Matter recompositer
5 lbs. Weight | |
Complexity
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4 |
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Character
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ç |
ID?
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MatterRecompositer |
Spawns in
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Infobox data from game version 2.0.207.72
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License point cost
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3 |
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Slots
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Body |
Destroyed when removed
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No |
matter recompositer is a moderate cost body-exclusive cybernetic implant which upon installation grants the user the ability to instantly teleport to a random explored tile within the user's current zone.
The granted ability is called "Emergency Recomposite" and upon activation "You teleport" is printed into the message log, the user is then transported to a random tile that is both unoccupied and previously explored. If there are no available valid tiles, a message box stating "There are no places to escape to safety!" will instead pop up and the ability will completely fail to activate, neither taking a turn nor going on cooldown.
Unlike some other forms of Teleportation, the teleportation provided by matter recompositer does not take a turn, allowing the user to act before any newly nearby hostile creatures and most environmental hazards like
industrial fans or
machine presses. However, while various dangers will be unable to immediately affect the user, certain hazards trigger the moment the user enters the tile, regardless of whether a turn has passed or not. Such hazards include: The damage which results from standing in pools of
lava or similarly dangerous liquid, the on-touch effects of certain stationary plants like
aloe voltas or
yonderbrushs and the grenade-derived effects of standing on a hostile
mine.
The teleportation like other reality-distorting effects is contested by sources of normality, if the implant is unable to overcome any nearby normality, it will fail to activate, notably consume a turn, and then damage the user by 1d6 electrical damage.
Formulae
The following formulae are used to determine ability cooldown based on compute power total. Of the two, whichever equation returns a larger result determines cooldown before the effects of Willpower.
Cooldown | 100 X (100-compute power)/100
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Cooldown | 100/2
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The overall result of the two equations is that compute power reduces the base cooldown by 1 turn per unit of compute power until the base cooldown has been halved, after which additional compute power confers no further benefit.
Compute power table
Compute Power | Cooldown |
---|---|
5 | 95 rounds |
10 | 90 rounds |
15 | 85 rounds |
20 | 80 rounds |
25 | 75 rounds |
30 | 70 rounds |
35 | 65 rounds |
40 | 60 rounds |
45 | 55 rounds |
50 | 50 rounds |
55 | 50 rounds |
60 | 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.
- Teleportation does not take a turn, somewhat limiting danger even when teleported to a less-than-ideal location.
- Cooldown scales well with compute power, allowing for frequent use without heavy investment.
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.
- Completely outclassed by the similarly functioning high-fidelity matter recompositer in nearly all metrics besides license cost.
- Moderate cost can be a tad prohibitive depending on the user's license tier and build goals.
Use as an escape tool
There are various scenarios where having some form of teleportation provides strong utility.
Use Case |
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Can allow the user to escape when grabbed and engulfed by certain creatures like red death daccas and tongue tyrants, 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, like the limb-dismembering strikes 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, such as the limb-obliterating madpole commonly found in jungle rivers or the movement-impeding crypt ferrets 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, like gelatinous cupolas, gelatinous wedges or gelatinous antiprisms, saving the user from potentially suffering heavy damage, dealing with deadly anti-twins generated by gelatinous antiprisms or having to contend with being forced to a lower stratum by gelatinous cupolas. |
Acquistion
By nature of being a cybernetic implant, it is not necessarily guaranteed to find matter recompositer in a given playthrough, especially when the relatively limited availability of cybernetics (compared to other items) is taken into consideration. However, despite this scarcity, there are specific places where the user can look in order to maximize their chances of a successful acquisition.
- Due to matter recompositer being considered a mid-tier implant, the following sources provide the greatest odds of finding a copy:
- Ezra's tinkerer Yla Haj who offers a non-restocking selection of 6-8 cybernetics taken from the tier 5 cybernetics drop table.
- village tinkers from villages which happen to spawn in mid-tier zones such as jungles, Rivers or banana groves can, upon restock, sometimes offer 2-4 implants taken from the zone's corresponding cybernetics table.
- Historical sites which spawn in mid-tier zones like the mountains or Rainbow Wood, have a chance of containing becoming nooks which each hold 1-2 zone-tier appropriate implants. The locations of such historical sites can be obtained with some reliability by water-ritualing legendary members of the Putus Templar and trading for secrets.
- The cybernetics ward on strata 13 of Bethesda Susa contains 4 becoming nooks which together provide 4-8 implants taken from the tier 4 cybernetics drop table.
- Certain lower-ranking members of the Putus Templar such as Knight Templars, Banner-Knight Templars and Gunner-Knight Templars have a 25% chance of spawning with the implanted prefix. Which, when killed and butchered drop cybernetics pulled from the cybernetics 4 table at 80% efficiency.
- Alternatively, if the user would rather guarantee eventual access to a copy of matter recompositer, they can take the following action:
- Under normal circumstances, the guaranteed gutsmonger present at the Six Day Stilt only provides a restocking inventory of 6-8 implants taken from the cybernetics 1 drop table. However, gutsmongers, unlike most other merchants, adjust the tier of their wares to correspond with whatever zone they are currently standing within. This essentially means, that if the user were to make a gutsmonger a follower, such as by using the Proselytize skill or a love injector, the user could then transport said gutsmonger to a mid-tier location such as Ezra, in order to have access to a permanent and restocking source of mid-tier implants.
- The newly transported gutsmonger can then be cloned with a rebuked cloneling in order to massively increase the number of cybernetics available each restock. Allowing the user with enough dedicated farms to eventually obtain any implant of any tier.
Tips
- Having night vision installed provides the user with 40 tiles of sight, allowing for faster exploration of the surrounding area which by extension increases the number of valid teleportation targets within a given zone. Somewhat improving the odds of successfully teleporting away from hostile creatures or environmental hazards.
- Installed pneumatic pistons can somewhat mitigate the danger of a suboptimal teleportation. If after teleporting the user were to end up next to a hazard or deadly creature, the pistons would grant the option of immediately jumping up to 6 tiles away, providing the user with breathing room and potentially allowing for a complete escape if necessary.