Precision nanon fingers: Difference between revisions
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| desc = Fullerene finger extensors splay like fashionable court nails. Their girths are shrunk or unshrunk to task requirements by minuscule servos embedded in the webbing. | | desc = Fullerene finger extensors splay like fashionable court nails. Their girths are shrunk or unshrunk to task requirements by minuscule servos embedded in the webbing. | ||
{{Qud shader|rules|{{(}}Your weapons' percentage-based effects are 3X | {{Qud shader|rules|{{(}}Your weapons' percentage-based effects are 3X as likely to occur, including the base chance for critical hits.{{)}}}} | ||
| categories = Gloves | | categories = Gloves | ||
| gameversion = 2.0. | | gameversion = 2.0.206.57 | ||
}} | }} | ||
<!-- END QBE --> | <!-- END QBE --> | ||
A pair of {{name}} increase the base chance for [[Critical Hit|critical hits]] from 5% to 15%, and triple the chances of other weapon effects such as [[Dismember|dismemberment]] from [[serrated]] and [[nanon]] mods. These modification apply to both melee and missile weapons and will affect percentages displayed when looking at equipped weapons. They activate whenever the wearer makes a melee or ranged attack against any creature or object (including inanimate walls). | |||
== Mechanics == | |||
Technically, each pair of {{name}} increase the overall chance of an effect occuring by 200% of the effect's base chance.{{Code Reference|class=AdjustSpecialEffectChances|name=AdjustSpecialEffectChances}} If the {{name}} are [[overloaded]], they instead increase the overall chance by 260% of the effect's base chance.{{Code Reference|class=ModOverloaded}}{{Code Reference|class=AdjustSpecialEffectChances|name=AdjustSpecialEffectChances}} For example, if you have a [[glazed]] relic weapon with a 10% chance to dismember, using {{name}} would increase that chance to 30%. Using overloaded {{name}} would increase the chance to 36%. | |||
=== Stacking === | |||
Wearing multiple pairs of {{name}} is possible with {{favilink|Multiple Arms}}, {{favilink|helping hands}} or by using the [[magnetized]] mod. When multiple are worn, the precision nanon fingers' effects stack additively, with each pair adding twice the base chance for weapon effects: two pairs yields an overall multiplier of five, for example. | |||
== Relevant Effects == | |||
The following effects' chances can be modified by {{name}}:<ref>Based on review of all classes that use <code>GetSpecialEffectChanceEvent</code></ref> | |||
* [[Critical hit]]s | |||
* Skills | |||
** Axe [[Cleave]] | |||
** Axe [[Dismember]] | |||
** Cudgel [[Backswing]] | |||
** Cudgel [[Bludgeon]] | |||
* Relic effects | |||
** [[Discharge a clockwork beetle friend]] | |||
** [[Relic#Relics_and_Relic_Powers|Faction slayer]] | |||
** [[Glazed]] | |||
** [[The Fates have their way]] | |||
** [[Transmute into gem]] | |||
* Tinkerable Mods | |||
** [[Nanon]] | |||
** [[Serrated]] | |||
* Weapon effects | |||
** {{favilink|stun rod|possessive}} stun | |||
** {{favilink|prayer rod|possessive}} one-round stun | |||
* Creature attacks | |||
** Most [[Soupy_sludge#Pseudopod_types|pseudopod]] hit effects | |||
** {{favilink|juice sap|possessive}} drain effect | |||
There are some additional effects not listed here that would be affected by precision nanon fingers, but already always trigger 100% of the time (such as elemental damage). | |||
{{references|2.0.202.97}} | |||
{{Gloves Navbox}} |
Latest revision as of 01:46, 19 January 2024
Charge per Use
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50 |
---|---|
Charge Used For
|
NanonOptimization |
Complexity
|
7 |
Tier
|
7 |
<0457> | |
Can Disassemble
|
yes |
Can Build
|
yes |
Tinker Skill
|
|
Potential
Mods? |
|
Character
|
] |
ID?
|
Precision Nanon Fingers |
Worn On
|
Hands |
Spawns in
|
|
Extra Info:
| |
Infobox data from game version 2.0.206.57
|
Fullerene finger extensors splay like fashionable court nails. Their girths are shrunk or unshrunk to task requirements by minuscule servos embedded in the webbing.
Your weapons' percentage-based effects are 3X as likely to occur, including the base chance for critical hits.
A pair of precision nanon fingers increase the base chance for critical hits from 5% to 15%, and triple the chances of other weapon effects such as dismemberment from serrated and nanon mods. These modification apply to both melee and missile weapons and will affect percentages displayed when looking at equipped weapons. They activate whenever the wearer makes a melee or ranged attack against any creature or object (including inanimate walls).
Mechanics
Technically, each pair of precision nanon fingers increase the overall chance of an effect occuring by 200% of the effect's base chance.[1] If the precision nanon fingers are overloaded, they instead increase the overall chance by 260% of the effect's base chance.[2][1] For example, if you have a glazed relic weapon with a 10% chance to dismember, using precision nanon fingers would increase that chance to 30%. Using overloaded precision nanon fingers would increase the chance to 36%.
Stacking
Wearing multiple pairs of precision nanon fingers is possible with Multiple Arms, helping hands or by using the magnetized mod. When multiple are worn, the precision nanon fingers' effects stack additively, with each pair adding twice the base chance for weapon effects: two pairs yields an overall multiplier of five, for example.
Relevant Effects
The following effects' chances can be modified by precision nanon fingers:[3]
- Critical hits
- Skills
- Relic effects
- Tinkerable Mods
- Weapon effects
- stun rod's stun
- prayer rod's one-round stun
- Creature attacks
- Most pseudopod hit effects
- juice sap's drain effect
There are some additional effects not listed here that would be affected by precision nanon fingers, but already always trigger 100% of the time (such as elemental damage).
References
This information is reliable as of patch 2.0.202.97. |
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