Light Manipulation: Difference between revisions
(Added info about lase turning creatures into ashes, which may or not be useful, especially early game. May need to be rewritten since my english is not that good) |
(Removed part of an advantage, as Light manipulation no longer has infinite range) |
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=== Advantages === | === Advantages === | ||
* Never misses | * Never misses. | ||
* Provides light without taking up an equipment slot, as other [[:Category:Light Sources|Light Sources]] do. | * Provides light without taking up an equipment slot, as other [[:Category:Light Sources|Light Sources]] do. | ||
* Decent early-game damage and [[PV]] which scales with level. | * Decent early-game damage and [[PV]] which scales with level. |
Revision as of 18:10, 12 December 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. |
Category
|
Mental |
---|---|
Cost
|
4 |
ID?Use this ID to wish for the mutation
(example: mutation:LightManipulation ) |
LightManipulation |
Reality DistortingReality distorting mutations
cannot be used under the effects of normality. |
no |
You manipulate light to your advantage.
You produce ambient light within a radius of (level based)
You may focus the light into a laser beam (doing so reduces the radius of your ambient light by 1)
Laser damage increment: (level based)
Laser penetration bonus: (level based)
Ambient light radius increases by 1 every 15 rounds until it reaches its maximum value
(level based)% chance to reflect light-based damage
Light Manipulation is a mutation that allows its user to fire damaging pulses of light, and to generate ambient light around them while they have lase charges remaining.
A creature with this mutation can gain up to as many Lase charges as their maximum light radius, which increases by 1 every two levels.
One Lase charge is regenerated every 15 turns. This does not scale with level or willpower and it is not measured from the last turn that a charge was fired - the timer runs continuously every 15 turns regardless of when any charges were fired.
As light-based damage, creatures killed with lase will turn into ashes, so if you are trying to complete a quest that requires retrieving a corpse to complete, avoid finishing it off with your lase.
Formulas
The following formulas are used to determine damage, [1]
PV, maximum charges/light radius and reflect chance based on mutation level.Formula | Applicable Levels | |
---|---|---|
Damage | 1d5+(Level - 6)
|
Level 10+ |
PV | 4 + Floor((Level - 1) / 2)
|
All levels |
Maximum Charges/Light Radius | 4 + Floor(Level / 2)
|
All levels |
Reflect Chance | (3 × Level + 10)%
|
All levels |
Advancement Table
Mutation Level |
Damage | PV | Max Charges/ Light Radius |
Percent Chance to Reflect |
---|---|---|---|---|
1 | 1d31-3 (Avg: 2) | 4 | 4 | 13% |
2 | 1d41-4 (Avg: 2.5) | 4 | 5 | 16% |
3 | 1d51-5 (Avg: 3) | 5 | 5 | 19% |
4 | 1d4+12-5 (Avg: 3.5) | 5 | 6 | 22% |
5 | 1d5+12-6 (Avg: 4) | 6 | 6 | 25% |
6 | 1d4+23-6 (Avg: 4.5) | 6 | 7 | 28% |
7 | 1d5+23-7 (Avg: 5) | 7 | 7 | 31% |
8 | 1d4+34-7 (Avg: 5.5) | 7 | 8 | 34% |
9 | 1d5+34-8 (Avg: 6) | 8 | 8 | 37% |
10 | 1d5+45-9 (Avg: 7) | 8 | 9 | 40% |
Mutation Level |
Damage | PV | Max Charges/ Light Radius |
Percent Chance to Reflect |
---|---|---|---|---|
11 | 1d5+56-10 (Avg: 8) | 9 | 9 | 43% |
12 | 1d5+67-11 (Avg: 9) | 9 | 10 | 46% |
13 | 1d5+78-12 (Avg: 10) | 10 | 10 | 49% |
14 | 1d5+89-13 (Avg: 11) | 10 | 11 | 52% |
15 | 1d5+910-14 (Avg: 12) | 11 | 11 | 55% |
16 | 1d5+1011-15 (Avg: 13) | 11 | 12 | 58% |
17 | 1d5+1112-16 (Avg: 14) | 12 | 12 | 61% |
18 | 1d5+1213-17 (Avg: 15) | 12 | 13 | 64% |
19 | 1d5+1314-18 (Avg: 16) | 13 | 13 | 67% |
20 | 1d5+1415-19 (Avg: 17) | 13 | 14 | 70% |
Mutation Level |
Damage | PV | Max Charges/ Light Radius |
Percent Chance to Reflect |
---|---|---|---|---|
21 | 1d5+1516-20 (Avg: 18) | 14 | 14 | 73% |
22 | 1d5+1617-21 (Avg: 19) | 14 | 15 | 76% |
23 | 1d5+1718-22 (Avg: 20) | 15 | 15 | 79% |
24 | 1d5+1819-23 (Avg: 21) | 15 | 16 | 82% |
25 | 1d5+1920-24 (Avg: 22) | 16 | 16 | 85% |
26 | 1d5+2021-25 (Avg: 23) | 16 | 17 | 88% |
27 | 1d5+2122-26 (Avg: 24) | 17 | 17 | 91% |
28 | 1d5+2223-27 (Avg: 25) | 17 | 18 | 94% |
29 | 1d5+2324-28 (Avg: 26) | 18 | 18 | 97% |
30 | 1d5+2425-29 (Avg: 27) | 18 | 19 | 100% |
Tips
Advantages
- Never misses.
- Provides light without taking up an equipment slot, as other Light Sources do.
- Decent early-game damage and PV which scales with level.
- Can infrequently to consistently reflect light based damage depending on mutation level.
Disadvantages
- Light radius is small at low levels.
- It is difficult to use Light Manipulation as both a weapon and a light source at the same time.
- Use of Mass Mind is the only way to regenerate charges more quickly.
- Cannot fire through forcefields.
- PV and damage scale poorly in the late game unless the mutation is leveled to 20-25 through ego modifier.
References
- ↑
XRL.World.Parts.Mutation.LightManipulation