Stinger (Paralyzing Venom): Difference between revisions
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(Added an Advancement table and and Advantages & Disadvantages section) |
(Added a toughness save column to the advancement table, and slightly reworded one of the advantages) |
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!Stinger Attack | !Stinger Attack | ||
!Paralysis Duration | !Paralysis Duration | ||
!Toughness Save | |||
|- | |- | ||
|1 | |1 | ||
|{{PV}}4 {{Heart}}1d3 | |{{PV}}4 {{Heart}}1d3 | ||
|1d2 + 1 rounds | |1d2 + 1 rounds | ||
|15 | |||
|- | |- | ||
|2 | |2 | ||
|{{PV}}4 {{Heart}}1d4 | |{{PV}}4 {{Heart}}1d4 | ||
|1d2 + 1 rounds | |1d2 + 1 rounds | ||
|16 | |||
|- | |- | ||
|3 | |3 | ||
|{{PV}}5 {{Heart}}1d4 | |{{PV}}5 {{Heart}}1d4 | ||
|1d3 + 1 rounds | |1d3 + 1 rounds | ||
|17 | |||
|- | |- | ||
|4 | |4 | ||
|{{PV}}5 {{Heart}}1d5 | |{{PV}}5 {{Heart}}1d5 | ||
|1d3 + 1 rounds | |1d3 + 1 rounds | ||
|18 | |||
|- | |- | ||
|5 | |5 | ||
|{{PV}}6 {{Heart}}1d5 | |{{PV}}6 {{Heart}}1d5 | ||
|1d4 + 1 rounds | |1d4 + 1 rounds | ||
|19 | |||
|- | |- | ||
|6 | |6 | ||
|{{PV}}6 {{Heart}}1d6 | |{{PV}}6 {{Heart}}1d6 | ||
|1d4 + 1 rounds | |1d4 + 1 rounds | ||
|20 | |||
|- | |- | ||
|7 | |7 | ||
|{{PV}}7 {{Heart}}1d6 | |{{PV}}7 {{Heart}}1d6 | ||
|1d5 + 1 rounds | |1d5 + 1 rounds | ||
|21 | |||
|- | |- | ||
|8 | |8 | ||
|{{PV}}7 {{Heart}}1d7 | |{{PV}}7 {{Heart}}1d7 | ||
|1d5 + 2 rounds | |1d5 + 2 rounds | ||
|22 | |||
|- | |- | ||
|9 | |9 | ||
|{{PV}}8 {{Heart}}1d7 | |{{PV}}8 {{Heart}}1d7 | ||
|1d5 + 2 rounds | |1d5 + 2 rounds | ||
|23 | |||
|- | |- | ||
| 10 | | 10 | ||
|{{PV}}8 {{Heart}}1d8 | |{{PV}}8 {{Heart}}1d8 | ||
|1d5 + 3 rounds | |1d5 + 3 rounds | ||
|24 | |||
|} | |} | ||
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=== Advantages === | === Advantages === | ||
* Grants a "free" attack each round in melee, assuming that the stinger is off cooldown. | * Grants a chance for a "free" attack each round in melee, assuming that the stinger is off cooldown. | ||
* Paralyzed enemies are completely unable to attack or move, and are much easier to hit, allowing for easier victories or safer getaways. | * Paralyzed enemies are completely unable to attack or move, and are much easier to hit, allowing for easier victories or safer getaways. | ||
* Synergizes extremely well with builds focused on making multiple attacks per round. | * Synergizes extremely well with builds focused on making multiple attacks per round. |
Revision as of 21:34, 21 April 2020
This information is reliable as of patch 2.0.189.0. If this is no longer the current patch, you can help by updating it. |
This information is reliable as of patch 2.0.189.0. If this is no longer the current patch, you can help by updating it.
Stinger (Paralyzing Venom)
Category
|
Physical |
---|---|
Cost
|
3 |
Body LocationThe body part(s) where this
mutation can be located |
Back |
ExclusionsOther mutations that cannot be
selected with this mutation |
|
ID?Use this ID to wish for the mutation
(example: mutation:StingerParalyze ) |
StingerParalyze |
Reality DistortingReality distorting mutations
cannot be used under the effects of normality. |
no |
Stinger (Paralyzing Venom)
You bear a tail with a stinger that delivers paralyzing venom to your enemies.
20% chance on a melee attack to strike your opponent with your stinger (Ceiling(Level/2)+3) 1d(Floor(Level/2)+3)
Stinger venom paralyzes opponent
Paralyzation duration: 1d(Level based range) rounds
May Sting to guarantee a strike with your stinger at +4 to hit and +2 penetration
Cooldown: 25 (you will not strike with your stinger while this ability is cooling down)
Cannot wear equipment on back
+200 reputation with arachnids
- Note that for easier wiki use, ID has its Class constructor appended to it. The ingame id is Stinger with constructor="Paralyze".
When striking, the stinger has a chance of injecting paralyzing venom with a toughness save of (14 + Level).
Duration Calculation
Level | Duration |
---|---|
[1,2] | 1d2+1 |
[3,4] | 1d3+1 |
[5,6] | 1d4+1 |
> 6 | 1d5+((Level - 6) / 2 + 1) |
Advancement Table
Mutation Level | Stinger Attack | Paralysis Duration | Toughness Save |
---|---|---|---|
1 | 4 1d3 | 1d2 + 1 rounds | 15 |
2 | 4 1d4 | 1d2 + 1 rounds | 16 |
3 | 5 1d4 | 1d3 + 1 rounds | 17 |
4 | 5 1d5 | 1d3 + 1 rounds | 18 |
5 | 6 1d5 | 1d4 + 1 rounds | 19 |
6 | 6 1d6 | 1d4 + 1 rounds | 20 |
7 | 7 1d6 | 1d5 + 1 rounds | 21 |
8 | 7 1d7 | 1d5 + 2 rounds | 22 |
9 | 8 1d7 | 1d5 + 2 rounds | 23 |
10 | 8 1d8 | 1d5 + 3 rounds | 24 |
Advantages & Disadvantages
This section is opinion-based. Your mileage may vary.
Advantages
- Grants a chance for a "free" attack each round in melee, assuming that the stinger is off cooldown.
- Paralyzed enemies are completely unable to attack or move, and are much easier to hit, allowing for easier victories or safer getaways.
- Synergizes extremely well with builds focused on making multiple attacks per round.
- Grants bonus reputation with arachnids, though not enough to make them neutral by default.
Disadvantages
- Prevents the player from wearing any back-slot equipment.
- Moderately expensive.