Bionic hands
bionic hands
5 lbs. Weight | |
Complexity
|
4 |
---|---|
Character
|
ç |
ID?
|
BionicHands |
Spawns in
|
|
Infobox data from game version 2.0.207.72
|
Cybernetic Info
License point cost
|
3 |
---|---|
Slots
|
Hands |
Destroyed when removed
|
No |
bionic hands is a moderate cost hands exclusive cybernetic implant which upon installation grants the user a +2 bonus to Agility.
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 agility effectively provides the user with +1 DV, +1 to hit with melee weapons, -1 to aim variance and an additional +1 to agility related saves.
Advantages & Disadvantages
This section is opinion-based. Your mileage may vary.
Advantages
- Slightly improved weapon accuracy essentially translates to a minor boost to overall damage output.
- Can be useful to ranged characters for the earlier access to supporting skills and additional accuracy in the absence of other synergistic implants like
rapid release finger flexors or
stabilizer arm locks.
- Improved hit chance can be moderately impactful if the user makes use of multiple weapons simultaneously, such as by having an installed
equipment rack and two
helping hands.
- One additional DV provides a small but noticeable boost to survivability.
Disadvantages
- Can be fully replaced by injecting two
Eaters' nectar injectors and boosting agility, freeing up the handslot for an implant with effects that cannot be as easily replicated, such as
giant hands,
micromanipulator array or
stasis projector.
- 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 into agility, meaning that if the user were to find and install a set of bionic hands such as by moving the zone-tier adjusting
gutsmonger one of which always spawns at the
Six Day Stilt to a mid-tier location like
Ezra and then taking advantage of the adjusted wares. The user with enough skill points would then be able to access various skills which require high agility at an earlier stage than normal. Such skills include:
- Extra agility notably synergizes with
Short Blades. The number of bleeding effects that can be stacked with
Bloodletter is based on the user's agility modifier which having an installed bionic hands increases by one, marginally improving the damage potential of the ability and increasing the damage ceiling of the
Shank skill. Additionally the +1 to DV improves the overall likelihood that the
Rejoinder skill will activate after a hostile creature attacks the user in close combat.