User:Lone Aristocrat/Sandbox
5 lbs. Weight | |
Complexity
|
4 |
---|---|
Character
|
ç |
ID?
|
MatterRecompositer |
Spawns in
|
|
Infobox data from game version 2.0.207.72
|
License point cost
|
No results |
---|---|
Slots
|
No results |
Destroyed when removed
|
No results |
matter recompositer is a moderate cost cybernetic implant which upon installation gives the user the option of instantly teleporting to a random explored tile within the user's current zone.
Compute power table
Compute Power | Cooldown |
---|---|
10 | 90 rounds |
20 | 80 rounds |
30 | 70 rounds |
40 | 60 rounds |
50 | 50 rounds |
60 | 50 rounds |
70 | 50 rounds |
80 | 50 rounds |
90 | 50 rounds |
100 | 50 rounds |
Compute Power | Cooldown |
---|---|
110 | 50 rounds |
120 | 50 rounds |
130 | 50 rounds |
140 | 50 rounds |
150 | 50 rounds |
160 | 50 rounds |
170 | 50 rounds |
180 | 50 rounds |
190 | 50 rounds |
200 | 50 rounds |
Ability cooldown
The cooldown for matter recompositer is influenced both by compute power and willpower (WI). The following tables indicate matter recompositer's willpower-adjusted cooldown (CD) at compute power totals 0, 10, 20, 30, 40, and 50.
0 compute power willpower-adjusted cooldowns:
WI | CD | WI | CD | WI | CD | WI | CD |
---|---|---|---|---|---|---|---|
9 | 135 | 15 | 105 | 21 | 75 | 27 | 45 |
10 | 130 | 16 | 100 | 22 | 70 | 28 | 40 |
11 | 125 | 17 | 95 | 23 | 65 | 29 | 35 |
12 | 120 | 18 | 90 | 24 | 60 | 30 | 30 |
13 | 115 | 19 | 85 | 25 | 55 | 31 | 25 |
14 | 110 | 20 | 80 | 26 | 50 | 32 | 20 |
10 compute power willpower-adjusted cooldowns:
WI | CD | WI | CD | WI | CD | WI | CD |
---|---|---|---|---|---|---|---|
9 | 122 | 15 | 95 | 21 | 68 | 27 | 41 |
10 | 117 | 16 | 90 | 22 | 63 | 28 | 36 |
11 | 113 | 17 | 86 | 23 | 59 | 29 | 32 |
12 | 108 | 18 | 81 | 24 | 54 | 30 | 27 |
13 | 104 | 19 | 77 | 25 | 50 | 31 | 23 |
14 | 99 | 20 | 72 | 26 | 45 | 32 | 18 |
20 compute power willpower-adjusted cooldowns:
WI | CD | WI | CD | WI | CD | WI | CD |
---|---|---|---|---|---|---|---|
9 | 108 | 15 | 84 | 21 | 60 | 27 | 36 |
10 | 104 | 16 | 80 | 22 | 56 | 28 | 32 |
11 | 100 | 17 | 76 | 23 | 52 | 29 | 28 |
12 | 96 | 18 | 72 | 24 | 48 | 30 | 24 |
13 | 92 | 19 | 68 | 25 | 44 | 31 | 20 |
14 | 88 | 20 | 64 | 26 | 40 | 32 | 16 |
30 compute power willpower-adjusted cooldowns:
WI | CD | WI | CD | WI | CD | WI | CD |
---|---|---|---|---|---|---|---|
9 | 95 | 15 | 74 | 21 | 53 | 27 | 32 |
10 | 91 | 16 | 70 | 22 | 49 | 28 | 28 |
11 | 88 | 17 | 67 | 23 | 46 | 29 | 25 |
12 | 84 | 18 | 63 | 24 | 42 | 30 | 21 |
13 | 81 | 19 | 60 | 25 | 39 | 31 | 18 |
14 | 77 | 20 | 56 | 26 | 35 | 32 | 14 |
40 compute power willpower-adjusted cooldowns:
WI | CD | WI | CD | WI | CD | WI | CD |
---|---|---|---|---|---|---|---|
9 | 81 | 15 | 63 | 21 | 45 | 27 | 27 |
10 | 78 | 16 | 60 | 22 | 42 | 28 | 24 |
11 | 75 | 17 | 57 | 23 | 39 | 29 | 21 |
12 | 72 | 18 | 54 | 24 | 36 | 30 | 18 |
13 | 69 | 19 | 51 | 25 | 33 | 31 | 15 |
14 | 66 | 20 | 48 | 26 | 30 | 32 | 12 |
50 compute power willpower-adjusted cooldowns:
WI | CD | WI | CD | WI | CD | WI | CD |
---|---|---|---|---|---|---|---|
9 | 68 | 15 | 53 | 21 | 38 | 27 | 23 |
10 | 65 | 16 | 50 | 22 | 35 | 28 | 20 |
11 | 63 | 17 | 48 | 23 | 33 | 29 | 18 |
12 | 60 | 18 | 45 | 24 | 30 | 30 | 15 |
13 | 58 | 19 | 43 | 25 | 28 | 31 | 13 |
14 | 55 | 20 | 40 | 26 | 25 | 32 | 10 |
Advantages & Disadvantages
Advantages
- Strong escape tool.
Disadvantages
- Due to the random nature of the teleport it's possible for the user to sometimes be placed in a worse position than previously.
- Complety outclassed by the similarly functioning high-fidelity matter recompositer in nearly all metrics besides license cost.
Use as an escape tool
There are various scerio where having some form of teleportation provides strong utility.
Use Case |
---|
Can allow the user to escape when grabbed and engulfed by certain creatures like red death daccas and tongue tyrants, potentially making both the banana grove and Palladium Reef somewhat safer to explore. |
Allows the user to teleport away when next to foes with dangerous-melee attacks, such as the limb-dismembering strike of astral tabbies and saw-handers or the attribute-draining attacks of stat saps and enigma snails. |
Allows the user to escape when latched onto by some creatures, like the limb-obliterating madpole commonly in jungle rivers or the movement-impeding crypt ferret that are endemic to the upper stratum of the Tomb of the Eaters. |
Allow the user to teleport away while stuck in certain objects and liquids such as asphalt or webs, potentially saving the user from being surrounded and killed while otherwise unable to easily flee. |
Allows the user to escape when engulfed by various members of the Oozes faction, such as gelatinous cupolas, gelatinous prisms or gelatinous antiprisms, saving the user from potentially suffering heavy damage, dealing with deadly anti-twins generated by gelatinous antiprism or prisms and having to contend with being forced to a lower stratum by gelatinous cupolas. |
Tips
- Having night vision installed provides the user with 40 tiles of sight,
- Installed pneumatic pistons can somewhat mitigate the danger of a suboptimal teleportation. Due to emergency transit not taking a turn, even if the user is teleported directly next to an environmental hazard or deadly creature, the user would be able to use the enhanced Jump provided by the implant to move up to 6 tiles away before any newly nearby danger can act.