Light Manipulation

As of Patch This information is reliable as of patch 2.0.201.47.
Light Manipulation
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

Light Manipulation

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.

Formulas

The following formulas are used to determine damage, PV, maximum charges/light radius and reflect chance based on mutation level.[1]

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

This section is opinion-based. Your mileage may vary.

Advantages

  • Never misses and has infinite range.
  • 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

  1. XRL.World.Parts.Mutation.LightManipulation