Mass Mind: Difference between revisions

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{{Mutation
{{Mutation
| title = {{PAGENAME}}
| title = {{PAGENAME}}
| image = none
| image = {{mutation page image}}
| type = Mental
| type = Mental
| cost = 4
| cost = 4
| id = MassMind
| id = MassMind
| code = dm
| startingmutation = yes
| gameversion = 2.0.206.63
| desc = You tap into the aggregate mind and steal power from other espers.
| desc = You tap into the aggregate mind and steal power from other espers.


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{{Name}} is a [[Mutations#Mental Mutations|mental mutation]] that allows the player to steal power from other espers, refreshing the cooldown of all of the player's mental mutations. However, possessing Mass Mind also allows other espers to do the same.
{{Name}} is a [[Mutations#Mental Mutations|mental mutation]] that allows the player to steal power from other espers, refreshing the cooldown of all of the player's mental mutations. However, possessing Mass Mind also allows other espers to do the same.


Mass Mind grants the "Tap the Mass Mind" activated ability, which, when used, will set the cooldown of all of the player's mental mutations to 0 and place Mass Mind on cooldown for a mutation level based number of rounds. This cooldown period is not modified by the player's [[Willpower]] bonus.
Mass Mind grants the "Tap the Mass Mind" activated ability, which, when used, will set the cooldown of all of the player's mental mutations to 0 and place Mass Mind on cooldown for a mutation level based number of rounds. Unlike most other abilities, the cooldown period for Mass Mind is not modified by the player's [[Willpower]] bonus.{{Code Reference|namespace=XRL.World.Parts.Mutation|class=MassMind|method=Mutate}}{{Code Reference|namespace=XRL.World.Parts|class=ActivatedAbilityEntry}}


Each use of Mass Mind will also raise the player's [[Glimmer]] by 1 point. This causes 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.  


If the user is [[shimmering]] due to consuming {{favilink|Eater's flesh}}, they will be unable to use Mass Mind or have their powers stolen by other espers.
If the user is [[shimmering]] due to consuming {{favilink|Eater's flesh}}, they will be unable to use Mass Mind or have their powers stolen by other espers.
== 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 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
| {{simple formula| 550 - 50 * Level }}
| {{simple formula| 550 - 50 * MutationLevel }}
|-
|-
! Stolen Power Chance
! Stolen Power Chance
| {{simple formula| (0.13 - 0.005 * Willpower Bonus - 0.0065 * Level) * 100.0 }}
| {{simple formula| (0.13 - 0.005 * WillpowerBonus - 0.0065 * MutationLevel)% }}
|}
|}
Every turn, a random number between 1 and 10,000 will be generated. If that number is smaller than the stolen power chance, the player's powers will be stolen.


Additionally, cooldown cannot be lower than 100 rounds.
== Advancement Table ==
== Advancement Table ==
=== Cooldown ===
<div style="display:flex;flex-wrap:wrap;">
<div style="margin-right: 2.5em;">
{|class="wikitable"
{|class="wikitable"
! Mutation Level
! Mutation Level
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|-
|-
| 1
| 1
| 500
| 500 rounds
|-
|-
| 2
| 2
| 450
| 450 rounds
|-
|-
| 3
| 3
| 400
| 400 rounds
|-
|-
| 4
| 4
| 350
| 350 rounds
|-
|-
| 5
| 5
| 300
| 300 rounds
|-
|-
| 6
| 6
| 250
| 250 rounds
|-
|-
| 7
| 7
| 200
| 200 rounds
|-
|-
| 8
| 8
| 150
| 150 rounds
|-
|-
| 9
| 9
| 100
| 100 rounds
|-
|-
| 10
| 10
| 100
| 100 rounds
|}
|}
</div>
<div style="margin-right: 2.5em;">
{|class="wikitable"
! Mutation Level
! Cooldown
|-
| 11
| 100 rounds
|-
| 12
| 100 rounds
|-
| 13
| 100 rounds
|-
| 14
| 100 rounds
|-
| 15
| 100 rounds
|-
| 16
| 100 rounds
|-
| 17
| 100 rounds
|-
| 18
| 100 rounds
|-
| 19
| 100 rounds
|-
| 20
| 100 rounds
|}
</div>
<div style="margin-right: 2.5em;">
{|class="wikitable"
! Mutation Level
! Cooldown
|-
| 21
| 100 rounds
|-
| 22
| 100 rounds
|-
| 23
| 100 rounds
|-
| 24
| 100 rounds
|-
| 25
| 100 rounds
|-
| 26
| 100 rounds
|-
| 27
| 100 rounds
|-
| 28
| 100 rounds
|-
| 29
| 100 rounds
|-
| 30
| 100 rounds
|}
</div>
</div>
=== 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.{{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 chance is lowered by 0.005% for each point of willpower bonus (or increased if you have a negative willpower bonus).
* The chance is lowered by 0.0065% for each {{name}} mutation level.
To reduce the chance of powers being stolen to zero, the player would need to attain one of the following combinations of mutation level (ML) and willpower (WI):
{| class="wikitable"
! ML
! WI
! ML
! WI
! ML
! WI
! ML
! WI
|-
! 1
| 66
! 7
| 50
! 13
| 36
! 19
| 20
|-
! 2
| 64
! 8
| 48
! 14
| 32
! 20
| 16
|-
! 3
| 62
! 9
| 46
! 15
| 30
! 21
| 14
|-
! 4
| 58
! 10
| 42
! 16
| 28
! 22
| 12
|-
! 5
| 56
! 11
| 40
! 17
| 24
! 23
| 10
|-
! 6
| 54
! 12
| 38
! 18
| 22
! 24
| 6
|}
== Advantages & Disadvantages ==
== Advantages & Disadvantages ==
{{Opinion}}
=== Advantages ===
=== Advantages ===
* Can allow the player to use mental mutations twice in a row, especially useful for one's with very long cooldowns
* Can allow the player to use mental mutations twice in a row, especially useful for one's with very long cooldowns
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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
==Creatures with Mass Mind==
{{Creatures with the mutation|Mass Mind}}
{{references|2.0.201.64}}
{{Mutation Navbox}}
{{Mutation Navbox}}

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