Geomagnetic disc: Difference between revisions

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(Updated by egocarib with game version 2.0.201.47 using QBE v1.0rc2)
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A {{Name}} is an [[artifact]] which acts as a [[:Category:Thrown Weapons|thrown weapon]] with several unique properties.
A {{Name}} is an [[artifact]] which acts as a [[:Category:Thrown Weapons|thrown weapon]] with several unique properties.


{{Name|plural}} must be [[energy|powered]] in order to function, and thus require either an [[Energy Cells|energy cell]] or to be supplied power via the [[Jacked]] item modification. Throwing a disc without power will cause it to behave as a normal throwing weapon would, having a flat {{PV}}5 [[PV]] and dealing only {{Heart}}1 damage.
{{Name|plural}} must be [[energy|powered]] in order to function, and thus require either an [[Energy Cells|energy cell]] or to be supplied power via the [[Jacked]] item modification. Throwing a disc without power will cause it to behave as a low-tier throwing weapon, having a flat {{PV}}5 [[PV]] and dealing only {{Heart}}1 damage.


When a powered {{name}} is thrown, it will instantly travel to its target with no throw variance, regardless of distance. This means a disc cannot miss due to throw variance, but normal accuracy calculations still apply, meaning the target still has a chance to dodge the attack.  
When a powered {{name}} is thrown, it will instantly travel to its target with no throw variance, regardless of distance. This means a disc cannot miss due to throw variance, but normal accuracy calculations still apply, meaning the target still has a chance to dodge the attack.


After being thrown at a valid target, a disc will return to its thrower, automatically re-equipping itself in the thrown weapon slot. If the disc is not thrown at a valid target, either due to incompatible [[phase]] states or due to not being thrown at a target at all, it will travel to its destination and fall to the ground as a normal thrown item would, even if powered.
After being thrown at a valid target, a disc will return to its thrower, automatically re-equipping itself in the thrown weapon slot. If the disc is not thrown at a valid target, either due to incompatible [[phase]] states or due to not being thrown at a target at all, it will travel to its destination and fall to the ground as a normal thrown item would, even if powered.
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Additionally, {{name|plural}} have the property of bouncing between multiple targets when thrown. After hitting its initial target, the thrown disc will bounce and hit an additional 5 enemies, randomly targeting any valid creature that is currently engaged in combat with the thrower. Creatures can also be targeted for a bounce more than once if there are less than 5 targets; this even applies if there is only 1 valid target, causing them to be hit by the initial throw as well as all 5 bounces. However, throwing a disc at a creature that isn't currently engaged in combat with the thrower will not cause the disc to bounce, only dealing damage once before returning.
Additionally, {{name|plural}} have the property of bouncing between multiple targets when thrown. After hitting its initial target, the thrown disc will bounce and hit an additional 5 enemies, randomly targeting any valid creature that is currently engaged in combat with the thrower. Creatures can also be targeted for a bounce more than once if there are less than 5 targets; this even applies if there is only 1 valid target, causing them to be hit by the initial throw as well as all 5 bounces. However, throwing a disc at a creature that isn't currently engaged in combat with the thrower will not cause the disc to bounce, only dealing damage once before returning.


Finally, {{name|plural}} are [[vibro weapons]], meaning their {{PV}}PV value is equivalent to the {{AV}}[[AV]] of whatever they hit, so long as they are powered.{{Code Reference|class=GeomagneticDisc}}
Finally, powered {{name|plural}} act as [[vibro weapons]] when thrown, meaning their {{PV}}PV value is equivalent to the {{AV}}[[AV]] of whatever they hit.{{Code Reference|class=GeomagneticDisc}}
==References==
 
<references/>
If the {{name}} is used as a melee weapon, it acts only as a '''{{PV}}4{{Color|K|/4}} {{Heart}}{{dice tooltip|1d2}}''' [[cudgel]] weapon.{{Code Reference|class=Combat|method=FireEvent|case=MeleeAttackWithWeapon}}
 
== References ==
<references />
 
[[Category:Thrown Weapons]]
[[Category:Thrown Weapons]]
[[Category:Vibro Weapons]]
[[Category:Vibro Weapons]]

Revision as of 20:53, 6 November 2020

This information is reliable as of patch 2.0.201.47. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.47.
This article has information that is missing or not up to par.
Reason: What does "engaged in combat" translate to in mechanical terms as used in this article?
This information is reliable as of patch 2.0.201.47. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.201.47.
geomagnetic disc
Adaptive PV
(Vibro)
when thrown
♥
2d6
Damage (thrown)
average: 7range: 2-12
$
750.00
Commerce Value
1
lb.
Weight
PV (Unpowered)

5

Charge per Use

400 Solar cell: 6 usesFidget cell: 6 usesLead-acid cell: 10 usesCombustion cell: 15 usesChem cell: 25 usesThermoelectric cell: 100 usesBiodynamic cell: 150 usesNuclear cell: 250 usesAntimatter cell: 500 usesMecha power core: 1250 uses

Charge Used For

Throw Effect

Complexity

6

Tier

6

<00126>

Can Disassemble

yes

Can Build

yes

Tinker Skill

Tinker II

Character

.

ID?Use this ID to Wish for the item

Geomagnetic Disc

Extra Info:
geomagnetic disc

Ions spun into a euhedral disc on a spinning wheel crystallizer. Aquamarine smoothed into a wheel by deepsea steam vents.

Perfect
This article has information that is missing or not up to par.
Reason: How much charge is consumed per throw? Is more charge used if the disc bounces

A geomagnetic disc is an artifact which acts as a thrown weapon with several unique properties.

geomagnetic discs must be powered in order to function, and thus require either an energy cell or to be supplied power via the Jacked item modification. Throwing a disc without power will cause it to behave as a low-tier throwing weapon, having a flat 5 PV and dealing only ♥1 damage.

When a powered geomagnetic disc is thrown, it will instantly travel to its target with no throw variance, regardless of distance. This means a disc cannot miss due to throw variance, but normal accuracy calculations still apply, meaning the target still has a chance to dodge the attack.

After being thrown at a valid target, a disc will return to its thrower, automatically re-equipping itself in the thrown weapon slot. If the disc is not thrown at a valid target, either due to incompatible phase states or due to not being thrown at a target at all, it will travel to its destination and fall to the ground as a normal thrown item would, even if powered.

Additionally, geomagnetic discs have the property of bouncing between multiple targets when thrown. After hitting its initial target, the thrown disc will bounce and hit an additional 5 enemies, randomly targeting any valid creature that is currently engaged in combat with the thrower. Creatures can also be targeted for a bounce more than once if there are less than 5 targets; this even applies if there is only 1 valid target, causing them to be hit by the initial throw as well as all 5 bounces. However, throwing a disc at a creature that isn't currently engaged in combat with the thrower will not cause the disc to bounce, only dealing damage once before returning.

Finally, powered geomagnetic discs act as vibro weapons when thrown, meaning their PV value is equivalent to the ♦AV of whatever they hit.[1]

If the geomagnetic disc is used as a melee weapon, it acts only as a 4/4 ♥1d21-2 (Avg: 1.5) cudgel weapon.[2]

References

  1. XRL.World.Parts.GeomagneticDisc
  2. XRL.World.Parts.Combat, method FireEvent, in the MeleeAttackWithWeapon case