Difference between revisions of "Psi Lab (EU2012)"

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[[Image:PsiLabs.jpg|thumb|right|300px|The Psionic Lab.]]
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{{Ref Open | title = Description }}
The Psionic Lab will allow you to test your soldiers for psionic powers. You may test up till 3 soldiers at a time, upon which they will be unable to join a mission during 10 day testing time.
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[[Image:PsiLabs.jpg|right|200px|The Psionic Lab]]
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This facility will allow us to discover and develop the latent psionic abilities of our soldiers. If they have any such capabilities, using them in the field will increase their strength.
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{{Ref Close | source = XCOM: Enemy Unknown (2012)}}
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__NoTOC__
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==Notes==
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{{Facilities Data Box (EU2012)
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|requires=[[Sectoid Commander Autopsy (EU2012)|Sectoid Commander Autopsy]]
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|manpower=N/A
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|costs=§200, 20 Alloys, 20 Elerium
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|power=3
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|maintenance=§30 per month
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|build time=14 days
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|provides=see notes
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|adjacency=N/A
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|}}
  
The chances for getting a psionically gifted soldier seems to be random, but with a higher chance the better willpower the soldier has. Because of this, the current assumption is that a Colonel that started out with 52 psionic powers and ranked up while the [Iron Will] was active (with the maximum 12 Will increase per new rank) has the best chance of getting the gift.
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Role: Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills.
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*The Psionic Lab will allow you to test your [[Soldiers (EU2012)|soldiers]] for [[Psionic (EU2012)|psionic]] powers. You may test up to 3 soldiers at a time, upon which they will be unable to join a mission during the 10 days testing time.
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*The chances of a soldier becoming Psionic depend on several factors:
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* The soldier's Will [[Stats (EU2012)|stat]].
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* Its rank
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* The number of already existing Psionic soldiers
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* Whether [[Second Wave (EU2012)|Second Wave]]'s '''More Than Human''' option is activated or not.
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** If activated then the number of tested soldiers will count until you received your first Psionic.  
  
A soldier with 50 willpower has less than 1% chance of being gifted. [http://www.reddit.com/r/Xcom/comments/11es4r/should_i_wait_until_my_soldier_is_highest_rank/c6mq15a?context=3]
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==Psi Chance==
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If a soldier is a Major/Colonel, then the basic formula applies:  
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Psi Chance = Soldier Will / 4
  
Using Save and Load, it was found that the chance of being gifted is calculated immediately when the soldier is put in the Psi Lab. This means each time the same soldier is removed and re-added to the training tab, he/she would have a recalculated chance of being gifted. This is best done when you have ten days of uninterrupted peace. It can be done while status and mission notices appear, but you'll have to ignore them each time (and if you have 7 on the Doom Tracker, and a Terror Mission pops up...). It is reccomended to use multiple save files if doing so.
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So a Major/Colonel soldier with a Will of 80 has a 20% chance of becoming a Psionic.  
  
To manipulate this: Gifted status is calculated not also on Will scores, but also with whom else are they submitted with, and in which slot ''when placed''. In short: place your 3 soldiers in. Complete the testing, make note of who passes. Reload, take out and resubmit only those who do not pass (if it shifts the slot of those who ''will'' pass, do not worry: this does not de-gift them), and repeat as neccecary. If two or all 3 fail, you may find it helps the odds to put a different soldier in as a "placebo", put your desired soldier in, and take out the placebo.
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With other ranks lower than these two, things get a bit more complicated:
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Psi Chance = (Soldier Will + Bonus)/4
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Bonus = Max (0, (75 - (Soldier Rank * 20) - ((number of existing Psionics * 40)))
  
With Second Wave Options '''Not Created Equal''' & '''Hidden Potential''', and the OTS's '''Iron Will''' upgrade, those who you absolutley should manipulate to guarantee Gifted status are those with Will/Aim scores of both +70/+80, though those with scores of about 65/75 is a good median, and will suffice to fill out a Psi Squadron.
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Soldier rank starts at 0 for Rookies, while if you already have Psionic soldiers then the bonus gets decreased by the number of Psionics present. The bonus reduction is capped at 6 Psionic soldiers but for practical affairs if you already have 2 or more Psionics the bonus is 0 (there can't be negative bonus).
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* A Squaddie with 45 Will and no Psionics already present in the [[Barracks (EU2012)|Barracks]] would have a Psi Chance of (45 + (75 - 20))/4 or 25%.
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* A Squaddie with 45 Will and 6 or more Psionics present would have a Psi Chance of (45 + Max (0, 75 - 20 - 240))/4 or 11%
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A complete description of the code function can be found [http://forums.nexusmods.com/index.php?/topic/888002-psi-soldier-chance/ here].
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===More Than Human===
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With [[Second Wave (EU2012)|Second Wave]]'s More Than Human option, the formula for testing is:
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Psi Chance = (soldier Will) / 8) / (1 + Number of already existing Psionic soldiers)
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After you get the 1st Psionic, the chance for a 2nd Psionic while testing a soldier with 80 Will would be 80/8/2 or 5%.
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===Automatic Psionic===
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If you don't have any Psionics on the Barracks after 5 soldiers have been tested, the 6th tested soldier will automatically be a Psionic. This rule always applies, regardless if you are using More Than Human or not.  
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<br clear="all">
  
 
==See Also==
 
==See Also==

Revision as of 14:54, 5 June 2014

Description
The Psionic Lab

This facility will allow us to discover and develop the latent psionic abilities of our soldiers. If they have any such capabilities, using them in the field will increase their strength.

Source: XCOM: Enemy Unknown (2012)

Notes

Research Required Sectoid Commander Autopsy
Manpower Required N/A
Base Costs §200, 20 Alloys, 20 Elerium
Power 3
Maintenance §30 per month
Build Time 14 days
Provides see notes
Adjacency Bonus N/A


Role: Contains 3 slots where soldiers can be put for 10 days to discover whether they are gifted in psionic skills.

  • The Psionic Lab will allow you to test your soldiers for psionic powers. You may test up to 3 soldiers at a time, upon which they will be unable to join a mission during the 10 days testing time.
  • The chances of a soldier becoming Psionic depend on several factors:
  • The soldier's Will stat.
  • Its rank
  • The number of already existing Psionic soldiers
  • Whether Second Wave's More Than Human option is activated or not.
    • If activated then the number of tested soldiers will count until you received your first Psionic.

Psi Chance

If a soldier is a Major/Colonel, then the basic formula applies:

Psi Chance = Soldier Will / 4 

So a Major/Colonel soldier with a Will of 80 has a 20% chance of becoming a Psionic.

With other ranks lower than these two, things get a bit more complicated:

Psi Chance = (Soldier Will + Bonus)/4
Bonus = Max (0, (75 - (Soldier Rank * 20) - ((number of existing Psionics * 40)))

Soldier rank starts at 0 for Rookies, while if you already have Psionic soldiers then the bonus gets decreased by the number of Psionics present. The bonus reduction is capped at 6 Psionic soldiers but for practical affairs if you already have 2 or more Psionics the bonus is 0 (there can't be negative bonus).

  • A Squaddie with 45 Will and no Psionics already present in the Barracks would have a Psi Chance of (45 + (75 - 20))/4 or 25%.
  • A Squaddie with 45 Will and 6 or more Psionics present would have a Psi Chance of (45 + Max (0, 75 - 20 - 240))/4 or 11%

A complete description of the code function can be found here.

More Than Human

With Second Wave's More Than Human option, the formula for testing is:

Psi Chance = (soldier Will) / 8) / (1 + Number of already existing Psionic soldiers)

After you get the 1st Psionic, the chance for a 2nd Psionic while testing a soldier with 80 Will would be 80/8/2 or 5%.

Automatic Psionic

If you don't have any Psionics on the Barracks after 5 soldiers have been tested, the 6th tested soldier will automatically be a Psionic. This rule always applies, regardless if you are using More Than Human or not.

See Also

EU2012 Badge XCOM: Enemy Unknown (2012): Base Facilities
Headquarters:Mission ControlHangarEngineeringResearchBarracksSituation Room
Additions:
Power:Power GeneratorThermo Power GeneratorElerium Generator
Story:Hyperwave RelayGollop Chamber
R&D:FoundryOfficer Training SchoolPsionic LabAlien Containment
Other:Satellite UplinkSatellite NexusLaboratoryWorkshopAccess Lift
EW DLC:Genetics LabCybernetics Lab
Strategic:Building Optimization