사이오닉 (롱 워 리밸런스)
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.
Causes the target to lose grip on reality causing 5% of caster's will in damage, -25 aim, -25 will, -25 defense, -50% AoE attack range (except for rockets), double scatter, and -40% mobility. Hit chance is calculated using 66% of will. Purely mechanical units are immune. Lasts through 3 enemy turns. 4 turn cooldown.
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 66% of will. Purely mechanical units are immune. 4 turn cooldown.
Removes mind fray, panic, red fog, shaken, grants immunity to fatigued/exhausted, prevents non-suppression reaction fire triggering, and grants +30 will to all allies within a 6-tile area of effect for 2 turns. 4 turn cooldown.
Grants the target +25 aim/crit/defense/will, +40% mobility, -40% scatter, and bonus survivability (+40% DR for XCOM, extra HP for aliens). Prevents the target from being overpowered. 5 turn cooldown.
Project a bolt of pure psi force that destroys cover but does not harm units. 3 turn cooldown.
Grants +10 aim, +1.3 mobility, +10% throw range, and +1 DR. Psionic potential unlocks a deep connection to one's body.
Project an 8.5 radius protective field that grants +40 defense to all allies within the field. Explosive damage against units within the field deal only 1/5th the damage. 4 turn cooldown.
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP and will not trigger reaction shots. Countercharge deals 50% more damage. Inner Fire grants 50% more aim and mobility.
Devastate an area with psionic storm energy that damages all units. Deals 5 + (caster_will - target_will)/40 initially and again after a turn. 2 turn cooldown.
Unlocking Psi powers
After researching Xenopsionics, the first 3 levels of psionic powers will be unlocked. Unlocking additional psionic powers is accomplished by interrogating a sectoid commander and an ethereal. The only exception is Rift, which can only be acquired by the volunteer on the final mission.
Psi-powers are more effective based on the will score of the caster. For instance, Mind Fray will deal will/20 damage to the target.
Psionic soldiers also gain access to special armors and equipment.
After Xenopsionics is researched, soldiers will begin accruing Psi XP by going on missions. Reaching a threshold of Psi XP is required to undergo additional Psi Training. Every round of psionic training takes time, and its length and success chance is affected by the tester's will and the level of the psionic ability. You can see the current Psi XP level and cap in their Barracks profile.
In Long War Rebalance, Psi XP is awarded passively only after a successful mission. Thus, the more missions a soldiers completes, the faster they will unveil the mystery behind their psionic powers.
Success Rate and Training Time
The success rate of the training depends on the soldier's will and the level of the ability. If the target will for the level is equal to the soldier's will, the chance is 100% and it will take 15 days to train. Each psionic ability has a target_will (see chart below). For every point of will under the target_will the chance decreases by 10%. For every point of will over the target_will the training time decreases by 1 day. The minimum chance to succeed is always at least 10% and the minimum time is 1 day.
|Soldier Will||% chance||day(s)||% chance||day(s)||% chance||day(s)||% chance||day(s)||% chance||day(s)||% chance||day(s)|