Difference between revisions of "Persona monosword"
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*A normal [[persona plasmasword]] is actually stronger for DPS than a normal monosword against unarmored targets, thanks to the flame proc. In addition, the [[fire]] will often cause attackers to stop attacking. However, the complete lack of {{AP}} on the fire attack, lower AP overall, and the fact that many enemies are immune to fire often make the plasmasword a weaker choice. In addition, the fire can be actively harmful when holding a chokepoint, as it allows enemies to run past your colonists. Fire damage does not scale with quality, so a masterwork monosword outdamages the plasmasword. | *A normal [[persona plasmasword]] is actually stronger for DPS than a normal monosword against unarmored targets, thanks to the flame proc. In addition, the [[fire]] will often cause attackers to stop attacking. However, the complete lack of {{AP}} on the fire attack, lower AP overall, and the fact that many enemies are immune to fire often make the plasmasword a weaker choice. In addition, the fire can be actively harmful when holding a chokepoint, as it allows enemies to run past your colonists. Fire damage does not scale with quality, so a masterwork monosword outdamages the plasmasword. | ||
− | *The [[persona zeushammer]] uses blunt damage. As most enemies in the game will have a higher Sharp % armor than Blunt, the hammer could theoretically be better against heavily armored targets. But, as the sword's AP is already so high, it would take [[cataphract armor]] or good [[marine armor]] for a normal zeushammer to ''match'' a normal monosword in raw DPS. This level of armor is only frequently seen in lategame [[empire]] raids. | + | *The [[persona zeushammer]] uses blunt damage. As most enemies in the game will have a higher Sharp % armor than Blunt, the hammer could theoretically be better against heavily armored targets. But, as the sword's AP is already so high, it would take [[cataphract armor]] or good [[marine armor]] for a normal zeushammer to ''match'' a normal monosword in raw DPS. This level of armor is only frequently seen in lategame [[empire]] raids. Blunt damage also has other perks making the DPS comparison less clear cut. See [[#Melee verb selection at high quality]] for more details. |
**While the zeushammer's EMP can be useful, it can also be counterproductive. The stun time is very short, but causes the same amount of adaptation against mechs, preventing [[EMP grenade]]s or other EMP weapons from actually stunning. | **While the zeushammer's EMP can be useful, it can also be counterproductive. The stun time is very short, but causes the same amount of adaptation against mechs, preventing [[EMP grenade]]s or other EMP weapons from actually stunning. | ||
Revision as of 02:54, 27 January 2023
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Persona monosword
A crystal-metallic longsword infused with mechanites that maintain a mono-molecular cutting edge. It cuts through even thick armor with ease, and its light weight permits fast attacks.
This weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else.
Base Stats
Ranged Combat
- Mode
- Melee
Melee Combat
- Mode
- Melee
- Melee Attack 1
- Handle
12 dmg (Blunt)
18% AP
1.6 seconds cooldown - Melee Attack 2
- Point
27 dmg (Stab)
90% AP
1.6 seconds cooldown - Melee Attack 3
- Edge
27 dmg (Cut)
90% AP
1.6 seconds cooldown
- weaponTags
- Bladelink
- thingSetMakerTags
- WeaponBladelink
The persona monosword is a DLC melee weapon added by the Royalty DLC that does a large amount of damage, has a fairly short cooldown, and deals sharp damage, it also boasts one of the highest armor penetration values for melee weapons in the game. It is the persona weapon variant of the monosword.
It has a great advantage against armored targets and cause opponents to bleed out fairly quickly as the persona monosword lops off limbs with fair ease.
Acquisition
Persona monoswords cannot be crafted. Instead, they can be purchased from any combat supplier or war merchant, at Empire faction bases, or obtained as a quest reward.
They can also be found on the following raider kinds:
Raider Kind | Chance | Average Quality | Health |
---|---|---|---|
Imperial Citizen | ? | ? | 100% |
Stellic Warden | ? | Excellent | 100% |
Knight/Dame | ? | Excellent | 100% |
Praetor | ? | Excellent | 100% |
Baron/Baroness | ? | Excellent | 100% |
Count/Countess | ? | Excellent | 100% |
Duke/Duchess | ? | Excellent | 100% |
Consul | ? | Excellent | 100% |
Stellarch | ? | Excellent | 100% |
Summary
Persona mechanics
Persona weapons form a psychic bond with the first wielder that equips them. The weapon must be destroyed for a wielder to bond to another persona weapon. Without the Freewielder trait, the wielder must die for the weapon to be held by another. The bond remains broken if the wielder is resurrected, though they can relink with the weapon. When bonded, persona weapons have no value, both for trade and for the purposes of raid points.
Each individual persona weapon has a certain combination of traits, listed in #Persona traits. It also has a randomly generated custom name.
Persona weapons are also superior to their baseline versions in terms of combat.
Combat
Unlike other ultratech weapons, the monosword has no special mechanics. Instead it simply has excellent stats, coupled with an extraordinarily high AP for its Point and Edge attacks. Namely it has a base AP of 90%, as opposed to the 41% that would be automatically calculated from weapon damage. The AP still scales with quality, but does not scale with the Weak or Strong Melee Damage genes.
Analysis
The persona monosword is the most powerful melee weapon in the game (in base DPS), arguably the best overall, and a complete upgrade to regular monosword. With 90% AP on its main attack, a normal persona monosword will completely pierce any mechanoid's hide, and pretty much ignore power armor up to recon and poor marine.
- A normal persona plasmasword is actually stronger for DPS than a normal monosword against unarmored targets, thanks to the flame proc. In addition, the fire will often cause attackers to stop attacking. However, the complete lack of AP on the fire attack, lower AP overall, and the fact that many enemies are immune to fire often make the plasmasword a weaker choice. In addition, the fire can be actively harmful when holding a chokepoint, as it allows enemies to run past your colonists. Fire damage does not scale with quality, so a masterwork monosword outdamages the plasmasword.
- The persona zeushammer uses blunt damage. As most enemies in the game will have a higher Sharp % armor than Blunt, the hammer could theoretically be better against heavily armored targets. But, as the sword's AP is already so high, it would take cataphract armor or good marine armor for a normal zeushammer to match a normal monosword in raw DPS. This level of armor is only frequently seen in lategame empire raids. Blunt damage also has other perks making the DPS comparison less clear cut. See #Melee verb selection at high quality for more details.
- While the zeushammer's EMP can be useful, it can also be counterproductive. The stun time is very short, but causes the same amount of adaptation against mechs, preventing EMP grenades or other EMP weapons from actually stunning.
The persona monosword has a special effect on verb (i.e, attack) selection at the highest qualities. The massive increase in effective damage means that, if a melee weapon is desired as a relic, then the persona monosword is the strongest choice. See below for details.
Melee verb selection at high quality
Melee verbs, i.e. the types of melee attacks performed by a pawn, are chosen by assigning them attacks into categories, based on their relative strength and AP compared to the strongest attack. These categories are: "best" (75%), "mid" (25%), and "worst" (0%). This system is not calculated for the in-game weapon info.
At Masterwork quality or higher, the persona monosword has the unique distinction of having primary attacks strong enough that all other attacks are relegated to the "worst" category, ensuring that the user only makes attacks with the blade. This results in a 40.3% increase in DPS when going from Excellent to Masterwork, significantly above the normal 20.8% from the quality increase alone. It also increases the effective AP in a similar way, ensuring that only the best armored enemies will ever take no damage from an attack that hits.
Ironically, when wielded by a pawn with the Strong Melee Damage gene, the lower-damage secondary attack is brought back into the "mid" category for Masterwork and Legendary monoswords. While this means some attacks may occasionally fail to penetrate armour, the increased damage on hits that land will outweigh the failed attacks - and against pawns which can't block the secondary attack, the dps is increased even further. Due to the secondary attack having increased AP from strong melee damage, and being a blunt attack, it will actually penetrate any armour worse than recon armor (including mechanoids).
Regardless of the strong melee gene, the Blunt overkill damage means that the zeushammer is equal or superiour against pawns with smaller health pools. A high quality monosword attack will waste damage done beyond the maximum of the limb, but a zeushammer will instead transfer that damage into the parent limb. The increase in applied damage against humanlike, combined with blunt damage's better AP against high tier armor, means that the zeushammer will perform similarly or better against any humanlike who isn't tough and robust.[Needs testing] However, against enemies with high health pools, such as Centipedes, the monosword's damage will be fully utilized, and it will outperform the zeushammer.
The average humanlike bodypart has around 25hp; with a legendary persona monosword's attack damage at 44.55, you will waste around 44% of the potential damage against humanlike. With strong melee, this becomes over 50%. Meanwhile, a zeushammer will only waste damage if it was under 40% overkill, which is very unlikely at high qualities- with an attack damage of 51, and the average body part having just 25hp, overkill should always be successful, even without strong melee damage - which will increase both dps and AP by 50%.
If you are playing without biotech, the melee verb difference does mean against high HP enemies such as centipedes, a monosword will deal 28% more damage than a zeushammer. With strong melee, a persona monosword is 10% more dps than a zeushammer if there is no overkill. Even without biotech, the zeushammer should match or outperform the monosword against humanlike, especially against high quality Cataphact Armor.
Attack table
Feature | Toggle |
---|---|
Attacks |
Persona monosword | Handle (Blunt) | Point (Stab) | Edge (Cut) | Human: Left & right fist (Blunt) | HP | Value | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Quality |
DPS[1] | AP[1] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | Dam. | Cool. | AP | DPS | Chance[2] | ||
Awful | 11.63 | 57.6% | 9.6 | 1.6s | 14.4% | 6 | 25% | 21.6 | 1.6s | 72% | 13.5 | 37.5% | 21.6 | 1.6s | 72% | 13.5 | 37.5% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 100 | 1500 |
Poor | 13.08 | 64.8% | 10.8 | 1.6s | 16.2% | 6.75 | 25% | 24.3 | 1.6s | 81% | 15.19 | 37.5% | 24.3 | 1.6s | 81% | 15.19 | 37.5% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 100 | 2250 |
Normal | 14.53 | 72% | 12 | 1.6s | 18% | 7.5 | 25% | 27 | 1.6s | 90% | 16.88 | 37.5% | 27 | 1.6s | 90% | 16.88 | 37.5% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 100 | 3000 |
Good | 15.98 | 79.2% | 13.2 | 1.6s | 19.8% | 8.25 | 25% | 29.7 | 1.6s | 99% | 18.56 | 37.5% | 29.7 | 1.6s | 99% | 18.56 | 37.5% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 100 | 3500 |
Excellent | 17.44 | 86.4% | 14.4 | 1.6s | 21.6% | 9 | 25% | 32.4 | 1.6s | 108% | 20.25 | 37.5% | 32.4 | 1.6s | 108% | 20.25 | 37.5% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 100 | 4000 |
Masterwork | 24.47 | 130.5% | 17.4 | 1.6s | 26.1% | 10.88 | 0% | 39.15 | 1.6s | 130.5% | 24.47 | 50% | 39.15 | 1.6s | 130.5% | 24.47 | 50% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 100 | 5000 |
Legendary | 27.84 | 148.5% | 19.8 | 1.6s | 29.7% | 12.38 | 0% | 44.55 | 1.6s | 148.5% | 27.84 | 50% | 44.55 | 1.6s | 148.5% | 27.84 | 50% | 8.2 | 2s | 12% | 4.1 | 2× 0% | 100 | 6000 |
For the full effects of qualities, see Quality.
- ↑ 1.0 1.1 Note: This is the actual base average derived from the melee verb system updated in 1.1.2610, it may sometimes disagree with the listed value in the in-game infobox.
It may also change depending on the stats and the melee verbs available to the wielder if the weapon is wielded by some other than a baseline human. - ↑ Chance for attack to be selected, assuming the weapon is wielded by a baseline human. It may change depending on the melee verbs available to the wielder
Persona traits
Persona weapons have individual traits to reflect their individual personalities. Each weapon will have one or two traits. Some traits are good, some are bad, some are just different. Traits affect the weapon's market value, so a weapon with a negative trait will be cheaper. The traits are:
Trait name | Description | Effects | Value | Exclusivity | Commonality |
---|---|---|---|---|---|
Psychic hypersensitizer | This weapon amplifies the wielder's psychic sensitivity by 40%. This only applies while the weapon is held. |
|
0 | Other Psychic Sensitivity Modifiers | 0.75 |
Psychic sensitizer | This weapon amplifies the wielder's psychic sensitivity by 20%. This only applies while the weapon is held. |
|
0 | Other Psychic Sensitivity Modifiers | 0.75 |
Psychic quiet | This weapon suppresses the wielder's psychic sensitivity by 15%. This only applies while the weapon is held. |
|
0 | Other Psychic Sensitivity Modifiers | 0.75 |
Psychic fog | This weapon suppresses the wielder's psychic sensitivity by 30%. This only applies while the weapon is held. |
|
0 | Other Psychic Sensitivity Modifiers | 0.75 |
Kind thoughts | This weapon's persona is kind and supportive. It whispers kind thoughts to whoever it is bonded with, increasing their mood. |
|
+500 | Other Bonded Thought Traits Freewielder |
1 |
Calm thoughts | This weapon's persona is relaxed and steady. It whispers calming thoughts to whoever it is bonded with, increasing their mood. |
|
+300 | Other Bonded Thought Traits Freewielder |
1 |
Mad muttering | This weapon's persona is neurotic and unstable. It mutters mad thoughts to whoever it is bonded with, reducing their mood. |
|
-500 | Other Bonded Thought Traits Freewielder |
1 |
Mad wailing | This weapon's persona is highly disturbed and won't shut up about it. It wails mad notions to whoever it is bonded with, suppressing their mood. |
|
-1000 | Other Bonded Thought Traits Freewielder |
1 |
Kill-focused | This weapon's persona focuses on deaths. If the weapon kills someone, the wielder will instantly gain 20% psyfocus. |
|
+500 | Kill Thought Traits | 1 |
Kill-happy | This weapon's persona loves to kill. If this weapon kills someone, its joy will transmit psychically to the wielder, making them happier for a few days. | +500 | Other Kill Thought Traits | 1 | |
Kill-sorrow | This weapon's persona hates killing. If this weapon kills someone, its sorrow will transmit psychically to the wielder, reducing their mood for a few days. | -500 | Other Kill Thought Traits | 1 | |
Kill thirst | This weapon's persona find purpose in bloodshed. If it does not kill for 20 days, it will become angry and psychically complain to whoever is bonded to it. |
|
-700 | Kill Thought Traits Traits Freewielder |
1 |
Psy-meditative | This weapon's persona is naturally meditative and helps its wielder focus in psychic meditation. The wielder gains an extra 10% psyfocus per day of meditation, as long as the weapon is held. |
|
+500 | None | 1 |
Painless | This weapon's persona has some method of psychically disabling pain. The one holding the weapon will feel no pain of any kind. | Psychic Painlessness: Pain is disabled by the psychic influence of a wielded weapon.
|
+400 | None | 1 |
Fast mover | This weapon's persona has a sense of motion. It confers this onto the wielder, making them move 15% faster as long as the weapon is held. | Psychic Speed: Movement is sped up by the psychic influence of a wielded weapon.
|
+600 | None | 1 |
Hunger pangs | This weapon's persona loves food, and transmits that onto whoever bonds with it. The bonded person's hunger rate will be 50% higher. | Psychic Hunger: Hunger is increased by the psychic influence of a bonded weapon.
|
-600 | None | 1 |
Neural cooling | This weapon's persona has the ability to help dissipate the wielder's neural heat. The wielder's neural heat dissipation is improved by 0.15 per second. | Assisted neural cooling: Neural heat dissipation is improved by the psychic influence of a bonded weapon.
|
+500 | None | 1 |
Freewielder | This weapon's persona does not form bonds in the normal way. Anyone can pick it up and use it. |
|
0 | 1 | |
Jealous | This weapon's persona becomes angry when the bonded individual uses another weapon, thus reducing their mood. |
|
-600 | Freewielder | 1 |
Version history
- Royalty DLC release - Addedas Linked monosword.
- 1.1.2647 - Linked monoswords renamed to persona monoswords and no longer damaged relations with the Empire without the necessary titles. Previously, a title of Knight or Dame was required.
- 1.2.2719 - Persona monosword damage reduced from 29 to 27.