Electrical Generation: Difference between revisions

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{{As Of Patch|2.0.201.48}}
{{Mutation
{{Mutation
| title = {{PAGENAME}}
| title = {{PAGENAME}}
| image = none
| image = {{mutation page image}}
| type = Physical
| type = Physical
| cost = 4
| cost = 4
| id = ElectricalGeneration
| id = ElectricalGeneration
| code = bf
| startingmutation = yes
| gameversion = 2.0.206.63
| desc = You accrue electrical charge that you can use and discharge to deal damage.
| desc = You accrue electrical charge that you can use and discharge to deal damage.


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Electrical Generation can be utilized via the "Discharge" ability to release all of the creatures stored charge at once, dealing {{Heart}}{{dice tooltip|1d4}} [[Damage Type#Electrical|electrical damage]] for each 1000 units of charge expended. Additionally, the electricity will randomly arc to adjacent creatures around the target, with each 1000 charge expended allowing for 1 additional arc. Each arc will reduce damage slightly.
Electrical Generation can be utilized via the "Discharge" ability to release all of the creatures stored charge at once, dealing {{Heart}}{{dice tooltip|1d4}} [[Damage Type#Electrical|electrical damage]] for each 1000 units of charge expended. Additionally, the electricity will randomly arc to adjacent creatures around the target, with each 1000 charge expended allowing for 1 additional arc. Each arc will reduce damage slightly.


Electrical Generation also provides the "Power devices", ability, which can be toggled on or off. It allows the creature to provide [[Energy|charge]] to artifacts and devices with onboard power systems, such as items with the [[Jacked]] modification. Devices drawing power in this way will take from the creature's charge pool and will require the same amount of power as normal.  
Electrical Generation also provides the "Power devices", ability, which can be toggled on or off. It allows the creature to provide [[Energy|charge]] to artifacts and devices with onboard power systems, such as items with the [[jacked]] modification. Devices drawing power in this way will take from the creature's charge pool and will require the same amount of power as normal. Power supplied by Electrical Generation can stack with the power supplied by a {{favilink|biodynamic power plant}} to provide power to jacked objects with a larger charge draw than either could support alone.
 
== Formulas ==
== Formulas ==
The following formulas are used to determine maximum charge and charge rate based on mutation level.<ref name="ElecGen" />
The following formulas are used to determine maximum charge and charge rate based on mutation level.<ref name="ElecGen" />
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|{{Heart}}{{dice tooltip|22d4}}
|{{Heart}}{{dice tooltip|22d4}}
|22
|22
|}
</div>
<div style="margin-right: 2.5em;"> 
{| class="wikitable"
!Mutation<br>Level
!Maximum<br>Charges
!Recharge Rate<br>Per Turn
!Damage<br>(Max Charge)
!Number of Arcs<br>(Max Charge)
|-
|-
|11
|11
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|{{Heart}}{{dice tooltip|32d4}}
|{{Heart}}{{dice tooltip|32d4}}
|32
|32
|}
</div>
<div style="margin-right: 2.5em;">
{| class="wikitable"
!Mutation<br>Level
!Maximum<br>Charges
!Recharge Rate<br>Per Turn
!Damage<br>(Max Charge)
!Number of Arcs<br>(Max Charge)
|-
|-
|16
|16
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|{{Heart}}{{dice tooltip|42d4}}
|{{Heart}}{{dice tooltip|42d4}}
|42
|42
|}
</div>
<div style="margin-right: 2.5em;"> 
{| class="wikitable"
!Mutation<br>Level
!Maximum<br>Charges
!Recharge Rate<br>Per Turn
!Damage<br>(Max Charge)
!Number of Arcs<br>(Max Charge)
|-
|-
|21
|21
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<div style="margin-right: 2.5em;">
<div style="margin-right: 2.5em;">
==Strategies==
{{Opinion}}
A major component of using Electrical Generation effectively is controlling the direction of electrical arcs as much as possible, hitting several enemies with a single arc. This is made challenging by the fact that Discharge can only be used against adjacent objects, and that arcs tend to travel better through physical media than through air.
As such, Electrical Generation synergizes well with abilities that construct a continuous path between points. For instance, you can use {{favilink|Spinnerets}} to lay down a path of webs, or {{favilink|Force Wall}} to construct a forcefield between yourself and an enemy, directing your electric arcs towards enemies. Creating [[Gas]] between you and your target also enables you to use the ability on range, but the direction is harder to control if the gas spreads in unwanted ways. As an upside, {{f|Plasma}} will also lower the enemies electrical resistance and is accessible to everyone in late game. The demo below (run with the "Draw electrical arcs" option enabled) shows an example of using Force Wall to hit several distant enemies at once.
[[Image:Electrical_arc_through_force_wall.gif|center|400px|alt=GIF of an electrical arc moving through a forcefield, killing several enemies in the process]]
Another way of leveraging the fact that electrical arcs pass through walls is to use Electrical Generation in conjunction with abilities like {{favilink|Heightened Hearing}} and {{favilink|Clairvoyance}}. You can use Discharge on a wall between you and an enemy to hit them before you run into them.
===Additional tips===
* You can tell followers to increase their follow distance from you to reduce the chance that Electrical Generation will damage them.


==Advantages & Disadvantages==
==Advantages & Disadvantages==
{{Opinion}}
{{Opinion}}
===Advantages===
===Advantages===
* Electrical damage bypasses [[AV]] and [[DV]], making the mutation useful for killing well armored or evasive targets
* Electrical damage bypasses {{AV}}[[AV]] and {{DV}}[[DV]], making the mutation useful for killing well armored or evasive targets
*Can allow for easier usage of high power consumption weapons and equipment, such as the [[Phase cannon]], via the [[Jacked]] modification
* Can allow for easier usage of high power consumption weapons and equipment, such as the {{favilink|Phase cannon}}, via the [[Jacked]] modification
* Electricity will arc through multiple enemies, allowing for decent multi-target damage
* Electricity will arc through multiple enemies, allowing for decent multi-target damage
* Creative use of arcing can extend the reach further than expected
* At higher levels, gives an option for quick burst damage
* At higher levels, gives an option for quick burst damage
*Charge rate is influenced by [[Willpower]]
* Charge rate is influenced by [[Willpower]]


===Disadvantages===
===Disadvantages===
* High cost on character creation
* High cost on character creation
*Has terrible synergy with [[Electromagnetic Impulse]]
* Has terrible synergy with {{favilink|Electromagnetic Impulse}}
* All charges must be used at the same time
* All charges must be used at the same time
* The first target in the arc must be in melee range
* Arcs can be unpredictable and may harm neutral or friendly creatures in melee, or short out prematurely
* Arcs will always prioritize jumping into liquid pools before creatures, making bleeding and critical hits from weapons troublesome
==Creatures with Electrical Generation==
{{Creatures with the mutation|Electrical Generation}}


== References ==
== References ==
<references />
<references />
{{Mutation Navbox}}
{{Mutation Navbox}}

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