User:Lone Aristocrat/Sandbox
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dopamine synth
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Complexity
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DopamineSynth |
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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Slots
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Destroyed when removed
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Work in progress 39 of 77
dopamine synth is a moderate cost head exclusive cybernetic implant which upon installation provides the user with +2 to Willpower.
The bonus unlike boosts from equipment and much like the points obtained from leveling count towards the attribute requirements for certain skills. Additionally the extra willpower provides the user with a faster natural regeneration rate, a +1 to both willpower related saves and MA as well as an effective 10% reduction to the cooldown of all abilities.
Advantages & Disadvantages
This section is opinion-based. Your mileage may vary.
Advantages
- Aside from the lowered cooldowns, additional willpower can be useful during the early game due to it reducing likelihood of
witchwood bark confusing the user, as well as providing some protection against the
Sunder Mind mutation possessed by
novices of the Sightless Way commonly found around
Grit Gate and other low-tier zones.
- Reduced ability cooldown generally translates to an overall boost to effectiveness.
- Having additional willpower improves the likelihood of
Iron Mind and
Lionheart triggering each round when confused or terrified.
Disadvantages
- Some Implants which synergize disproportionately well with high willpower such as
inflatable axons are head exclusive.
- Can be fully replaced by injecting two
Eaters' nectar injectors and boosting willpower, freeing up the headslot for an implant with effects that cannot be as easily replicated, such as
social coprocessor,
nocturnal apex, or
penetrating radar.
- Moderate cost can be a bit prohibitive depending on the user's license tier and build goals.
Tips
- Having the implant installed effectively provides the user with 6 levels worth of attribute points spent on toughness. Accumulating skill points before implanting will allow the user to buy skills with higher willpower requirements than they would otherwise have, without the permanent ability point investment. The user can expedite the process of finding a dopamine synth to this end, by finding a way to move the statically spawned
gutsmonger from the
Six Day Stilt to an appropriately tiered zone, such as
Ezra, to take advantage of their dynamically tiered stock table. The additional willpower can then be used to purchase skills which include but are not limited to:
- 32 willpower is an important breakpoint which having an installed dopamine synth can make easier to achieve. With 32 willpower and an additional 50 compute power(acheivinable by wearing a
palladium mesh tabard and having
palladium electrodeposits installed) the user is able to reduce the cooldown of various cybernetics to 10% of their orginal values, a notable reduction compared to the 20% most other skill and mutation abilities are limited to. Such cybernetics include:
matter recompositer with a minimum cooldown of 10 turns down from 100.
onboard recoiler with a minimum cooldown of 5 turns down from 50.
stasis projector with a minimum cooldown of 10 turns down from 100.
high-fidelity matter recompositer with a minimum cooldown of 5 turns down from 50.
cathedra with black opal tracery with a minimum cooldown of 10 turns down from 100.
cathedra with ruby tracery with a minimum cooldown of 10 turns down from 100.
cathedra with sapphire tracery with a minimum cooldown of 10 turns down from 100.
cathedra with white opal tracery with a minimum cooldown of 10 turns down from 100.