile of doing this my adventurer moved from Above Average recuperation to High Recuperation. As a result I added it to the page that it can be increased by swimming while drowning. It makes sense since the dwarf has to recover from drowning and so would slowly start recovering faster. [[User:Skyte100|Skyte100]] ([[User talk:Skyte100|talk]]) 21:18, 24 June 2013 (UTC)
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Well I cant reproduce it but I know it happened at least once so I am going to edit the page again and add that it happens slowly and a verify to see if someone else can reproduce it. [[User:Skyte100|Skyte100]] ([[User talk:Skyte100|talk]]) 13:22, 1 July 2013 (UTC)
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== disease resistance ==
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Does disease resistance effect likeliness for wounds to get infected or dwarves to succumb to infection? It seems like this should be the case, but is it confirmed? If not, it might be worth noting that.

Latest revision as of 02:53, 22 January 2014

[This section has been flagged for accuracy issues. Until a more comprehensive data set can be found that suggests the information in this article to be accurate, the following attribute's are found to be off average: Analytical Ability (Avg: 1000 vs 1250), Creativity (Avg: 1000 vs 1250), Patience (Avg: 1000 vs 1250), Memory (Avg: 1500 vs 1250), Willpower (Avg: 1250 vs 1000), Social Awareness (Avg: 1250 vs 1000), Focus (Avg: 1000 vs 1500), Spatial Sense (Avg: 1000 vs 1500)Update: DFHack's dwarfexport's (34.04) order of attributes are mixed up [1].

Included is a spreadsheet reference of dwarf attributes using 31.25 runesmith/34.05 dwarfexport (after adjusting column headings).[2]]

([Data sets suggest a higher distribution around the mean. Update: reason for this is because the bin range around the mean is shorter, it has been verified that a dwarf has an equal chance of falling within each bin [3]][4])

Interesting note: in-game, the attribute values are somehow normalized to a range of -100 to +100, and the values within that range are used to determine the descriptions displayed. --Quietust 03:17, 4 April 2012 (UTC)

Redundant Info?[edit]

Is the section "Attributes trained by skills" redundant? It appears to present the same information as the table directly above it, and the templates earlier in the page. If so, it should probably be removed. --Loci 21:55, 12 February 2013 (UTC)

Attributes no longer raised by skill?[edit]

I noticed that in one of my games a single miner went from proficient to legendary within the first year with no attribute gain. When I went to look at the raws to edit the rates they were missing (no PHYS_ATT_RATE or MENT_ATT_RATE for dwarves). After investigating it seems that there was an issue in an older release where attributes would slowly decay into nothingness over the years due to civilian skills not contributing to attributes, which wasn't supposed to be the case. The issue is listed as fixed. Perhaps Toady removed them. Can anyone confirm this hypothesis? If so, we need to not only edit the attribute page, but the cross-training page as well to reflect these changes.

I'll try adding those tags back in to see what happens (first with no attribute decay).

P.S. The creature tokens seem to be missing both for linux and windows versions. I have confirmed that the creature token for raising the attributes via skill gain are in fact missing from the current build. I re-added it in via the raws for endurance, strength, and agility with values of 10:NONE:NONE:NONE and set some miners to work clearing out some dirt. After a few minutes I saw the attributes rising very quickly. With endurance and strength quickly coming to the fore. Agility, of course, saw no increase from mining.

I'll do another test at some point to see if the original values generate constantly degrading attributes.

Proven to be non-relevant. Using dwarf therapist it shows values increasing even with rust rates and the PHYS_ATT_RATE and MENT_ATT_RATE were not present due to them being at default values.

Recuperation and Drowning[edit]

I was training my adventurer in swimming and ambushing in the ocean while also repeatedly diving since I read that moving while drowning increases endurance and toughness. After awhile of doing this my adventurer moved from Above Average recuperation to High Recuperation. As a result I added it to the page that it can be increased by swimming while drowning. It makes sense since the dwarf has to recover from drowning and so would slowly start recovering faster. Skyte100 (talk) 21:18, 24 June 2013 (UTC)

Well I cant reproduce it but I know it happened at least once so I am going to edit the page again and add that it happens slowly and a verify to see if someone else can reproduce it. Skyte100 (talk) 13:22, 1 July 2013 (UTC)

disease resistance[edit]

Does disease resistance effect likeliness for wounds to get infected or dwarves to succumb to infection? It seems like this should be the case, but is it confirmed? If not, it might be worth noting that.