Unit may lose extra efficiency points when moving
That's what everyone thinks at first about this trait, but no, there is more horror behind it. I did (again) a test after spying into the code where I found that the unreliable trait additionally gives a +10 (1 ingame) efficiency loss during combat, no matter if attack or defense.
To summarize it:
- Unreliable units have a 50% chance to lose 2 efficiency points (20 calculated) when moving, no matter how far
- Unreliable units lose 1 additional efficiency point (10) when attacking or defending (modified by experience and combat results somehow)
I tested a unit with unreliable trait and one without. I didn't bother so much about continuing with the reliable unit as the difference in efficiency loss is incredible high compared to an unreliable unit.
Code: Select all
  -   reliable 0-star: Atk 10 vs. Def 99: 9,8,7,6,5,4,3,2,1,0
  -   reliable 0-star: Atk 10 vs. Def 10: 9,9,9,9,9,9,8,...
  - unreliable 0-star: Atk 10 vs. Def 99: 8,6,4,2,0
  - unreliable 0-star: Atk 10 vs. Def 10: 8,7,6,4,3,2,1,0
  - unreliable 5-star: Atk 10 vs. Def 10: 9,8,8,7,6,6,5,5,4,4,3,3,2,2,1,1,0
  - unreliable 0-star: Def 10 vs. Atk 10: 8,7,5,4,2,1,0
  - unreliable 0-star: Def 99 vs. Atk 10: 8,6,4,2,0Keep it mind that experience gain during such tests has impact on the efficiency loss too, as the higher the experience/stars the lower the efficiency loss gets.
You can see that under normal circumstances, units battling each other with attack 10 vs defense 10, result in a huge difference if one has the unreliable trait. While a reliable unit can seemingly bash forever on an equal enemy in direct combat, the unreliable is down to 0 in only 8 attacks.
No idea if this is an undesired bug that large attack-defense differences cause such large efficiency loss, so it's rather bad if a unit is almost invulnerable compared to frequently lose strength. Or is it a kind of balance? Losing 2 efficiency per defense as invincible defender is definitely too much penalty if you ask me.
I personally like the general idea of the unreliable trait and could have played on with the 2 efficiency loss at 50% chance when moving, but the the combat penalty is too broken for me. There is no 50% chance during combat as far as I get it in the code and the tests have shown.
I already have cut both efficiency loss values down to half for my personal gameplay, but this is unfortunately not easily possible by simple file-mods like with other data.
					
					



