Ceremonial vibrokhopesh: Difference between revisions

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→‎Tips: Changing some syntax and fixing errors but leaving the parts of the tip that were already here here, even if the damage type recs feel like a bit of a nothing burger for a player who has managed to obtain a khopesh.
(Rephrase the section that was recently modified to be clearer. The statement that was added isn't really needed here because it's already called out in the Tips section below.)
(→‎Tips: Changing some syntax and fixing errors but leaving the parts of the tip that were already here here, even if the damage type recs feel like a bit of a nothing burger for a player who has managed to obtain a khopesh.)
 
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| extra = {{Extra info|empsensitive = yes | twohanded = no | metal = yes}}
| extra = {{Extra info|empsensitive = yes | twohanded = no | metal = yes}}
| inheritingfrom = Long Sword3
| inheritingfrom = Long Sword3
| dynamictable = {{Dynamic object|MeleeWeapons|Ceremonial Khopesh}} </br>{{Dynamic object|Items|Ceremonial Khopesh}}
| dynamictable = {{Dynamic object|Items|Ceremonial Khopesh}} </br>{{Dynamic object|MeleeWeapons|Ceremonial Khopesh}}
| supportedmods = LongBladeMods,BladeMods,WeaponMods,CommonMods
| supportedmods = LongBladeMods,BladeMods,WeaponMods,CommonMods
| desc = This blade is bowed and black as the desert night. The hilt is inscribed with gold, calligraphic glyphs.
| desc = A ribbon of azzurum runs through the hilt and pilots the outer arc of phantom steel. The blade's edge blurs into the script of a dead stanza.


{{Qud shader|rules|{{(}}Weapon Class: Long Blades (increased penetration on critical hit){{)}}}}
{{Qud shader|rules|{{(}}Weapon Class: Long Blades (increased penetration on critical hit){{)}}}}
| categories = Long Blades
| categories = Long Blades
| gameversion = 2.0.203.49
| gameversion = 2.0.206.65
}}
}}
<!-- END QBE -->
<!-- END QBE -->
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{{Opinion}}
{{Opinion}}
* Modding a Vibrokhopesh to be [[Sharp]] adds +1{{PV}}[[PV]], which means the sword's PV will always be one greater than the opponent's AV. This allows for a higher chance of multiple penetrations in one combat round.
* Modding a Vibrokhopesh to be [[Sharp]] adds +1{{PV}}[[PV]], which means the sword's PV will always be one greater than the opponent's AV. This allows for a higher chance of multiple penetrations in one combat round.
*Since ZPEC produces 40 charge per turn, it means you can modify CVK to deal elemental damage without using the energy cells and gain additional 7 to 12 damage, depending on modification. If you aim to deal with robots it is recommended to use "Electrified" modification; on the other hand, modding it with "Freezing" can make up for low agility, since frozen enemies are easy to hit.
*Since ZPEC produces 40 charge per turn but only consumes 20, you can add up to two elemental damage modifications to the vibrokhopesh without needing to supplement the power consumption with energy cells.
*Installing the energy cell, however, might aid in situations when ZPEC fails to function, such as being under influence of normality field or normality gas. Elemental parts, such as ArcGenerator, will prefer ZPEC over installed cell.
**Each modification can add an additional 6 to 10 damage, depending on modification. If you aim to deal with robots it is recommended to use the [[electrified]] modification; on the other hand, modding the vibrokophesh with [[freezing]] can make up for low agility, since frozen enemies are easy to hit.
**Installing the energy cell, however, might aid in situations when ZPEC fails to function, such as being under influence of normality field or normality gas. Elemental parts, such as ArcGenerator, will prefer ZPEC over the installed cell, so energy will not be wasted.


== Trivia ==
== Trivia ==

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