Clothing Encumbrance: Difference between revisions

From The Cataclysm: Dark Days Ahead Wiki
Jump to navigation Jump to search
(No negative layering penalty)
m (first mention of title now bold, as is standard on many wikis and we don't have a style-guide yet; added link to page on encumbrance (should be via a "main" template, but that does not appear to exist))
 
(5 intermediate revisions by 5 users not shown)
Line 1: Line 1:
Clothing encumbrance is a measure of how much is a character impaired by worn clothing.
'''Guide created using an unknown version of Cataclysm DDA.'''
The information present here might not apply to the current version of CDDA.
{{ver|unknown}}
 
'''Clothing encumbrance''' is a measure of how much a character is impaired by worn clothing.


It is increased by wearing encumbering items, holding more volume than current storage allows or by certain mutations.
It is increased by wearing encumbering items, holding more volume than current storage allows or by certain mutations.
A fitting item causes 50% (rounding down) of the encumbrance of an unfitting one.


== Effects ==
== Effects ==


* Torso encumbrance affects melee, dodging, swimming and melee attack speed
See also: [[Encumbrance]]
* Eye encumbrance affects ranged accuracy and detecting traps
 
* Mouth encumbrance affects running speed
* Torso encumbrance affects melee attack rolls, dodge skill, swimming movement point costs and melee and thrown attack movement point costs.
* Head encumbrance doesn't affect anything, but you can't put a helmet with >0 encumbrance while having >0 head encumbrance
* Head encumbrance doesn't affect anything, but you can't put a helmet with >10 encumbrance while having >10 head encumbrance.
* Arm encumbrance affects ranged accuracy
* Eyes encumbrance affects detecting traps, ranged accuracy and throwing dispersion.
* Hand encumbrance affects throwing and reloading
* Mouth encumbrance affects stamina regeneration.
* Leg encumbrance affects running speed, dodging and swimming
* Arms encumbrance affects  stamina cost of melee attacks and ranged accuracy.
* Foot encumbrance affects running speed
* Hand encumbrance affects speed at which you can handle or manipulate items, reloading movement points cost, throwing accuracy, melee and thrown attacks movement points and aim speed of guns.
* Legs encumbrance affects running movement points cost, swimming movement points cost and dodge skill.
* Feet encumbrance affects running movement points cost.


== Layering ==
== Layering ==


Wearing multiple similar items can cause layering penalty. For example, wearing 2 trenchcoats will cause 3 encumbrance rather than 2. In this case "similar" means "items covering the same layer of the same body part". The layers are as follows:
Wearing multiple similar items can cause layering penalty which is added to encumbrance. In this case "similar" means "items covering the same layer of the same body part". The layers are as follows:


=== Item layers ===
=== Item layers ===
Line 31: Line 39:
Layering penalty is calculated per layer. Formula for each layer is the same:
Layering penalty is calculated per layer. Formula for each layer is the same:
* Start with 0
* Start with 0
* Add 1 for every piece of clothing that covers this layer and bodypart
* For each item that covers this layer of this body part:
** If the item "fits well and layers easily", add only 0.5 instead
** Add the encumbrance of this item. If this would be 0 or 1, add 2. If this would be >10, only add 10.
* Subtract 1
* Subtract the penalty from the highest-penalty item
* If less than 0, set to 0
Note: The value is not rounded down yet.


This is repeated for each layer and the results are summed up. The sum is then rounded down.
This is repeated for each layer and the results are summed up.


This operation is repeated for each body part separately.
This operation is repeated for each body part separately.
Item "fits well and layers easily" if it was 0 encumbrance before fitting.


=== Examples ===
=== Examples ===


A fitting trenchcoat, an unfitting trenchcoat, a backpack and 2 fitting t-shirts:
A fitting trenchcoat and an unfitting trenchcoat:
* Skintight layer is 0.5 + 0.5 (fitting t-shirts) - 1 = 0
* Fitting trenchcoat is 7 encumbrance
* Outer layer is 2 (2 trenchcoats) - 1 ("Subtract 1") = 1
* Unfitting trenchcoat is 15
* Strapped layer is 1 - 1 = 0
* Total layering penalty on the outside layer is 7, because 7+15-15=7
* Total layering penalty is 1
* Total encumbrance is 29: 7+15+7=29
* Total encumbrance is 2 (because unfitting trenchcoat has 1 encumbrance)


A fitting hoodie, a fitting trenchcoat, a fitting long underwear top, a messenger bag, a fitting chest rig, 2 fitting tool belts and a fitting survivor belt:
A fitting hoodie, a fitting trenchcoat, a fitting t-shirt, a fitting long underwear top, and a fitting survivor belt:
* Skintight layer is 0.5 - 1 = 0
* Only hoodie and t-shirt share a layer (clothing) and only on one body part (torso)
* Clothing layer is 1 - 1 = 0
* Layering penalty on torso is 2, because t-shirt has 0 encumbrance
* Outer layer is 1 - 1 = 0
* Strapped layer is 1.5 (one fitting and layering well, one unfitting) - 1 = 0.5
* Belt layer is 1.5 (3 fitting and layering well) - 1 = 0.5
* Total layering penalty is 0.5 + 0.5 = 1
* Total encumbrance is 1 (no item of the above has encumbrance above 0)


As above, except replacing messenger bag with another fitting chest rig:
As above, but with an extra fitting long underwear top:
* Skintight, clothing and outer layers still 0
* Layering penalty on clothing layer on torso is still 2
* Strapped layer 1.0 (2 fitting and layering) - 1 = 0
* Skintight layer now also has layering penalty of 2, because fitting long underwear top has 1 encumbrance
* Belt layer still 0.5
* Total layering penalty is 4
* Total layering penalty is 0.5, which is rounded down to 0
* Torso encumbrance is 7 (coat) + 5 (hoodie) + 3 (survivor belt) + 1+1 (underwear tops) + 2 (clothing layer) + 2 (skintight layer) = 19
* Total encumbrance is 0


{{Guides}}
{{Guides}}
[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 18:47, 14 February 2022

Guide created using an unknown version of Cataclysm DDA.
The information present here might not apply to the current version of CDDA.


Clothing encumbrance is a measure of how much a character is impaired by worn clothing.

It is increased by wearing encumbering items, holding more volume than current storage allows or by certain mutations.

A fitting item causes 50% (rounding down) of the encumbrance of an unfitting one.

Effects

See also: Encumbrance

  • Torso encumbrance affects melee attack rolls, dodge skill, swimming movement point costs and melee and thrown attack movement point costs.
  • Head encumbrance doesn't affect anything, but you can't put a helmet with >10 encumbrance while having >10 head encumbrance.
  • Eyes encumbrance affects detecting traps, ranged accuracy and throwing dispersion.
  • Mouth encumbrance affects stamina regeneration.
  • Arms encumbrance affects stamina cost of melee attacks and ranged accuracy.
  • Hand encumbrance affects speed at which you can handle or manipulate items, reloading movement points cost, throwing accuracy, melee and thrown attacks movement points and aim speed of guns.
  • Legs encumbrance affects running movement points cost, swimming movement points cost and dodge skill.
  • Feet encumbrance affects running movement points cost.

Layering

Wearing multiple similar items can cause layering penalty which is added to encumbrance. In this case "similar" means "items covering the same layer of the same body part". The layers are as follows:

Item layers

  • Skintight
  • Normal ("clothing layer")
  • Outer ("worn over")
  • Strapped
  • Belt

Each item covers the same layer on all body parts it covers.

Formula

Layering penalty is calculated per layer. Formula for each layer is the same:

  • Start with 0
  • For each item that covers this layer of this body part:
    • Add the encumbrance of this item. If this would be 0 or 1, add 2. If this would be >10, only add 10.
  • Subtract the penalty from the highest-penalty item

This is repeated for each layer and the results are summed up.

This operation is repeated for each body part separately.

Examples

A fitting trenchcoat and an unfitting trenchcoat:

  • Fitting trenchcoat is 7 encumbrance
  • Unfitting trenchcoat is 15
  • Total layering penalty on the outside layer is 7, because 7+15-15=7
  • Total encumbrance is 29: 7+15+7=29

A fitting hoodie, a fitting trenchcoat, a fitting t-shirt, a fitting long underwear top, and a fitting survivor belt:

  • Only hoodie and t-shirt share a layer (clothing) and only on one body part (torso)
  • Layering penalty on torso is 2, because t-shirt has 0 encumbrance

As above, but with an extra fitting long underwear top:

  • Layering penalty on clothing layer on torso is still 2
  • Skintight layer now also has layering penalty of 2, because fitting long underwear top has 1 encumbrance
  • Total layering penalty is 4
  • Torso encumbrance is 7 (coat) + 5 (hoodie) + 3 (survivor belt) + 1+1 (underwear tops) + 2 (clothing layer) + 2 (skintight layer) = 19