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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 = | | 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}} | |||
{{ | {{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. | ||
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 | == Bonuses to Items and Equipment == | ||
{|class = wikitable | {|class = wikitable | ||
! | !Item type | ||
! | !Overloaded effect | ||
|- | |- | ||
| | | [[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)}} | ||
|- | |- | ||
| | | {{favilink|arc winder}} | ||
| | | +2 extra damage dice (from {{Heart|W}}4d4 to {{Heart|W}}6d4) | ||
|- | |- | ||
| [[ | | {{favilink|high-voltage arc winder}} | ||
| +2 to | | +3 extra damage dice (from {{Heart|W}}6d4 to {{Heart|W}}9d4) | ||
|- | |||
| [[Gaslight]] weapons | |||
| +2 to damage roll {{Code Reference|class = Gaslight}} | |||
|- | |- | ||
| [[Normality | | [[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]] | | [[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}} |