Overloaded: Difference between revisions

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{{Mod
{{Mod
| title        = {{Qud shader|overloaded|overloaded}}
| title        = {{Qud shader|overloaded|overloaded}}
| type          = Electronics
| type          = General, Electronics
| id            = ModOverloaded
| id            = ModOverloaded
| rarity        = R
| rarity        = R
Line 11: Line 11:
| difficulty    = 1
| difficulty    = 1
| complexity    = 1
| complexity    = 1
| desc          = 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.
| empsensitive  = yes
| realitydistortion = no
| desc          = &COverloaded: This item has increased performance but consumes extra charge, generates heat when used, and has a chance to break relative to its charge draw.
| gameversion = 2.0.202.74
| gameversion = 2.0.202.74
}}
}}


{{Missing info|Table needs to be filled out with more effects of overloaded on different items}}


{{Missing info|I have written my notes in the discussion page for trying to parse the deeper mechanics. -Dij}}
{{name|caps}} is an item mod that can be applied to "power load-sensitive" electronics. It adds 300% to the "power load level" of the item {{Code Reference|class = ModOverloaded|method=HandleEvent(GetPowerLoadLevelEvent)}}{{Code Reference|class = GetPowerLoadLevel|method = GetFor}}, which quadruples power consumption and provides a varying bonus to the item depending on the type of effect the item has.


{{name}} is an item mod that can be applied to most electronics. It adds 300% to the "power load level" of the item {{Code Reference|class = ModOverloaded|method=HandleEvent(GetPowerLoadLevelEvent)}}{{Code Reference|class = GetPowerLoadLevel|method = GetFor}}, 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, {{name}} can amplify the effects of those other mods when combined with them.


== Bonuses by effect ==
== Bonuses to Items and Equipment ==


{|class = wikitable
{|class = wikitable
!Effect type
!Item type
!Bonus
!Overloaded effect
|-
|-
| Standard Energy Weapons
| [[Energy-loaded missile weapons]]<br>''(Excluding arc winders)''
| +2 to damage roll {{Code Reference|class = EnergyAmmoLoader|method = HandleEvent(GetMissileWeaponPerformanceEvent)}}
| +2 to damage roll {{Code Reference|class = EnergyAmmoLoader|method = HandleEvent(GetMissileWeaponPerformanceEvent)}}
|-  
|-  
| Electric Discharge Weapons
| {{favilink|arc winder}}
| Damage is based on charge used, so x4 damage {{Code Reference|class = ElectricalDischargeLoader|method = FireEvent}}
| +2 extra damage dice (from {{Heart|W}}4d4 to {{Heart|W}}6d4)
|-
|-
| [[Light source|Light Sources]]
| {{favilink|high-voltage arc winder}}
| +2 to radius {{Code Reference|class = ActiveLightSource}}
| +3 extra damage dice (from {{Heart|W}}6d4 to {{Heart|W}}9d4)
|-
| [[Gaslight]] weapons
| +2 to damage roll {{Code Reference|class = Gaslight}}
|-  
|-  
| [[Normality]] (e.g. [[nulling]] items)
| [[Normality|Reality stabilization]] items
| +2 to the strength of reality stabilization {{Code Reference|class = RealityStabilization|method = Strength}}
| +2 to the strength of reality stabilization {{Code Reference|class = RealityStabilization|method = Strength}}
|-  
|-  
| [[Gas]] generation
| [[Gas pump]]s
| +30% to density of gases produced {{Code Reference|class = GasOnHit}}{{Code Reference|class = GasOnEntering}}
| +30% to density of gases produced {{Code Reference|class = GasOnHit}}{{Code Reference|class = GasOnEntering}}
|-
| [[Vibro weapon|Vibro]] weapons
| +1 Penetration Value
|-
| {{favilink|Gas tumbler}}
| +60% to density of gases, +8% to gas dispersal rate reduction
|-
| {{favilink|displacer bracelet}}
| +2 to maximum displacement range {{Code Reference|class=Displacer}}
|-
| {{favilink|hologram bracelet}}
| rowspan=2 | +2 to hologram's distraction [[save]] difficulty {{Code Reference|class=DecoyHologramEmitter|method=PlaceHologram}}
|-
| {{favilink|tri-hologram bracelet}}
|-
| {{favilink|force bracelet}}
| +1000 lbs push strength, +2 max tiles pushed, +2 initial [[normality]] penetration {{Code Reference|class=ForceEmitter}}
|-
| {{favilink|ganglionic teleprojector}}
| +2 bonus to success roll when attempting to dominate a robot {{Code Reference|class=Teleprojector}}
|-
| {{favilink|geomagnetic disc}}
| +2 to damage roll, +2 to bounce radius, and bounces up to 2 additional times (up to 7 bounces total) {{Code Reference|class=GeomagneticDisc}}
|-
| {{favilink|gyrocopter backpack}}
| +10% chance each turn to repel gases {{Code Reference|class = PartsGas|name=PartsGas}}
|-
| {{favilink|leyline puppeteers}}
| +2 quickness (up to +32)
|-
| {{favilink|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 {{Code Reference|class = LatchesOn}}
|-
| {{favilink|night-vision goggles}}
| rowspan=2 | +30% to radius of vision {{Code Reference|class=NightVision|method=HandleEvent(BeforeRenderEvent)}}
|-
| {{favilink|night-sight interpolators}}
|-
| {{favilink|ninefold boots}}
| +2 to teleport distance {{Code Reference|class=AccelerativeTeleporter|method=GetEffectiveTeleportDistance}}
|-
| {{favilink|palladium mesh tabard}}
| +30% to [[compute power]] (i.e. +9 computer power){{Code Reference|class=ComputeNode|method=GetEffectivePower|name=ComputeNode}}
|-
| {{favilink|point-defense drone}}
| +10% chance to shoot incoming projectiles {{Code Reference|class=PointDefense}}
|-
| {{favilink|powered exoskeleton}}
| +2 Strength {{Code Reference|class=EquipStatBoost|method=DetermineBonusList|name=EquipStatBoost}}
|-
| {{favilink|precision nanon fingers}}
| Increases effect chance multiplier by an additional 60% (from 3X to 3.6X)
|-
| {{favilink|ulnar stimulators}}
| +1 Agility and +1 Strength <ref name="EquipStatBoost" />
|-
| {{favilink|stun rod}}
| rowspan=2 | Multiplies stun chance by 1.3 (25% to 32.5%), and +2 to difficulty of Toughness save on stun{{Code Reference|class=StunOnHit|method=FireEvent}}
|-
| {{favilink|prayer rod}}
|-
| {{favilink|wrist calc}}
| +30% to [[compute power]] (i.e. +3 compute power)<ref name="ComputeNode" /> </br>+2 to light radius {{Code Reference|class = ActiveLightSource}}
|-
| {{favilink|wrist fan}}
| +10% chance each turn to repel gases <ref name="PartsGas" />
|-
| {{favilink|slip ring}}
| +4 to save against grappling; dodge chance improves from 5% to 6% {{Code Reference|class = SlipRing}}
|-
| {{favilink|chiral rings}}
| Multiplies dismemberment chance per adjacent hostile per turn by 1.3 (10% to 13%)
|-
| {{favilink|thermo cask}}
| Multiplies heat and cold damage and temperature change bonuses by 1.3 (25% to 33%), but not resistances {{Code Reference|class=ThermalAmp|method=FireEvent|name="overloadtempchange"}}
|-
| {{favilink|high-energy thermo cask}}
| Multiplies heat and cold damage and temperature change bonuses by 1.3 (50% to 65%), but not resistances <ref name="overloadtempchange"/>
|-
| {{favilink|Nanopneumatic jackhammer}}
| Increases damage to structural objects, allowing to destroy them in three penetrations rathern than four
|}
|}
== Power Load-Sensitive Mods ==
The following lists all power load-sensitive mods, along with their associated bonus when overloaded.
If any of these mods is applied to an item, that item becomes eligible to be overloaded, if it is not already eligible.
{{#cargo_query:
| tables = Mods=M
| fields =
    CONCAT('[[',_pageName,'{{!}}',DisplayName,']]')=Mod,
    CONCAT(
      CASE
          WHEN PlainName = 'displacer'
          THEN 'Increases the maximum range of displacer to 6 tiles {{(}}Code Reference{{!}}class=ModDisplacer{{!}}method=FireEvent{{)}}'
          WHEN PlainName = 'electrified'
          THEN 'Adds 2 to the item tier for purposes of damage calculation {{(}}Code Reference{{!}}class=ModElectrified{{!}}method=FireEvent{{)}}'
          WHEN PlainName = 'flaming'
          THEN 'Adds 2 to the item tier for purposes of damage calculation and temperature increase {{(}}Code Reference{{!}}class=ModFlaming{{!}}method=FireEvent{{)}}'
          WHEN PlainName = 'freezing'
          THEN 'Adds 2 to the item tier for purposes of damage calculation and temperature decrease {{(}}Code Reference{{!}}class=ModFreezing{{!}}method=FireEvent{{)}}'
          WHEN PlainName = 'morphogenetic'
          THEN '+2 to difficulty of Willpower save {{(}}Code Reference{{!}}class=ModMorphogenetic{{!}}method=ApplyMorphicShock{{)}}'
          WHEN PlainName = 'nanon'
          THEN 'Adds 2% to the chance for a penetrating laser to dismember. {{(}}Code Reference{{!}}class=Nanon{{)}}'
          WHEN PlainName = 'nulling'
          THEN '+2 to the strength of reality stabilization {{(}}Code Reference{{!}}class=RealityStabilization{{!}}method=Strength{{)}}'
          WHEN PlainName = 'with co-processor'
          THEN 'Adds 2 to the [[item tier]] for purposes of calculating mod effects. This effectively results in +0.5 [[intelligence]] and +5 [[compute power]]. {{(}}Code Reference{{!}}class=ModCoProcessor{{)}}'
      END)=Description
| where = PowerLoadSensitive=1
| order by = PlainName
| format = table
}}
== Overheating and Breaking ==
Each time an {{name}} 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. {{Code Reference|namespace=XRL.World|class=ChargeUsedEvent|method=Send}}
{| class="wikitable"
! Temperature increase per use
| {{simple formula|Floor(ChargeConsumed / 100) + 1}}
|-
! Percent chance of breaking per use
| {{simple formula|(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, those other items first require a power load-sensitive mod to be added to them.
{{#cargo_query: tables=GeneralData=GD,ArtifactData=AD,ExtraInfo=EI,Characters=C
| join on=GD.JoinKey=AD.JoinKey,GD.JoinKey=EI.JoinKey,GD.JoinKey=C.JoinKey
| fields=
    CONCAT('{{(}}favilink id{{!}}',GD.ObjectID,'{{)}}')=Item,
    AD.ChargeUsed=Base</br>Charge Use,
    CONCAT('{{(}}cell performance for charge{{!}}',FLOOR(4 * AD.ChargeUsed),'{{)}}')=Overloaded</br>Charge Use,
    CONCAT('{{(}}qud text{{!}}&R+',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
| where=GD._pageNamespace = '0' AND EI.Info LIKE '%Power load-sensitive,,,%' AND C.Demeanor IS NULL AND COALESCE(AD.ModCount,0) = 0
| format=table
| order by=GD.PlainName
}}
== Tips ==
{{opinion}}
* The [[sturdy]] mod prevents {{name}} 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 {{name}} items that break frequently.
* In some cases, a power load-sensitive mod must be added before an item can be modded with {{name}}. 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 {{favilink|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 {{name}} triggers in [[gas pumps]].


== References ==
== References ==
<references />
<references />
{{Mod Navbox}}