Geomagnetic disc: Difference between revisions

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Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2
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(Updated by egocarib with game version 2.0.206.57 using QBE v1.0rc2)
 
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| energycellrequired = yes
| energycellrequired = yes
| isthrown = yes
| isthrown = yes
| chargeused = 400
| chargeused = 100
| chargefunction = Throw Effect
| chargefunction = Throw Effect
| id = Geomagnetic Disc
| id = Geomagnetic Disc
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| tilecolors = CY
| tilecolors = CY
| renderstr = .
| renderstr = .
| extra = {{Extra info|empsensitive = yes | energycellrequired = yes}}
| extra = {{Extra info|empsensitive = yes | powerloadsensitive = yes | energycellrequired = yes}}
| inheritingfrom = Item
| inheritingfrom = Item
| unidentifiedinfo = {{Unidentified info | tile = geomagnetic disc unidentified.png | name = weird artifact | altname = device }}
| dynamictable = {{Dynamic object|Items|Geomagnetic Disc}}
| desc = Ions spun into a euhedral disc on a spinning wheel crystallizer. Aquamarine smoothed into a wheel by deepsea steam vents.
| unidentifiedimage = geomagnetic disc unidentified.png
| unidentifiedname = weird artifact
| unidentifiedaltname = weird artifact
| supportedmods = CommonMods,ElectronicsMods,ThrownWeaponMods
| desc = Ions were spun into a euhedral disc on a spinning wheel, and aquamarine was heat-set on the inner ring by deepsea steam.
| categories = Thrown Weapons
| categories = Thrown Weapons
| gameversion = 2.0.201.114
| gameversion = 2.0.206.57
}}
}}
<!-- END QBE -->
<!-- END QBE -->
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== Properties When Powered ==
== Properties When Powered ==
=== Throwing and Returning ===
=== Throwing and Returning ===
When a powered {{name}} is thrown at a visible target, it instantly travels to that target with perfect accuracy, regardless of distance. This means a disc cannot miss due to throw variance, and there is no limit to how far it can be thrown at the initial target (as long as the target is in sight). When the disc reaches its target, a simplified hit roll is performed to determine if the disc hits its target and deals damage. The calculation is '''{{dice tooltip|1d20}} + StatModifier'''. If the player is throwing the disc, ''StatModifier'' is always the player's [[Agility]] [[Attributes#Attribute_Modifiers|modifier]]. If a non-player is throwing the disc, ''StatModifier'' is the higher of either the creature's [[Strength]] modifier or Agility modifier.{{Code Reference|class=GeomagneticDisc|method=FireEvent|name=GeomagneticDisc}}
When a powered {{name}} is thrown at a visible target, it instantly travels to that target with perfect accuracy, regardless of distance. This means a disc cannot miss due to throw variance, and there is no limit to how far it can be thrown at the initial target (as long as the target is in sight). When the disc reaches its target, a simplified hit roll is performed to determine if the disc hits its target and deals damage. The calculation is '''{{dice tooltip|1d20}} + StatModifier''', which must be higher than the target's [[DV]]. If the player is throwing the disc, ''StatModifier'' is always the player's [[Agility]] [[Attributes#Attribute_Modifiers|modifier]]. If a non-player is throwing the disc, ''StatModifier'' is the higher of either the creature's [[Strength]] modifier or Agility modifier.{{Code Reference|class=GeomagneticDisc|method=FireEvent|name=GeomagneticDisc}}


Damage is applied immediately to any target hit by the Disc. It ignores [[AV]] completely and does not use conventional [[penetration]] or [[vibro]] mechanics. A cerulean heart blip appears on top of any creature hit by the disc.<ref name="GeomagneticDisc" />
Damage is applied immediately to any target successfully hit by the Disc. It ignores [[AV]] completely and does not use conventional [[penetration]] or [[vibro]] mechanics. A cerulean heart blip appears on top of any creature hit by the disc.<ref name="GeomagneticDisc" />


After being thrown at a valid target (and completing any subsequent bounces), a disc will return to its thrower (regardless of distance), automatically re-equipping itself in the thrown weapon slot. If a disc is not thrown at a valid target, either due to incompatible [[phase]] states or due to not being thrown at a target at all, it will travel to its destination and fall to the ground as a normal thrown item would, even if powered.
After being thrown at a valid target (and completing any subsequent bounces), a disc will return to its thrower (regardless of distance), automatically re-equipping itself in the thrown weapon slot. If a disc is not thrown at a valid target, either due to incompatible [[phase]] states or due to not being thrown at a target at all, it will travel to its destination and fall to the ground as a normal thrown item would, even if powered.
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{{opinion}}
{{opinion}}
* Can keep powered with very little effort if powered by a {{favilink|biodynamic cell}} that is set to auto-collect {{favilink|blood}}.
* Can keep powered with very little effort if powered by a {{favilink|biodynamic cell}} that is set to auto-collect {{favilink|blood}}.
* Very effective against enemies that use [[Force Wall]]/[[Force Bubble]]/{{favilink|force bracelet}}, because it can attack through the force barrier.  
* Very effective against enemies that use {{favilink|Force Wall}}/{{favilink|Force Bubble}}/{{favilink|force bracelet}}, because it can attack through the force barrier.
* When modded with [[morphogenetic]], can reliably stunlock crowds of enemies.


== References ==
== References ==
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