Mass Mind: Difference between revisions

222 bytes added ,  01:14, 24 January 2021
add some references
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(add some references)
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{{As Of Patch|2.0.201.47}}{{Mutation
{{As Of Patch|2.0.201.64}}{{Mutation
| title = {{PAGENAME}}
| title = {{PAGENAME}}
| image = none
| image = none
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Each use of Mass Mind will also raise the player's [[Glimmer]] by 1 point. This causes [[Glimmer|psychic assassins]] to become more powerful and numerous, and the chance to encounter them becomes higher.  
Each use of Mass Mind will also raise the player's [[Glimmer]] by 1 point. This causes [[Glimmer|psychic assassins]] to become more powerful and numerous, and the chance to encounter them becomes higher.  


Every round, players with Mass Mind have a small mutation level based chance for their own powers to be stolen, causing their mental mutations to be placed on cooldown for {{dice tooltip|8d10}} rounds. This cooldown period ''is'' modified by the player's Willpower.
Every round, players with Mass Mind have a small chance for their own powers to be stolen, causing their mental mutations to be placed on cooldown for {{dice tooltip|8d10}} rounds. This cooldown period for other mutations ''is'' modified by the player's Willpower.


Despite the description claiming the player is stealing power from other espers and vice versa, espers located on the same map as the player cannot have their abilities placed on cooldown by Mass Mind, nor will a creature on-screen that uses Mass Mind cause the player's own abilities to go on cooldown.  
Despite the description claiming the player is stealing power from other espers and vice versa, espers located on the same map as the player cannot have their abilities placed on cooldown by Mass Mind, nor will a creature on-screen that uses Mass Mind cause the player's own abilities to go on cooldown.  
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== Formulas ==
== Formulas ==
The following formula is used to determine cooldown and the chance for other espers to steal the player's powers based on mutation level. The cooldown of {{name}} cannot be reduced below 100 rounds.
The following formula is used to determine cooldown and the chance for other espers to steal the player's powers based on mutation level.
 
The cooldown of {{name}} cannot be reduced below 100 rounds.{{Code Reference|namespace=XRL.World.Parts.Mutation|class=MassMind|method=GetCooldown}}
{|class="wikitable"
{|class="wikitable"
! Cooldown
! Cooldown
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=== Stolen Power Chance ===
=== Stolen Power Chance ===
There is a chance each time the player takes an action for the player to have their powers stolen. This triggers specifically off the player's actions. For example, if the player has high quickness, they may take more than one action per "turn" compared to other creatures.
There is a chance each time the player takes an action for the player to have their powers stolen. This triggers specifically off the player's actions. For example, if the player has high quickness, they may take more than one action per "turn" compared to other creatures.{{Code Reference|name=MassMindFireEvent|namespace=XRL.World.Parts.Mutation|class=MassMind|method=FireEvent}}


The base chance to have powers stolen is 0.13% (about 1 in 769 actions).
The base chance to have powers stolen is 0.13% (about 1 in 769 actions).
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* Small chance every round for all of the player's mental mutations to go on cooldown  
* Small chance every round for all of the player's mental mutations to go on cooldown  
* Each use increases Glimmer, which can be dangerous, as it causes psychic assassins to be more powerful and numerous
* Each use increases Glimmer, which can be dangerous, as it causes psychic assassins to be more powerful and numerous
{{references|2.0.201.64}}
{{Mutation Navbox}}
{{Mutation Navbox}}