Tri-hologram bracelet: Difference between revisions
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JulesLetters (talk | contribs) Add Overloaded tip |
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* An excellent resource for helping to fight multiple high-tier enemies, such as {{favilink|chrome pyramid|plural}}. The holograms can completely distract them (or in the case of chrome pyramids, even trick them into blowing themselves up). | * An excellent resource for helping to fight multiple high-tier enemies, such as {{favilink|chrome pyramid|plural}}. The holograms can completely distract them (or in the case of chrome pyramids, even trick them into blowing themselves up). | ||
* It has ten times the power draw of the [[Hologram_bracelet|basic version]], making it not a strict upgrade - while this can distract more enemies, and keep them separated, the basic hologram bracelet is able to be run for far longer - 500 rounds with even a basic, unmodified {{f|solar cell}} for the basic, versus 50 for the tri-hologram. | * It has ten times the power draw of the [[Hologram_bracelet|basic version]], making it not a strict upgrade - while this can distract more enemies, and keep them separated, the basic hologram bracelet is able to be run for far longer - 500 rounds with even a basic, unmodified {{f|solar cell}} for the basic, versus 50 for the tri-hologram. | ||
* While a more significant change than for the basic version, the [[overloaded]] mod's temperature effect has more influence on its wearer than it does on the artifact: It is unlikely to ever harm the {{name}} itself, given its flame point of 99999 and vapor point of 10000. The increased charge usage still allows 5000 turns of use with a {{favilink|nuclear cell}}, and increases the difficulty of the [[Intelligence]] [[save]] from 15 to 17. Against aforementioned {{favilink|chrome pyramid|plural}}, this raises the odds of the distraction working from 90.89% to 95.71%. | |||
{{Arm Equipment Navbox}} | {{Arm Equipment Navbox}} |