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− | {{Royalty}} | + | {{Royalty}}{{Stub}} |
− | '''Persona weapons''' are ultra tech [[weapons]] that contain a persona - a psychically capable, artificially intelligent personality similar to that in | + | '''Persona weapons''' are ultra tech [[weapons]] that contain a persona - a psychically capable, artificially intelligent personality similar to that in an [[AI 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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In addition to the traits the weapons provide, they also improve the combat capabilities of the weapons compared to the baseline versions. The wielder and weapon synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Statistically, this is not represented by an improvement to base damage, but instead by a decreased cooldown time between attacks of between 20 and 30%, increasing [[DPS]] by a similar margin. As the baseline weapons are already incredibly dangerous, this places the persona weapons as the best melee weapons on offer. | In addition to the traits the weapons provide, they also improve the combat capabilities of the weapons compared to the baseline versions. The wielder and weapon synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Statistically, this is not represented by an improvement to base damage, but instead by a decreased cooldown time between attacks of between 20 and 30%, increasing [[DPS]] by a similar margin. As the baseline weapons are already incredibly dangerous, this places the persona weapons as the best melee weapons on offer. | ||
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Construction of persona weapons is beyond the capabilities of the colony, and is a secret known only by the [[Empire]]. | Construction of persona weapons is beyond the capabilities of the colony, and is a secret known only by the [[Empire]]. | ||
− | == Names == | + | ==Names== |
Each persona weapon has a randomly generated name in addition to their regular weapon name. For example, a given persona monosword might be styled as "Ragarmar, persona monosword (Legendary)". These names are randomly generated so repeats are possible even in the same playthough, however the number of potential combinations make this possibility small. | Each persona weapon has a randomly generated name in addition to their regular weapon name. For example, a given persona monosword might be styled as "Ragarmar, persona monosword (Legendary)". These names are randomly generated so repeats are possible even in the same playthough, however the number of potential combinations make this possibility small. | ||
There are 6 possible combinations for name creation, in 3 major formats | There are 6 possible combinations for name creation, in 3 major formats | ||
− | === Noun-verber === | + | ===Noun-verber=== |
The name is given the structure of Noun-verber, where the noun and noun form of verb are randomly selected from the following list and combined. | The name is given the structure of Noun-verber, where the noun and noun form of verb are randomly selected from the following list and combined. | ||
{| {{STDT| c_02 text-center}} | {| {{STDT| c_02 text-center}} | ||
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* Doomknower | * Doomknower | ||
− | === Syllable assembly === | + | ===Syllable assembly=== |
The name is assembled out of three types of syllable, Beginning Syllables, Middle Syllables and End Syllables, in one of three different structures. Either: | The name is assembled out of three types of syllable, Beginning Syllables, Middle Syllables and End Syllables, in one of three different structures. Either: | ||
* Beginning Syllable + End Syllable | * Beginning Syllable + End Syllable | ||
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! End | ! End | ||
| -ys || -or || -ar || -sum || -dor || -mar || -gur || | | -ys || -or || -ar || -sum || -dor || -mar || -gur || | ||
+ | |- | ||
|} | |} | ||
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* Ragarmar (Ra-gar-mar) | * Ragarmar (Ra-gar-mar) | ||
* Viservendor (Vi-ser-ven-dor) | * Viservendor (Vi-ser-ven-dor) | ||
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− | === Person names === | + | ===Person names=== |
The name is randomly selected from a large list of names also used by pawns. They are not listed due to length. | The name is randomly selected from a large list of names also used by pawns. They are not listed due to length. | ||
− | === Animal names === | + | ===Animal names=== |
The name is randomly selected from a large list of names also used by bonded [[animals]]. | The name is randomly selected from a large list of names also used by bonded [[animals]]. | ||
This includes 214 female names, 235 male names, and 1538 unisex names for a total of 1,987 unique name options. They are not listed due to length. | This includes 214 female names, 235 male names, and 1538 unisex names for a total of 1,987 unique name options. They are not listed due to length. | ||
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{{Persona traits}} | {{Persona traits}} | ||
− | == Trait | + | ==Trait Analysis== |
− | === Psychic hypersensitizer === | + | ===Psychic hypersensitizer=== |
− | + | Comparison with [[Eltex staff]] and general practicality of the psyfocus increase needed. | |
+ | <div><li style="display: inline-table;"> | ||
+ | {{#vardefine:basesensitivitybonus|0.40}} | ||
+ | {| {{STDT| c_07 text-center}} | ||
+ | !Stat | ||
+ | !Increase | ||
+ | |- | ||
+ | !Psychic Sensitivity | ||
+ | | +{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}% | ||
+ | |- | ||
+ | !{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}} | ||
+ | | +{{#expr:{{#var:basesensitivitybonus}}*80 round 0}} | ||
+ | |} | ||
+ | </li><div> | ||
− | + | ===Psychic sensitizer=== | |
+ | Comparison with [[Eltex staff]] and general practicality of the psyfocus increase needed. | ||
+ | <div><li style="display: inline-table;"> | ||
+ | {{#vardefine:basesensitivitybonus|0.20}} | ||
+ | {| {{STDT| c_07 text-center}} | ||
+ | !Stat | ||
+ | !Increase | ||
+ | |- | ||
+ | !Psychic Sensitivity | ||
+ | | +{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}% | ||
+ | |- | ||
+ | !{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}} | ||
+ | | +{{#expr:{{#var:basesensitivitybonus}}*80 round 0}} | ||
+ | |} | ||
+ | </li><div> | ||
− | {{Psychic Sensitivity | + | ===Psychic Quiet=== |
+ | Pros and Cons with drones and psycasting needed | ||
+ | <div><li style="display: inline-table;"> | ||
+ | {{#vardefine:basesensitivitybonus|0.20}} | ||
+ | {| {{STDT| c_07 text-center}} | ||
+ | !Stat | ||
+ | !Increase | ||
+ | |- | ||
+ | !Psychic Sensitivity | ||
+ | | -{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}% | ||
+ | |- | ||
+ | !{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}} | ||
+ | | -{{#expr:{{#var:basesensitivitybonus}}*80 round 0}} | ||
+ | |} | ||
+ | </li><div> | ||
− | === Psychic | + | ===Psychic fog=== |
− | + | Pros and Cons with drones and psycasting needed | |
− | + | <div><li style="display: inline-table;"> | |
− | + | {{#vardefine:basesensitivitybonus|0.30}} | |
− | {{ | + | {| {{STDT| c_07 text-center}} |
− | + | !Stat | |
− | + | !Increase | |
− | + | |- | |
− | + | !Psychic Sensitivity | |
− | + | | -{{#expr:{{#var:basesensitivitybonus}}*1.00*100 round 0}}% | |
− | + | |- | |
− | {{ | + | !{{H:title|link=no|Neural Heat Limit increase from the increase Psychic Sensitivity assuming Level 6 Psylink |Neural Heat Limit}} |
− | + | | -{{#expr:{{#var:basesensitivitybonus}}*80 round 0}} | |
− | = | + | |} |
− | + | </li><div> | |
− | + | ===Kind thoughts=== | |
− | + | Comparison with other mood sources needed. | |
− | {{ | + | +6 mood |
− | + | ===Calm thoughts=== | |
− | === Kind thoughts === | + | Comparison with other mood sources needed. |
− | + | +3 mood | |
− | + | ===Mad muttering=== | |
− | + | Comparison with other mood sources needed with additional attention to persona weapons power vs other options. I.e. when is it worth it | |
− | + | -3 mood | |
− | === Calm thoughts === | + | ===Mad wailing=== |
− | + | Comparison with other mood sources needed with additional attention to persona weapons power vs other options. I.e. when is it worth it | |
− | + | -6 mood | |
− | + | ===Kill-focused=== | |
− | + | 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. | |
− | === Mad muttering === | ||
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− | === Mad wailing === | ||
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− | === Kill-focused === | ||
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− | 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 | ||
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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Simply by manually melee-hunting small animals such as [[squirrel]]s and [[rat]]s, psycasters can repeatedly cast Word of Inspiration to mass produce [[quality|legendary]] items, Word of Trust to recruit large numbers of pawns quickly, or always have several Berserk Pulses ready to wreak havoc with raids. All this without having to dedicate much of a pawns life to meditation. This out-of-combat use means that even bad quality persona weapons with this trait are very valuable, as any weapon is sufficient to kill downed enemies or small animals. It also synergizes incredibly well with [[Persona weapon#Freewielder|Freewielder]], as a single weapon can then provide all the psyfocus needed for all the psycasters in the colony with some micromanagement. Melee hunting can be dangerous however - smaller, weaker animals are ideal to prevent injury to the wielder, but any animal works. Kill-focused plasmaswords may be better for this as being on fire will prevent the animal from attacking, however care should still be taken, especially with herd animals. | Simply by manually melee-hunting small animals such as [[squirrel]]s and [[rat]]s, psycasters can repeatedly cast Word of Inspiration to mass produce [[quality|legendary]] items, Word of Trust to recruit large numbers of pawns quickly, or always have several Berserk Pulses ready to wreak havoc with raids. All this without having to dedicate much of a pawns life to meditation. This out-of-combat use means that even bad quality persona weapons with this trait are very valuable, as any weapon is sufficient to kill downed enemies or small animals. It also synergizes incredibly well with [[Persona weapon#Freewielder|Freewielder]], as a single weapon can then provide all the psyfocus needed for all the psycasters in the colony with some micromanagement. Melee hunting can be dangerous however - smaller, weaker animals are ideal to prevent injury to the wielder, but any animal works. Kill-focused plasmaswords may be better for this as being on fire will prevent the animal from attacking, however care should still be taken, especially with herd animals. | ||
− | === Kill-happy === | + | ===Kill-happy=== |
− | + | Comparison with other mood sources needed. | |
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+6 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days. | +6 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days. | ||
− | + | ===Kill-sorrow=== | |
− | + | Comparison with other mood sources needed with additional attention to persona weapons power vs other options. I.e. when is it worth it. Combare/balance with bloodlust. | |
− | === Kill-sorrow === | + | -3 mood, 5 stack limit, 0.25 stack multiplier, lasts 3 days. |
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+ | ===Kill thirst=== | ||
+ | Comparison with other mood sources needed with additional attention to persona weapons power vs other options. I.e. when is it worth it | ||
+ | Kill every 20 days or -4 mood | ||
+ | ===Psy-meditative=== | ||
+ | Practical comparison with base 50% rate and focus needed. | ||
+10% psyfocus per time meditating | +10% psyfocus per time meditating | ||
− | + | ===Painless=== | |
− | + | Basic effect description and pros and cons needed (see Painstopper) as well as comparions vs Painstopper/Painblock/Drugs | |
− | === | + | 0x [[Pain]] multiplier |
− | + | ===Fast mover=== | |
+ | Detailed effects of moving, especially its effect on [[Melee Dodge Chance]] | ||
+ | +15% [[Moving]] | ||
− | + | {{#ask: [[Moving Importance::+]] | |
− | + | | ?Health Type = Type | |
− | + | | ?Moving Importance# = Weight | |
− | + | | ?Moving Limit# = Max | |
− | + | | ?description | |
− | + | | format = table | |
− | + | | limit = 100 | |
− | + | | mainlabel = Name | |
− | + | | sort = Health Type, | |
− | + | | order = desc | |
− | + | }} | |
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+ | ===Hunger pangs=== | ||
+ | Cost analysis of persona weapons power vs downside needed. I.e. when is it worth it | ||
+ | +50% hunger rate | ||
=== Neural cooling === | === Neural cooling === | ||
− | + | Practical comparison with [[Eltex staff]] and general practicality of the rate increase needed. | |
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− | +15% Neural Heat Recovery Rate, only applies while weapon is held. | + | +15% Neural Heat Recovery Rate, only applies while weapon is held. |
− | + | ===Freewielder=== | |
− | + | Basic explaination of what it is incompatible with, why its good. | |
− | === Freewielder === | + | Does not bond |
− | + | ===Jealous=== | |
− | + | Cost analysis of persona weapons power vs downside needed. I.e. when is it worth it | |
− | + | -15 mood | |
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− | === Jealous === | ||
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== Version history == | == Version history == | ||
− | * | + | * Royalty DLC release - Added |
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* [[Version/1.1.2647|1.1.2647]] - Persona weapons no longer damage relations with the Empire when used without the necessary [[titles]]. Previously, a title of Knight or Dame was required. | * [[Version/1.1.2647|1.1.2647]] - Persona weapons no longer damage relations with the Empire when used without the necessary [[titles]]. Previously, a title of Knight or Dame was required. | ||
* [[Version/1.2.2719|1.2.2719]] - Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways). | * [[Version/1.2.2719|1.2.2719]] - Pawns can now only bond one persona weapon at a time (otherwise trait effects can stack in broken ways). | ||
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