사이오닉 (롱 워 리밸런스)

From UFOpaedia
Jump to navigation Jump to search

Back To Main Page

Soldiers PSI.png
Class icons
PSIONIC ASSAULT.png Psionic Infantry (Long War).png PSIONIC HEAVY.png Psionic Rocketeer (Long War).png Psionic Scout (Long War).png PSIONIC SNIPER.png PSIONIC SUPPORT.png Psionic Engineer (Long War).png
Assault Infantry Gunner Rocketeer Scout Sniper Medic Engineer

Psi-abilities

Level Rank Psionic Ability
1 CLASS PSIONIC.png
Awakened
Neural Feedback
Neural Feedback
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself.
Mind Fray
Mind Fray
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.
2 CLASS PSIONIC.png
Sensitive
Psi Panic
Psi Panic
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.
Psi Inspire
Psi Inspire
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.


3 CLASS PSIONIC.png
Talent
Mind Merge
Mind Merge
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.
4 CLASS PSIONIC.png
Adept
Psychokinetic Strike
Psychokinetic Strike
Project a bolt of pure psi force that destroys cover but does not harm units. 3 turn cooldown.
Pyrokinesis
Inner Fire
Grants +10 aim, +1.3 mobility, +10% throw range, and +1 DR. Psionic potential unlocks a deep connection to one's body.
Telekinetic Field
Telekinetic Field
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.
5 CLASS PSIONIC.png
Psion
Psi Mastery
Psi Mastery
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.
6 CLASS PSIONIC.png
Master
Rift
Rift
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.

Training

Limitations

MEC Troopers, Officers, and soldiers with the Neural Damping gene mod are unable to undergo psi training. Psionic soldiers cannot get Neural Damping and cannot become officers.

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.

Psi XP

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.

Example Table

Level 1
(Awakened)
Level 2
(Sensitive)
Level 3
(Talent)
Level 4
(Adept)
Level 5
(Psion)
Level 6
(Master)
Soldier Will % chance day(s) % chance day(s) % chance day(s) % chance day(s) % chance day(s) % chance day(s)
40 10% 50% 10%
42 20% 70% 20%
45 50% 100% 15 50% 10%
50 100% 15 10 100% 15 50% 10%
55 10 5 10 100% 15 50%
60 5 1 5 10 100% 15 10%
65 1 1 5 10 50%
70 1 5 100% 15
75 1 10
80 5

See also

Lone Wolf (EU2012).jpg
Long War Rebalance: Soldiers
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s