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'''Persona weapons''' are ultra tech [[weapons]] that contain a persona - a psychically capable, artificially intelligent personality similar to that in a [[persona core]]. This persona forms a psychic bond with the weapon's wielder and grants or inflicts certain traits based on the personality of the intelligence. This bond is usually both exclusive of other persona weapons and permanent, lasting until either the wielder dies or the weapon is destroyed. The exception is weapons with the Freewielder trait, which form no permanent bond and do not prevent the use of other persona weapons. Additionally, the bond is broken at the moment of death rather than the state of being dead. The bond remains broken if the wielder is [[Resurrector mech serum|resurrected]], though they can relink with the weapon if no-one else has. | '''Persona weapons''' are ultra tech [[weapons]] that contain a persona - a psychically capable, artificially intelligent personality similar to that in a [[persona core]]. This persona forms a psychic bond with the weapon's wielder and grants or inflicts certain traits based on the personality of the intelligence. This bond is usually both exclusive of other persona weapons and permanent, lasting until either the wielder dies or the weapon is destroyed. The exception is weapons with the Freewielder trait, which form no permanent bond and do not prevent the use of other persona weapons. Additionally, the bond is broken at the moment of death rather than the state of being dead. The bond remains broken if the wielder is [[Resurrector mech serum|resurrected]], though they can relink with the weapon if no-one else has. | ||
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== Trait analysis == | == Trait analysis == | ||
=== Psychic hypersensitizer === | === Psychic hypersensitizer === | ||
− | ''ID: | + | ''ID: PsychicSensitivityUpMajor'' |
The increase of 40% psychic sensitivity increases the [[Psycasts#Neural Heat|neural heat]] limit 32 neural heat units. In comparison, a normal [[eltex staff]] increases psychic sensitivity by 2 percentage points more than a persona weapon with this trait (42%), bringing the neural heat limit buff to 33. The 40% increase in sensitivity also means that psychic soothes have a mood bonus of 22, initial [[psychic drone]]s have a mood debuff of 17, medium psychic drones have a mood debuff of 31, high psychic drones have a mood debuff of 42, and an extreme psychic drone has a mood debuff of 60. If there is an high or extreme psychic drone, the pawn will suffer horribly unless you tell him/her to drop it. The sword is extremely useful when you need to cast multiple combat [[psycast]]s such as two berserk pulses in quick succession. | The increase of 40% psychic sensitivity increases the [[Psycasts#Neural Heat|neural heat]] limit 32 neural heat units. In comparison, a normal [[eltex staff]] increases psychic sensitivity by 2 percentage points more than a persona weapon with this trait (42%), bringing the neural heat limit buff to 33. The 40% increase in sensitivity also means that psychic soothes have a mood bonus of 22, initial [[psychic drone]]s have a mood debuff of 17, medium psychic drones have a mood debuff of 31, high psychic drones have a mood debuff of 42, and an extreme psychic drone has a mood debuff of 60. If there is an high or extreme psychic drone, the pawn will suffer horribly unless you tell him/her to drop it. The sword is extremely useful when you need to cast multiple combat [[psycast]]s such as two berserk pulses in quick succession. | ||
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=== Psychic sensitizer === | === Psychic sensitizer === | ||
− | ''ID: | + | ''ID: PsychicSensitivityUpMinor'' |
The increase of 20% psychic sensitivity increases the [[Psycasts#Neural Heat|neural heat]] limit 16 neural heat units. In comparison, a normal [[eltex staff]] increases psychic sensitivity by 22 percentage points more than a persona weapon with this trait (42%), bringing the neural heat limit buff to 33. The 20% increase in sensitivity also means that psychic soothes have a mood bonus of 18, initial [[psychic drone]]s have a mood debuff of 14, medium psychic drones have a mood debuff of 26, high psychic drones have a mood debuff of 36, and an extreme psychic drone has a mood debuff of 48. If there is an high or extreme psychic drone, the pawn will suffer (albeit at a lower level than with a weapon with the Psychic Hypersensitizer) unless you tell him/her to drop it. The sword is useful when you need to cast multiple combat [[psycast]]s such as two berserk pulses in quick succession. | The increase of 20% psychic sensitivity increases the [[Psycasts#Neural Heat|neural heat]] limit 16 neural heat units. In comparison, a normal [[eltex staff]] increases psychic sensitivity by 22 percentage points more than a persona weapon with this trait (42%), bringing the neural heat limit buff to 33. The 20% increase in sensitivity also means that psychic soothes have a mood bonus of 18, initial [[psychic drone]]s have a mood debuff of 14, medium psychic drones have a mood debuff of 26, high psychic drones have a mood debuff of 36, and an extreme psychic drone has a mood debuff of 48. If there is an high or extreme psychic drone, the pawn will suffer (albeit at a lower level than with a weapon with the Psychic Hypersensitizer) unless you tell him/her to drop it. The sword is useful when you need to cast multiple combat [[psycast]]s such as two berserk pulses in quick succession. | ||
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=== Psychic quiet === | === Psychic quiet === | ||
− | ''ID: | + | ''ID: PsychicSensitivityDownMin''or |
The decrease of 15% psychic sensitivity decreases the [[Psycasts#Neural Heat|neural heat]] limit 16 neural heat units. This also means that psychic soothes have a mood bonus of ?, initial [[psychic drone]]s have a mood debuff of ?, medium psychic drones have a mood debuff of ?, high psychic drones have a mood debuff of ?, and an extreme psychic drone has a mood debuff of ?. This sword is useful for non-psychic melee pawns or non-combat psycasters that do not need a high neural heat limit. Similar to the [[Psychic_foil_helmet|Psychic Foil Helmet]], it is a portable and removable version of the trait [[Trait#Psychically dull|Psychically dull]]. | The decrease of 15% psychic sensitivity decreases the [[Psycasts#Neural Heat|neural heat]] limit 16 neural heat units. This also means that psychic soothes have a mood bonus of ?, initial [[psychic drone]]s have a mood debuff of ?, medium psychic drones have a mood debuff of ?, high psychic drones have a mood debuff of ?, and an extreme psychic drone has a mood debuff of ?. This sword is useful for non-psychic melee pawns or non-combat psycasters that do not need a high neural heat limit. Similar to the [[Psychic_foil_helmet|Psychic Foil Helmet]], it is a portable and removable version of the trait [[Trait#Psychically dull|Psychically dull]]. | ||
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=== Psychic fog === | === Psychic fog === | ||
− | ''ID: | + | ''ID: PsychicSensitivityDownMajor'' |
The decrease of 30% psychic sensitivity decreases the [[Psycasts#Neural Heat|neural heat]] limit 24 neural heat units. This also means that psychic soothes have a mood bonus of 11, initial [[psychic drone]]s have a mood debuff of 8, medium psychic drones have a mood debuff of 15, high psychic drones have a mood debuff of 21, and an extreme psychic drone has a mood debuff of 28. This sword is useful for non-psychic melee pawns or non-combat psycasters that do not need a high neural heat limits. Similar to the [[Psychic_foil_helmet|Psychic Foil Helmet]], it is a portable and removable version of the trait [[Trait#Psychically dull|Psychically dull]]. | The decrease of 30% psychic sensitivity decreases the [[Psycasts#Neural Heat|neural heat]] limit 24 neural heat units. This also means that psychic soothes have a mood bonus of 11, initial [[psychic drone]]s have a mood debuff of 8, medium psychic drones have a mood debuff of 15, high psychic drones have a mood debuff of 21, and an extreme psychic drone has a mood debuff of 28. This sword is useful for non-psychic melee pawns or non-combat psycasters that do not need a high neural heat limits. Similar to the [[Psychic_foil_helmet|Psychic Foil Helmet]], it is a portable and removable version of the trait [[Trait#Psychically dull|Psychically dull]]. | ||
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=== Kind thoughts === | === Kind thoughts === | ||
− | ''ID: | + | ''ID: ThoughtKind'' |
The +6 [[mood]] it provides is equivalent to the mood buff given by being very comfortable, being an optimist, or the buff from an extremely impressive dining/rec/bedroom. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. | The +6 [[mood]] it provides is equivalent to the mood buff given by being very comfortable, being an optimist, or the buff from an extremely impressive dining/rec/bedroom. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. | ||
=== Calm thoughts === | === Calm thoughts === | ||
− | ''ID: | + | ''ID: ThoughtCalm'' |
The +3 [[mood]] it provides is equivalent to the mood buff given by sleeping in an unbelievably impressive barrack, or the buff from an slightly impressive dining/rec/bedroom. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. | The +3 [[mood]] it provides is equivalent to the mood buff given by sleeping in an unbelievably impressive barrack, or the buff from an slightly impressive dining/rec/bedroom. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. | ||
=== Mad muttering === | === Mad muttering === | ||
− | ''ID: | + | ''ID: ThoughtMuttering'' |
The -3 [[mood]] it provides is equivalent to the mood debuff given by sleeping in an decent barrack, having a colonist banished, or the debuff from being uncomfortable. It is easily countered by eating [[Fine meal|fine meals]]. It is worth it because these potent weapons are usually acquired in the mid-to-late game, where [[mood]] is generally not a problem. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. | The -3 [[mood]] it provides is equivalent to the mood debuff given by sleeping in an decent barrack, having a colonist banished, or the debuff from being uncomfortable. It is easily countered by eating [[Fine meal|fine meals]]. It is worth it because these potent weapons are usually acquired in the mid-to-late game, where [[mood]] is generally not a problem. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. | ||
=== Mad wailing === | === Mad wailing === | ||
− | ''ID: | + | ''ID: ThoughtWailing'' |
The -6 [[mood]] it provides is equivalent to the mood debuff given by being hungry, being drowsy, and also when humans are butchered. It is mostly countered by eating [[Fine_meal|fine meals]]. It is worth it because these powerful weapons are usually acquired in the mid-to-late game, where [[mood]] is generally not a problem. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. | The -6 [[mood]] it provides is equivalent to the mood debuff given by being hungry, being drowsy, and also when humans are butchered. It is mostly countered by eating [[Fine_meal|fine meals]]. It is worth it because these powerful weapons are usually acquired in the mid-to-late game, where [[mood]] is generally not a problem. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. | ||
=== Kill-focused === | === Kill-focused === | ||
− | ''ID: | + | ''ID: OnKill_PsyfocusGain'' |
− | The wielder of a kill-focused persona weapon regains 20% of their [[Psycasts#Psyfocus|psyfocus]] every time they kill another pawn with the weapon up to their normal maximum of 100%. Despite the description, this killed pawn does not have to be an enemy and the psyfocus will even be granted when executing downed enemies, killing wild animals | + | The wielder of a kill-focused persona weapon regains 20% of their [[Psycasts#Psyfocus|psyfocus]] every time they kill another pawn with the weapon up to their normal maximum of 100%. Despite the description, this killed pawn does not have to be an enemy and the psyfocus will even be granted when executing downed enemies, killing wild animals and when slaughtering tamed animals. |
A single kill is equivalent to over 5 hours of meditation with the best possible focus, or 10 hours without one. As psyfocus is one of the primary limiting factors for psycasters, this makes this trait incredibly powerful and easily a candidate for the best trait on offer. | A single kill is equivalent to over 5 hours of meditation with the best possible focus, or 10 hours without one. As psyfocus is one of the primary limiting factors for psycasters, this makes this trait incredibly powerful and easily a candidate for the best trait on offer. | ||
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=== Kill-happy === | === Kill-happy === | ||
− | ''ID: | + | ''ID: OnKill_ThoughtGood'' |
+6 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days. | +6 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days. | ||
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=== Kill-sorrow === | === Kill-sorrow === | ||
− | ''ID: | + | ''ID: OnKill_ThoughtBad'' |
− | + | -3 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days. | |
− | The | + | The -3 [[mood]] it provides is equivalent to the mood debuff given by sleeping in an decent barrack, having a colonist banished, or the debuff from being uncomfortable. It is easily countered by eating [[Fine_meal|fine meals]]. It is worth it because these potent weapons are usually acquired in the mid-to-late game, where [[mood]] is generally not a problem. The max mood debuff of -4 is equivalent to sleeping on the ground, sleeping outside, sleeping in the cold, sleeping in the heat, or having the pawn's uncle, aunt, cousin, grandparent, or kin die. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. |
=== Kill thirst === | === Kill thirst === | ||
− | ''ID: | + | ''ID: NeedKill'' |
The wielder must kill every 20 days or suffer a -4 mood debuff. | The wielder must kill every 20 days or suffer a -4 mood debuff. | ||
− | The max mood debuff of -4 is equivalent to sleeping on the ground, sleeping outside, sleeping in the cold, sleeping in the heat, or having the pawn's uncle, aunt, cousin, grandparent, or kin die. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. | + | The max mood debuff of -4 is equivalent to sleeping on the ground, sleeping outside, sleeping in the cold, sleeping in the heat, or having the pawn's uncle, aunt, cousin, grandparent, or kin die. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. |
=== Psy-meditative === | === Psy-meditative === | ||
− | ''ID: | + | ''ID: PsyfocusMeditationBonus'' |
+10% psyfocus per time meditating | +10% psyfocus per time meditating | ||
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=== Painless === | === Painless === | ||
− | ''ID: | + | ''ID: NoPain'' |
A pawn wielding a persona weapon with the Painless trait will not feel pain. The pro of this is that the pawn will not go down, but the side effect of this is that the pawn will keep fighting until they die. It gives an effect similar to that of the [[painstopper]]. | A pawn wielding a persona weapon with the Painless trait will not feel pain. The pro of this is that the pawn will not go down, but the side effect of this is that the pawn will keep fighting until they die. It gives an effect similar to that of the [[painstopper]]. | ||
=== Fast mover === | === Fast mover === | ||
− | ''ID: | + | ''ID: SpeedBoost'' |
− | The Fast mover trait improves the [[Moving]] [[capacity]] of the wielder by | + | The Fast mover trait improves the [[Moving]] [[capacity]] of the wielder by 15% while the weapon is held. |
Most obviously this improves the [[Move Speed]] [[stat]], increasing a base-line healthy [[human]] move speed by {{#expr:{{Q|Human|Move Speed Base}}*0.15}} {{CS}} - this is a significant increase in speed, a pawn affected by this trait wearing cumbersome [[marine armor]] is still faster than a naked [[trait#Fast walker|Fast walker]]. This makes it a valuable effect for some forms of kiting, on pawns whose primary role involves walking - such as planters, and just in making almost every task slightly faster to complete. Additionally, given the melee nature of all current persona weapons, this reduces the time required to close on ranged enemies and, thus, also reduces the risk before their ranged attack is nullified. | Most obviously this improves the [[Move Speed]] [[stat]], increasing a base-line healthy [[human]] move speed by {{#expr:{{Q|Human|Move Speed Base}}*0.15}} {{CS}} - this is a significant increase in speed, a pawn affected by this trait wearing cumbersome [[marine armor]] is still faster than a naked [[trait#Fast walker|Fast walker]]. This makes it a valuable effect for some forms of kiting, on pawns whose primary role involves walking - such as planters, and just in making almost every task slightly faster to complete. Additionally, given the melee nature of all current persona weapons, this reduces the time required to close on ranged enemies and, thus, also reduces the risk before their ranged attack is nullified. | ||
− | However, the trait affects the capacity, rather than just the Move Speed stat like other gear, which means it also improves other dependent stats. Therefore, it also improves the [[Melee Dodge Chance]] of a pawn by the equivalent of almost | + | However, the trait affects the capacity, rather than just the Move Speed stat like other gear, which means it also improves other dependent stats. Therefore, it also improves the [[Melee Dodge Chance]] of a pawn by the equivalent of almost 3 levels of the [[Skills#Melee|Melee]] skill - the exact significance of this varies based on the other factors of the stat, as detailed on that page, but for most pawns with some skill in Melee this results in an additional ~6% chance to dodge melee attacks. This is a significant decrease in incoming DPS, and given the melee power of persona weapons, it synergizes very well with them. |
− | Technically, this also results in a | + | Technically, this also results in a 15% improvement to [[Hunting Stealth]], meaning only 87% of the required skills are required for the same level of stealth, however, as Hunting Stealth only applies to ranged weapons, the persona weapon must be wielded for the effect to be applied, and there currently are no ranged persona weapons, it is impossible to actually benefit from this buff. |
Overall, the fast mover trait is one of the better traits available, one that synergizes well with the weapon itself, and one that will likely benefit any wielder that takes up its host weapon. On the other hand, it also does not offer any truly unique advantages that cannot be obtained elsewhere, such as through traits or [[drugs]]. Thus, while it is a boon on any weapon acquired with it, it is not something that is likely to be specifically sought out. | Overall, the fast mover trait is one of the better traits available, one that synergizes well with the weapon itself, and one that will likely benefit any wielder that takes up its host weapon. On the other hand, it also does not offer any truly unique advantages that cannot be obtained elsewhere, such as through traits or [[drugs]]. Thus, while it is a boon on any weapon acquired with it, it is not something that is likely to be specifically sought out. | ||
=== Hunger pangs === | === Hunger pangs === | ||
− | ''ID: | + | ''ID: HungerMaker'' |
− | The hunger pangs trait increases the [[Hunger Rate Factor]] of a bonded pawn by | + | The hunger pangs trait increases the [[Hunger Rate Factor]] of a bonded pawn by 50%, causing a regular pawn to get hungry 1.5x quicker than normal and increasing the [[Hunger Rate Factor]] of a [[Gourmand]] pawn from 1.5x to 2.0x, a relative increase of 33%. |
While a purely negative trait, persona weapons with this trait are still generally worth using. Persona weapons are almost always potent weapons and are usually acquired during the mid-to-late game, when food is not an issue. | While a purely negative trait, persona weapons with this trait are still generally worth using. Persona weapons are almost always potent weapons and are usually acquired during the mid-to-late game, when food is not an issue. | ||
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=== Neural cooling === | === Neural cooling === | ||
{{Stub|section=1|reason=Practical comparison with [[Eltex staff]] and general practicality of the rate increase needed.}} | {{Stub|section=1|reason=Practical comparison with [[Eltex staff]] and general practicality of the rate increase needed.}} | ||
− | ''ID: | + | ''ID: NeuralHeatRecoveryGain'' |
+15% Neural Heat Recovery Rate, only applies while weapon is held. | +15% Neural Heat Recovery Rate, only applies while weapon is held. | ||
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=== Freewielder === | === Freewielder === | ||
− | ''ID: | + | ''ID: NeverBond'' |
Freewielder is arguably the best trait, tied with kill-focused, because it does not bond. When paired with kill-focused, however, you will get a weapon that instantly provides large amounts of psyfocus on demand. It is very good for non-combat psycasters, because those psycasts require large amounts of psyfocus. It is also useful because anyone can use the sword, unlike other persona weapons, which can only be given to other pawns by killing the previous host and become useless becomes permanently incapacitated without dying. It is incompatible with Jealous. | Freewielder is arguably the best trait, tied with kill-focused, because it does not bond. When paired with kill-focused, however, you will get a weapon that instantly provides large amounts of psyfocus on demand. It is very good for non-combat psycasters, because those psycasts require large amounts of psyfocus. It is also useful because anyone can use the sword, unlike other persona weapons, which can only be given to other pawns by killing the previous host and become useless becomes permanently incapacitated without dying. It is incompatible with Jealous. | ||
=== Jealous === | === Jealous === | ||
− | ''ID: | + | ''ID: Jealous'' |
− | This weapon gives a hefty | + | This weapon gives a hefty -15 mood penalty when a bonded pawn equips a weapon other than the monosword. If a pawn is good at melee and not a bit good at shooting, this weapon may be worth it. Otherwise, it is advised to use another persona weapon, because the ability to shoot until enemies get close and then grabbing a persona weapon from a nearby shelf to melee fight is a good tactic. Note that unlike most psychically inflicted moodlets, this is not scaled to the user's psychic sensitivity. |
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− | Note that unlike most psychically inflicted moodlets | ||
== Version history == | == Version history == |