Editing Painstopper
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Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5. | Removing the part requires {{Ticks|2500}} of work, 1x medicine of [[Herbal medicine|herbal]] quality or better, and a [[Skills#Medical|Medical skill]] of 5. | ||
− | If the operation fails, the part | + | If the operation fails, the part has a chance{{Check Tag|What Chance?}} to be destroyed. |
== Analysis == | == Analysis == | ||
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Pain reduces [[consciousness]], which in turn reduces [[manipulation]], [[moving]] and [[talking]]. Thus, it directly and significantly impacts almost every activity a pawn can perform. It also inflicts a significant [[mood]] debuff. Most kinds of pain are temporary and not worth installing a Painstopper for that reason alone. However, pain from [[Injury#Scarring|scars]] is permanent, and some painful diseases such as [[sensory mechanites]] can linger for long periods of time. | Pain reduces [[consciousness]], which in turn reduces [[manipulation]], [[moving]] and [[talking]]. Thus, it directly and significantly impacts almost every activity a pawn can perform. It also inflicts a significant [[mood]] debuff. Most kinds of pain are temporary and not worth installing a Painstopper for that reason alone. However, pain from [[Injury#Scarring|scars]] is permanent, and some painful diseases such as [[sensory mechanites]] can linger for long periods of time. | ||
− | The painstopper can be a huge boon in combat, preventing the [[Consciousness]] loss of pain, improving | + | The painstopper can be a huge boon in combat, preventing the [[Consciousness]] loss of pain, improving DPS output when injured. As the [[Pain Shock Threshold]] is never crossed, the pawn can fight for longer as well. But this carries a significant risk - pawns that don't feel pain will never be [[downed]] from it, meaning that pawns will keep fighting until they either win, die or, less likely, become incapacitated from serious leg, spine, pelvis or brain injury. Maintaining high damage output for longer can help end fights sooner, allowing you to win a fight before risking serious injury. However, it is important to keep an eye on them, so you can get them to retreat in time before they receive fatal damage - especially while hunting or in melee. |
− | + | Temporary alternatives to reduce pain include [[Go-juice]] and the [[Psycasts#Painblock|Painblock]] psycast {{RoyaltyIcon}}, which reduces the long term risk. However, these come with their own drawbacks including addiction, chemical damage, short duration and cost. Both of these options reduce pain by 90%, rather than eliminating it completely. | |
− | + | Painblockers are useful for negating the [[Wimp]] trait, though with the usual downsides. Colonists with the [[Masochist]] trait or following an [[Ideoligion]] with the Pain: Idealized precept{{IdeologyIcon}} gain mood ''bonuses'' from pain, which will be eliminated. [[Psycast]]ers{{RoyaltyIcon}} also gain neural heat faster with pain. | |
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== Version history == | == Version history == |