Grounding shunts: Difference between revisions
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===Advantages=== | ===Advantages=== | ||
*Useful against [[creatures]] who are capable of electrical damage such as {{favilink| Electrofuge|plural}} and {{favilink|Quatravolt glider|plural}}. | *Useful against [[creatures]] who are capable of electrical damage such as {{favilink| Electrofuge|plural}} and {{favilink|Quatravolt glider|plural}}. | ||
*When electrical damage is encountered it's often in extremely high bursts, such as the deadly discharge of massed {{favilink|Aloe volta|plural}}, having a 50% reduction to all electrical damage could be potentially lifesaving in | *When electrical damage is encountered it's often in extremely high bursts, such as the deadly discharge of massed {{favilink|Aloe volta|plural}}, having a 50% reduction to all electrical damage could be potentially lifesaving in that and similar scenarios. | ||
*Low cost allows for installation with little impact on the user's ability to install additional implants. | *Low cost allows for installation with little impact on the user's ability to install additional implants. | ||
===Disadvantages=== | ===Disadvantages=== | ||
*Few enemies are generally capable of electric damage, limiting the usefulness of resisting it. | *Few enemies are generally capable of electric damage, limiting the usefulness of resisting it. | ||
*{{favilink|rubbergum injector|plural}} especially when augmented with {{favilink|intravenous port}} provide a higher bonus (100 compared to 50) and generally last long enough to survive most instances of electrical damage | *{{favilink|rubbergum injector|plural}} especially when augmented with {{favilink|intravenous port}} provide a higher bonus (100 compared to 50) and generally last long enough to survive most instances of electrical damage. Provided the user is able to find enough of the tonic to use whenever needed. | ||
==Tips== | ==Tips== | ||
{{spoiler}} | {{spoiler}} |
Revision as of 01:23, 22 May 2025
grounding shunts
1 lb. Weight | |
Complexity
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3 |
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Character
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ç |
ID?
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GroundingShunts |
Spawns in
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Infobox data from game version 2.0.207.72
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Cybernetic Info
License point cost
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2 |
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Slots
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Feet |
Destroyed when removed
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No |
grounding shunts is a lower cost feet exclusive cybernetic which grants the user a 50% resistance to electrical damage. This bonus is considered permanent and can stack with other sources of electrical resistance.
Advantages & Disadvantages
This section is opinion-based. Your mileage may vary.
Advantages
- Useful against creatures who are capable of electrical damage such as
electrofuges and
quatravolt gliders.
- When electrical damage is encountered it's often in extremely high bursts, such as the deadly discharge of massed
aloe voltas, having a 50% reduction to all electrical damage could be potentially lifesaving in that and similar scenarios.
- Low cost allows for installation with little impact on the user's ability to install additional implants.
Disadvantages
- Few enemies are generally capable of electric damage, limiting the usefulness of resisting it.
rubbergum injectors especially when augmented with
intravenous port provide a higher bonus (100 compared to 50) and generally last long enough to survive most instances of electrical damage. Provided the user is able to find enough of the tonic to use whenever needed.
Tips
![]() |
Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line. |
Spoiler Warning: This article contains information normally only found in the course of advancing the main quest line.
- Makes both
arc winders and
high-voltage arc winders substantially safer to fire, allowing the user to shoot even pointblank with limited risk.
- Can be used to help lower the damage of the incredibly dangerous
Irisdual Beam possessed by the Girsh Nephilim. Which is comprised of 7 damage types, including the 4 elemental resistances.
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