Psycho Patrol R

Psycho Patrol R

120 个评价
what each stat does
由 wget 制作
as of may 6th 2025
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2
2
   
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guide
NOTE: consider this information as a spoiler for the game, since you might want to figure it out on your own

also the game is in early access so obviously this guide can quickly become outdated

vitality
each point increases max health by 0.25
(base max health is 1.0 at 0 vitality)

each point increases toxic resistance by 0.5%
(base toxic resist is 0% at 0 vitality)

strength
each point increases max equip load by 1 kg
(base max load is 10 kg at 0 strength)

each point increases how heavy a prop you can lift by 6.0 kg
(base weight limit is 0 kg at 0 strength)

each point increases kick damage and push force by 1
(base kick damage is 40 at 0 strength)

with at least 50 strength, your kick recoil is increased to 166.67%
(you can launch yourself further with kicks)

strength determines the throw velocity multiplier
throw velocity formula in metres per second: strength / kilograms * 10
(capped at 30 metres per second)

with at least 10 strength, it determines the weapon recoil multiplier
recoil multiplier formula: 1 / √(strength * 0.1)

perception
with at least 10 perception, you can see if a door is locked (before you try to open it)

with at least 10 perception, you can see the health of npcs, doors, etc

with at least 20 perception, you can see the armour amount of npcs, doors, etc

with at least 25 perception, you can see the toxicity value of npcs (idk if this is ever nonzero)

each point increases aim speed multiplier by 5%
(base multiplier is 50% at 0 perception, so 9 perception = 95% aim speed multiplier)
(btw "aim speed" is how fast your weapon catches up to where your crosshair is pointing when you move your camera around)

each point increases chance to defuse traps by 1%
(base chance is 0%)

decreases hacking difficulty
(less lines, less characters, less clicks needed to reach the password)

speed
all this affects is walk speed, however walk speed in this game is currently kinda very weird and inconsistent

>75% equip load makes you significantly slower, which makes sense
however, <50% equip load can actually make you slightly slower than >50% equip load

walking sideways or backwards can be faster or slower than walking forwards depending on speed points

walking diagonally usually makes you slower until you have higher points in speed where it makes you walk a LOT faster

it's pretty cursed, your walk speed might not even be constant from frame to frame so it was difficult to measure

here's some approx speeds in metres per second according to my testing:
(left side: between 50% to 75% equip load, right side: <25% equip load)
speed
forwards
side/back
diagonal
speed
forwards
side/back
diagonal
1
4.5
4.5
4.5
1
4.5
4.5
4.5
3
4.612
4.609
4.5
3
4.5
4.5
4.5
5
4.714
4.704
4.675
5
4.5
4.725
4.5
9
~4.96
~4.98
4.841
9
4.733
4.725
4.5
12
~5.19
~5.28
4.998
12
4.911
4.935
4.919
15
5.794
5.625
5.147
15
5.169
5.131
4.921
20
5.85
5.625
~5.42
20
5.38
5.314
5.32
25
5.906
5.625
~5.75
25
5.584
~5.64
~5.6
30
5.962
5.625
~6.1
30
5.952
~5.93
~5.7
40
6.075
5.625
~7.99
40
6.599
~6.7
~6.3
50
6.188
5.625
~8.3
50
~7.3
9
~6.8
75
6.469
5.625
~8.5
75
10.35
9
~8.7
99
6.739
5.625
~8.7
99
10.782
9
~12

agility
each point increases jump velocity by 0.1 metres per second
(base jump velocity is 10 m/s at 0 agility)

bioenergy
each point increases orgone capacity on foot by 100
(base capacity is 0 orgone at 0 bioenergy)

determines orgone regeneration on foot
orgone per second formula: √bioenergy * √lack * 100

each point increases base hostility of npcs by 0.5%
(yes, this is not a mistake, it makes npcs like you a little bit less)

each point increases chance for "appropriate funds" to succeed by 0.5%
(base chance depends on hostility and how much you're asking for)

luck
each point increases bullet bounce chance by 0.5%
(base bounce chance is 10% at 0 luck, so 5 luck = 15% bounce chance)

each point increases chance to defuse traps by 1%
(base chance is 0%)

lack
each point reduces your level by 1
(that means it reduces level up cost)

each point increases random enemy spawn chance by 1%
(for example if an enemy has a 5% chance to spawn, then having 15 lack increases it to 20%)

each point increases the multiplier for cash that non-unique npcs spawn with by 2%
(base multiplier is 100% at 0 lack, so 15 lack = 130% multiplier)

determines orgone regeneration on foot
orgone per second formula: √lack * √bioenergy * 100

extra:

my other guides that might be useful:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3454663866
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3452126278
45 条留言
SilverSystem 6 月 22 日 上午 8:30 
Also funny thing, having 497.29 orgone per second (or 5 lack 5 bio) makes the Stealth Suit unable to drain your orgone it regenerates so fast, so infinite stealth. This gets especially funny on the Carabiniere and the Cosplayer who can walk around gibbing people with kicks invisibly and punting V-Stalkers outside of the map in a single leg thrust
SilverSystem 6 月 20 日 下午 2:47 
Does anybody know what damage threshold you need to reach to gib somebody with a kick? What strength is required? I tediously grinded by Strength up to 50 on an already tricked-out stat setup and I can't even gib people with a kick, like there was no point at all
Μεσημερινή παχιά 4 月 1 日 下午 4:58 
I'm not seeing anything in datamining with LACK effecting disposition either, so the highest assumption I can make is there something in the backburner with calculating numbers, but who knows I can't again say for certain its down now to the Dev to say otherwise which would likely be confirmation in a patch note.

Either way, definitely IN MY OPINION, not intentional. Definitely a bug.
Μεσημερινή παχιά 4 月 1 日 下午 4:54 
I don't think there is a silent upgrade from what im seeing in datamining.

It's just as you said and I agree with, it "Shouldn't" be effecting it, i'm also not sure why it is either but its clearly exclusive to this primary save.

Ultimately I will just continue to use the term Bug because thats all I can assume based on my experience with what i'm seeing. Unless somehow stat duplication between saves and etc is somehow an intended feature which I severely doubt.
wget  [作者] 4 月 1 日 下午 4:24 
lack shouldn't affect anything more than what i described in the guide, unless there's been silent update recently which i doubt because the dev is currently on a brief hiatus (for health and sanity reasons)
Μεσημερινή παχιά 4 月 1 日 下午 3:50 
Not entirely sure if this means LACK effects disposition too, since its consistent both ways, anything that should be positive is negative and anything that should give negative gives positive.

Either way no way to tell till the Dev gives a patch note, so /shrug/, not worth speculating.
Μεσημερινή παχιά 4 月 1 日 下午 3:46 
So SUMMARY, Its some early access bug causing this effect and something involving LACK causing false positives that would seem that way unless doing very specific circumstances to tell its a bug or not.

Strangely though it also has something strange where in conversations that I should lose disposition from a quest. if my LACK is at 1 and not anything higher then any negative disposition is turned to positive disposition instead, but once I level LACK up, then it resumes normally.
Μεσημερινή παχιά 4 月 1 日 下午 3:45 
The only one I still can't explain is when increasing Lack from 0.5% to 1% it makes Toxins buildup only start doing damage at around 40/100 toxins while if its at 0.5% (Or at the very least Lack of 1, not 2) it will IMMEDIATELY start damage just very slowly and building up to alot. (And my characters stats have not been leveled on detective other then LACK from 1 to 2.)

I tried testing removing equipment to see, testing different water zones, if fatigue is high or low, but no its consistent just only for my primary save, and then applies to any other save if I go from my primary save and load a different new-game save file. But clears if I exit the game and only loada different save.
Μεσημερινή παχιά 4 月 1 日 下午 3:45 
You're right, I I tried it four more times and on two separate new saves and they were showing the exact same thing I was showing, I went to go download OBS and figure out a recording software then when I launched the game I realized what was happening.

If on a persistent save and loading from one save to another its for some reason adding the stats of the other save ONTOP of the loaded save from before. This includes stuff like DNA Damage, its every stat value.
wget  [作者] 4 月 1 日 下午 3:02 
@Μεσημερινή παχιά
there's no "stat growth" that difficulty affects, the hp number on the stat screen is just calculated wrong

also DOR resist is not a real stat, it exists purely on the stat screen, it doesn't even exist as a variable within the game's code (currently)