Nanon: Difference between revisions

80 bytes added ,  20:53, 15 November 2021
Refine query (to exclude arc winders)
(Created page with "{{Mod | title = {{qud text|&Knanon}} | type = Beam Weapon | id = ModNanon | rarity = R | tinkerable = yes | tinkertier = 7 | nativetier = 4 | di...")
 
(Refine query (to exclude arc winders))
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  | desc      = &CNanon: (tier-based)% chance to dismember upon penetration.
  | desc      = &CNanon: (tier-based)% chance to dismember upon penetration.
}}
}}
The {{name}} mod can be applied to beam weapons. It adds a [[item tier|tier]]-based chance to dismember limbs whenever a projectile from the weapon penetrates a target. The exact percentage chance to dismember is randomly determined when the mod is applied, and will either be equal to the weapon tier, or the weapon tier + 1. This randomization is not tied to a stable seed, meaning that it can be re-rolled using [[Precognition]] or similar effects.{{Code Reference|class=ModNanon|name=ModNanon}}
The {{name}} mod can be applied to most beam weapons. It adds a [[item tier|tier]]-based chance to dismember limbs whenever a projectile from the weapon penetrates a target. The exact percentage chance to dismember is randomly determined when the mod is applied, and will either be equal to the weapon tier, or the weapon tier + 1. This randomization is not tied to a stable seed, meaning that it can be re-rolled using [[Precognition]] or similar effects.{{Code Reference|class=ModNanon|name=ModNanon}}


{{name|caps}} weapons are not affected by the [[Dismember]] or [[Decapitate]] skills. They will always have a very small chance to decapitate, regardless of these skills. Each time that the {{name}} dismember effect triggers, there is a 1 in 1,000 chance (0.1%) that decapitatable limbs, namely heads, will be added to the pool of limbs that the projectile can randomly dismember. Even then, the decapitatable limb must be randomly selected from among all of the target's remaining dismemberable and decapitatable limbs.<ref name="ModNanon" />
{{name|caps}} weapons are not affected by the [[Dismember]] or [[Decapitate]] skills. They will always have a very small chance to decapitate, regardless of these skills. Each time that the {{name}} dismember effect triggers, there is a 1 in 1,000 chance (0.1%) that decapitatable limbs, namely heads, will be added to the pool of limbs that the projectile can randomly dismember. Even then, the decapitatable limb must be randomly selected from among all of the target's remaining dismemberable and decapitatable limbs.<ref name="ModNanon" />
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== Eligible Items ==
== Eligible Items ==
{{#cargo_query:
{{#cargo_query:
   | tables = Modability=M,GeneralData=GD,ItemsTable=IT
   | tables = Modability=M,GeneralData=GD,ItemsTable=IT,ExtraInfo=EI
   | join on = M.JoinKey=GD.JoinKey,M.JoinKey=IT.JoinKey
   | join on = M.JoinKey=GD.JoinKey,M.JoinKey=IT.JoinKey,M.JoinKey=EI.JoinKey
   | fields = CONCAT('{{(}}favilink id{{!}}',M.ObjectID,'{{)}}') = Item,
   | fields = CONCAT('{{(}}favilink id{{!}}',M.ObjectID,'{{)}}') = Item,
             GD.Tier,
             GD.Tier,
             CONCAT('{{(}}qud text{{!}}&C',GD.Tier,'%{{)}} &nbsp; or &nbsp; {{(}}qud text{{!}}&C',GD.Tier+1,'%{{)}}') = Chance to Dismember
             CONCAT('{{(}}qud text{{!}}&C',GD.Tier,'%{{)}} &nbsp; or &nbsp; {{(}}qud text{{!}}&C',GD.Tier+1,'%{{)}}') = Chance to Dismember
   | where = M.SupportedMods HOLDS 'BeamWeaponMods'
   | where = M.SupportedMods HOLDS 'BeamWeaponMods' AND EI.Info LIKE '%EnergyAmmoLoader,,,%'
   | order by = GD.Tier DESC,GD.PlainName
   | order by = GD.Tier DESC,GD.PlainName
   | format = table
   | format = table