Overloaded: Difference between revisions

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=== Overheat and Breakage Stats by Item ===
=== Overheat and Breakage Stats ===
The following table provides some examples of overheat temperatures and breakage statistics for items that can be overloaded. This is not an exhaustive list of items that can be overloaded.
The following table shows overheat temperatures and breakage statistics for items that are power load-sensitive by nature and thus can always be overloaded. These numbers will increase if additional mods that draw charge are added to the overloaded item. Although many other items can be overloaded, they require a power load-sensitive mod to be added to them first.


<!--
{{#cargo_query: tables=GeneralData=GD,ArtifactData=AD,ExtraInfo=EI,Characters=C
    We won't have any good way to query on things eligible for "Overloaded" mod right now, so this query is a bit selective and
| join on=GD.JoinKey=AD.JoinKey,GD.JoinKey=EI.JoinKey,GD.JoinKey=C.JoinKey
    inefficient. Could maybe be improved later if we store better data to determine when something is eligible for a specific mod.
| fields=
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     CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Item,
{{#cargo_query: tables=GeneralData=GD,MissileWeaponData=MWD,ArtifactData=AD
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|fields=
     CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{!}}prefix:&yov&we&Wr&Rl&Wo&wa&yded{{)}}')=Item,
     AD.ChargeUsed=Base</br>Charge Use,FLOOR(4 * AD.ChargeUsed)=Overloaded</br>Charge Use,FLOOR(AD.ChargeUsed / 25.0)+1=Overheat</br>Temp Per Use,
     AD.ChargeUsed=Base</br>Charge Use,FLOOR(4 * AD.ChargeUsed)=Overloaded</br>Charge Use,FLOOR(AD.ChargeUsed / 25.0)+1=Overheat</br>Temp Per Use,
     CONCAT(CONCAT(FLOOR(AD.ChargeUsed/2.5)+1.0)/100.0,'%')=Breakage</br>Chance Per Use
     CONCAT(CONCAT(FLOOR(AD.ChargeUsed/2.5)+1.0)/100.0,'%')=Breakage</br>Chance Per Use
|where=AD.ChargeUsed IS NOT NULL AND GD._pageName NOT LIKE 'Data:%' AND (MWD._pageName IS NOT NULL OR (PlainName LIKE 'gaslight %' OR PlainName LIKE '% rod' OR PlainName LIKE 'geomagnetic disc' OR PlainName LIKE 'maghammer' OR PlainName LIKE 'powered exoskeleton' OR PlainName LIKE 'ulnar stimulators' OR PlainName LIKE 'ganglionic teleprojector' OR PlainName LIKE 'night-vision goggles'))
| where=GD._pageNamespace = '0' AND EI.Info LIKE '%Power load-sensitive,,,%' AND C.Demeanor IS NULL AND COALESCE(AD.ModCount,0) = 0
|format=table
| format=table
|order by=GD.PlainName
| order by=GD.PlainName
}}
 
== Power Load-Sensitive Mods ==
The following mods are power load-sensitive. If one of these mods is applied to an item, that item becomes eligible to be {{name}}.
 
{{#cargo_query:
| tables = Mods=M
| fields = CONCAT('[[',_pageName,'{{!}}',DisplayName,']]')=Mod
| where = PowerLoadSensitive=1
| order by = PlainName
| format = ul
}}
}}



Revision as of 21:24, 7 October 2021

overloaded
Category

General, Electronics

Native tierLess likely to appear on items
of a lower tier than this.

0

Rarity

Rare

Tinkerable

Yes

Tinker skill

Tinker II

Bit required

<5>

AutotinkerableCan appear spontaneously on an
item you create with tinkering.

no

Value multiplier

1.3

+1

+1

ID

ModOverloaded

Overloaded: This item has increased performance but consumes extra charge, generates heat when used, and has a chance to break relative to its charge draw.

This article has information that is missing or not up to par.
Reason: Table needs to be filled out with more effects of overloaded on different items

overloaded is an item mod that can be applied to "power load-sensitive" electronics. It adds 300% to the "power load level" of the item [1][2], which quadruples power consumption and provides a varying bonus to the item depending on the type of effect the item has.

Because certain other item mods can cause an item to become power load-sensitive, overloaded can amplify the effects of those other mods when combined with them.

Bonuses to Items and Equipment

Item type Overloaded effect
Energy-loaded missile weapons +2 to damage roll [3]
Gaslight weapons +2 to damage roll [4]
Reality stabilization items +2 to the strength of reality stabilization [5]
Gas pumps +30% to density of gases produced [6][7]
displacer bracelet +2 to maximum displacement range [8]
ganglionic teleprojector +2 bonus to success roll when attempting to dominate a robot [9]
geomagnetic disc +2 to damage roll, +2 to bounce radius, and bounces up to 2 additional times (up to 7 bounces total) [10]
gyrocopter backpack +10% chance each turn to repel gases [11]
maghammer +2 to difficulty of Strength save for latching on or breaking free, and auto-hits at the end of each turn deal 2 extra damage [12]
night-vision goggles +30% to radius of vision [13]
ninefold boots +2 to teleport distance [14]
point-defense drone +10% chance to shoot incoming projectiles [15]
powered exoskeleton +2 Strength [16]
ulnar stimulators +1 Agility and +1 Strength [16]
stun rod Multiplies stun chance by 1.3 (25% to 32.5%), and +2 to difficulty of Toughness save on stun
prayer rod
wrist calc +30% to compute power (i.e. +3 normally) [17]
+2 to light radius [18]
wrist fan +10% chance each turn to repel gases [11]

Bonuses to Other Mods

The following table lists all "power load-sensitive" mods and how they synergize with overloaded.

Item Mod Overloaded effect
Co-processor Adds 2 to the item tier for purposes of calculating mod effects. Effectively this results in +0.5 intelligence and +5 compute power. [19]
Displacer Increases the maximum range of displacer to 6 tiles [20]
Electrified Adds 2 to the item tier for purposes of damage calculation [21]
Flaming Adds 2 to the item tier for purposes of damage calculation and temperature increase [22]
Freezing Adds 2 to the item tier for purposes of damage calculation and temperature decrease [23]
Morphogenetic +2 to difficulty of Willpower save [24]
Nulling +2 to the strength of reality stabilization [25]

Overheating and Breaking

Each time an overloaded item draws charge (typically when it is fired/activated/used), it generates heat and has a chance of breaking relative to the amount of charge it draws. The chance to break is roughly equal to 1 in 10,000 per unit of charge drawn. Keep in mind that overloaded items draw 4x more charge than their normal item counterparts. Both the object itself and the holder/wielder will be affected by the temperature increase. [26]

Temperature increase per use
Floor(ChargeConsumed / 100) + 1
Percent chance of breaking per use
(Floor(ChargeConsumed / 10) + 1) / 100

Overheat and Breakage Stats

The following table shows overheat temperatures and breakage statistics for items that are power load-sensitive by nature and thus can always be overloaded. These numbers will increase if additional mods that draw charge are added to the overloaded item. Although many other items can be overloaded, they require a power load-sensitive mod to be added to them first.

Item Base
Charge Use
Overloaded
Charge Use
Overheat
Temp Per Use
Breakage
Chance Per Use
arc cannon 70 280 3 0.29%
arc winder 300 1,200 13 1.21%
black mote 110 440 5 0.45%
blast cannon 1,000 4,000 41 4.01%
blood-gradient hand vacuum 100 400 5 0.41%
chain laser 150 600 7 0.61%
chiral rings 1,003 4,012 41 4.02%
dazzle cheek 5 20 1 0.03%
di-thermo beam 350 1,400 15 1.41%
displacer bracelet 1 4 1 0.01%
eigenpistol 250 1,000 11 1.01%
eigenrifle 250 1,000 11 1.01%
electrobow 50 200 3 0.21%
force knife
freeze ray 500 2,000 21 2.01%
ganglionic teleprojector 1,010 4,040 41 4.05%
gas tumbler 5 20 1 0.03%
gaslight chisel 100 400 5 0.41%
gaslight flyssa 100 400 5 0.41%
gaslight kris 100 400 5 0.41%
geomagnetic disc 100 400 5 0.41%
grappling gun 50 200 3 0.21%
hand rail 500 2,000 21 2.01%
high-energy thermo cask 5 20 1 0.03%
high-voltage arc winder 425 1,700 18 1.71%
hologram bracelet 5 20 1 0.03%
hypertractor 400 1,600 17 1.61%
laser pistol 100 400 5 0.41%
laser rifle 100 400 5 0.41%
light rail 500 2,000 21 2.01%
linear cannon 750 3,000 31 3.01%
longreach grappling gun 80 320 4 0.33%
maghammer 10 40 1 0.05%
night-sight interpolators 8 32 1 0.04%
night-vision goggles 1 4 1 0.01%
ninefold boots 250 1,000 11 1.01%
normality gas pump 100 400 5 0.41%
nullray pistol 5,000 20,000 201 20.01%
ontological anchor 753 3,012 31 3.02%
Otherpearl
palladium mesh tabard 12 48 1 0.05%
phase cannon 7,500 30,000 301 30.01%
pickaxe
point-defense drone 102 408 5 0.41%
powered exoskeleton 1 4 1 0.01%
prayer rod 10 40 1 0.05%
precision nanon fingers 50 200 3 0.21%
psychodyne helmet 65 260 3 0.27%
slip ring 1 4 1 0.01%
space inverter 100 400 5 0.41%
spaser pistol 1,000 4,000 41 4.01%
spaser rifle 1,000 4,000 41 4.01%
stun rod 10 40 1 0.05%
thermo cask 5 20 1 0.03%
tri-hologram bracelet 50 200 3 0.21%
turbow 20 80 1 0.09%
ulnar stimulators 1 4 1 0.01%
wrist calc 2 8 1 0.01%
wrist fan 1 4 1 0.01%

Power Load-Sensitive Mods

The following mods are power load-sensitive. If one of these mods is applied to an item, that item becomes eligible to be overloaded.

Tips

This section is opinion-based. Your mileage may vary.
  • The sturdy mod prevents overloaded items from breaking, but note that only three mods can be applied to an item.
  • Taking the Tinkering skill Repair might come in handy to fix overloaded items that break frequently.
  • In some cases, a power load-sensitive mod must be added before an item can be modded with overloaded. This can also allow you to access additional overloaded effects on items that couldn't previously be overloaded. For example, overloaded cannot normally be applied to a defoliant pump, but by adding a power load-sensitive mod first, such as displacer, one can then overload the defoliant pump and gain additional overload synergies, such as the increased gas density that overloaded triggers in gas pumps.

References

  1. XRL.World.Parts.ModOverloaded, method HandleEvent(GetPowerLoadLevelEvent)
  2. XRL.World.Parts.GetPowerLoadLevel, method GetFor
  3. XRL.World.Parts.EnergyAmmoLoader, method HandleEvent(GetMissileWeaponPerformanceEvent)
  4. XRL.World.Parts.Gaslight
  5. XRL.World.Parts.RealityStabilization, method Strength
  6. XRL.World.Parts.GasOnHit
  7. XRL.World.Parts.GasOnEntering
  8. XRL.World.Parts.Displacer
  9. XRL.World.Parts.Teleprojector
  10. XRL.World.Parts.GeomagneticDisc
  11. 11.0 11.1 XRL.World.Parts.PartsGas
  12. XRL.World.Parts.LatchesOn
  13. XRL.World.Parts.NightVision, method HandleEvent(BeforeRenderEvent)
  14. XRL.World.Parts.AccelerativeTeleporter, method GetEffectiveTeleportDistance
  15. XRL.World.Parts.PointDefense
  16. 16.0 16.1 XRL.World.Parts.EquipStatBoost, method DetermineBonusList
  17. XRL.World.Parts.ComputeNode
  18. XRL.World.Parts.ActiveLightSource
  19. XRL.World.Parts.ModCoProcessor
  20. XRL.World.Parts.ModDisplacer, method FireEvent
  21. XRL.World.Parts.ModElectrified, method FireEvent
  22. XRL.World.Parts.ModFlaming, method FireEvent
  23. XRL.World.Parts.ModFreezing, method FireEvent
  24. XRL.World.Parts.ModMorphogenetic, method ApplyMorphicShock
  25. XRL.World.Parts.RealityStabilization, method Strength
  26. XRL.World.ChargeUsedEvent, method Send