Difference between revisions of "Painblock"
(Added small change to summary about invalid targets, mentioned preexisting pain and pain's effect on neural heat, added comparison to Go-Juice and Painstopper, added section about of of combat use (but I feel like that section can be cut or trimmed becaus) |
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However, Painblock faces competition from both the [[Painstopper]] and more critically, [[Go-juice]]. While Painblock does the advantage of being functionally free, being limited by only neural heat and psyfocus, of which it both generates and uses little, it also has appropriately far less use. Go-juice grants the same pain reduction as painblock, lasts eight times longer (before Psychic Sensitivity modifiers), and grants valuable bonuses to several other valuable capacities. If, however, one is unwilling or incapable of using Go-Juice, then Painblock can still see some purpose. As for the painstopper, it has the advantage of requiring no intervention on the part of the player, and an unlimited duration, leaving the player free to spend their attention and psyfocus on other metters. | However, Painblock faces competition from both the [[Painstopper]] and more critically, [[Go-juice]]. While Painblock does the advantage of being functionally free, being limited by only neural heat and psyfocus, of which it both generates and uses little, it also has appropriately far less use. Go-juice grants the same pain reduction as painblock, lasts eight times longer (before Psychic Sensitivity modifiers), and grants valuable bonuses to several other valuable capacities. If, however, one is unwilling or incapable of using Go-Juice, then Painblock can still see some purpose. As for the painstopper, it has the advantage of requiring no intervention on the part of the player, and an unlimited duration, leaving the player free to spend their attention and psyfocus on other metters. | ||
− | As an aside, Painblock can see very limited use outside of combat. In a less-than-established colony, combat can often leave your doctors wounded and in pain, which reduces their abilities to treat your injured. Painblock can be used to alleviate the consciousness malus inflicted by pain to somewhat improve their relevant capacities, though this will do nothing to reduce the penalties incurred from the associated injuries and [[blood loss]]. Even more niche is the potential to use Painblock to alleviate pain incurred by a chronic condition, such as the aforementioned aching scars and muscle parasites. However the relatively low duration of Painblock would require regular use to remain effective. Although several accessible methods of increasing psychic sensitivity exist, including [[psychophagy]]{{AnomalyIcon}}, [[bioferrite]]{{AnomalyIcon}}, and [[voidsight serum]]{{AnomalyIcon}}, the amount of micromanagement required the player's part render it vastly inferior to other chronic pain management options, such as the aforementioned Painstopper, or drugs such as [[smokeleaf]] or [[yayo]]. | + | As an aside, Painblock can see very limited use outside of combat. In a less-than-established colony, combat can often leave your doctors wounded and in pain, which reduces their abilities to treat your injured. Painblock can be used to alleviate the consciousness malus inflicted by pain to somewhat improve their relevant capacities, though this will do nothing to reduce the penalties incurred from the associated injuries and [[blood loss]]. Even more niche is the potential to use Painblock to alleviate pain incurred by a chronic condition, such as the aforementioned aching scars and muscle parasites. However the relatively low duration of Painblock would require regular use to remain effective. Although several accessible methods of increasing psychic sensitivity exist, including [[psychophagy]]{{AnomalyIcon}}, [[bioferrite]]{{AnomalyIcon}}, and [[voidsight serum]]{{AnomalyIcon}}, the amount of micromanagement required on the player's part render it vastly inferior to other chronic pain management options, such as the aforementioned Painstopper, or drugs such as [[smokeleaf]] or [[yayo]]. |
== Version history == | == Version history == |
Revision as of 01:26, 5 November 2024
This article relates to content added by Royalty (DLC). Please note that it will not be present without the DLC enabled. |
Painblock
Block pain pathways in the target's brain for a short time. This can allow a person to move and act even with grievous injuries which would normally incapacitate them.
Base Stats
- Type
- Psycast
Ability
Painblock is a level 1 psycast that significantly reduces the pain felt by its target for the duration.
Acquisition
There are two ways to acquire the psycast Painblock:
- Upon reaching psylink level 1, a random psycast of level 1 is granted regardless of how this level up is achieved. This won't apply if the psycaster already knew one or more level 1 psycast.
- Painblock can also be acquired from a psytrainer naming it. See the psytrainer page for further details.
Summary
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Hediff description quote, does it prevent casts on pawns with 0 pain or just not do anything if prevent does it show a warning and what is it, <casterMustBeCapableOfViolence>false</. |
On cast, Painblock grants the target the Psychic Anesthesia hediff for 7,200 ticks (2 mins) (modified by Psychic Sensitivity) which grants a ×10% Pain modifier, rendering a pawn effectively unaffected by pain for the duration. Painblock can be cast on any organic target within range, including enemies, animals, and the caster themselves, but excluding pawns with no capacity for pain, such as mechanoids and shamblers, which will be considered invalid targets due to the psycast being ineffective.
Analysis
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: See go-juice and painstopper, also condiser that lain comes from nondamage sources as well, such as ailments that affect combat capabilities but not survivability, finally that psy sense scales duration and psycasters typically have high pys sense meanijg they can self medicate to avoid mood penalties whilr recovering. |
Painblock is a double edged sword that should not be used carelessly. Pain shock serves not only to disable pawns in active combat once they have sustained enough damage, but also to allow players a chance to save their injured pawns before they suffer a killing blow, as pain shock is generally more likely to occur before death by part destruction. By using Painblock, you allow your pawns a chance to continue fighting longer at the cost of placing their lives in greater danger. As such, it is unwise to use Painblock recklessly if you value the lives of your pawns. However, it is not without merit.
Firstly, despite the potentially lethal downsides of ignoring pain, Painblock almost entirely removes the effect of pain on Consciousness, reducing the impact of injury on combat effectiveness. This also extends to any preexisting sources of pain, such as muscle parasites, aching scars, or food poisoning, though this will not alleviate any of the other penalties they inflict. Additionally, it will also limit the effect of intentionally inflicted pain for psycasters intending to benefit from the increased neural heat recovery rate, such as a mindscrew or a torture crown.
Secondly, If you have several pawns downed in combat and the situation looks desperate, Painblock can give some of your downed fighters a chance to help turn the tide. Or, if you have a downed pawn that you'd like to retreat out of combat, but can't spare a pawn to rescue them, Painblock can allow them to evacuate themselves while the rest focus on the battle (though downed pawns will already attempt to crawl to safety, rendering this function largely unnecessary.)
Lastly, Painblock is also effectively without consequence for pawns that one considers expendable, such as attack animals or quest joiners, allowing one to push them to their limits as combatants and meat shields without fear of repercussion.
However, Painblock faces competition from both the Painstopper and more critically, Go-juice. While Painblock does the advantage of being functionally free, being limited by only neural heat and psyfocus, of which it both generates and uses little, it also has appropriately far less use. Go-juice grants the same pain reduction as painblock, lasts eight times longer (before Psychic Sensitivity modifiers), and grants valuable bonuses to several other valuable capacities. If, however, one is unwilling or incapable of using Go-Juice, then Painblock can still see some purpose. As for the painstopper, it has the advantage of requiring no intervention on the part of the player, and an unlimited duration, leaving the player free to spend their attention and psyfocus on other metters.
As an aside, Painblock can see very limited use outside of combat. In a less-than-established colony, combat can often leave your doctors wounded and in pain, which reduces their abilities to treat your injured. Painblock can be used to alleviate the consciousness malus inflicted by pain to somewhat improve their relevant capacities, though this will do nothing to reduce the penalties incurred from the associated injuries and blood loss. Even more niche is the potential to use Painblock to alleviate pain incurred by a chronic condition, such as the aforementioned aching scars and muscle parasites. However the relatively low duration of Painblock would require regular use to remain effective. Although several accessible methods of increasing psychic sensitivity exist, including psychophagy, bioferrite, and voidsight serum, the amount of micromanagement required on the player's part render it vastly inferior to other chronic pain management options, such as the aforementioned Painstopper, or drugs such as smokeleaf or yayo.
Version history
- Royalty DLC Release - Added.
- 1.1.2571 - Duration increased from 30 to 120.