Difference between revisions of "Psionic (LWR)"
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Revision as of 16:04, 28 July 2020
Psi-abilities
Level | Rank | Psionic Ability | ||
---|---|---|---|---|
1 | Awakened |
Neural Feedback
Psi attackers that attack a friendly unit in vision are dealt 4 damage. Does not effect the psionic attack itself. |
Mind Fray
Causes the target to lose grip on reality causing 5% of will in damage, -25 aim, -25 will, -25% mobility/ability range, and +25% scatter. Damage is halved if the target is already affected by mind fray. Hit chance is calculated using 80% of will. Purely mechanical units are immune. Lasts through 2 enemy turns. 2 turn cooldown. | |
2 | Sensitive |
Psi Panic
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 50% of will. Purely mechanical units are immune. 4 turn cooldown. |
Psi Inspire Removes mind fray, panic, red fog, shaken, fear, grants immunity to fatigued/exhausted, prevents non-suppression reaction fire triggering, and grants +30 will to all allies within a 4-tile area of effect for 2 turns. 4 turn cooldown.
| |
3 | Talent |
Mind Merge
Grants the target +1 pen, +25 aim/crit/will, +2.0 mobility, +50% graze chance, and -50% scatter until the beginning of their next turn. Additionally, Sectoids gain 5% of caster will in extra HP and Mechtoids gain a 20 HP shield. 5 turn cooldown. |
||
4 | Adept |
Psychokinetic Strike
Project a bolt of pure psi force up to 10 tiles that destroys all destructible cover in a 2 tile radius area but does not harm units. 3 turn cooldown. |
Inner Fire
Grants +10 aim, +2.0 mobility, +20% throw range, and +20% DR. Regenerates 2 base (non-armor) HP each turn. Fire an additional reaction shot on Overwatch. Psionic potential unlocks a deep connection to one's body. |
Telekinetic Field
Create an 8.5 radius telekinetic field that grants 50 defense to all allies within the field and dampens the effects of all explosives to only 50% of their original damage. Deals will/10 psionic damage to mechanical enemies that enter the field. Lasts through 1 enemy turn. 4 turn cooldown. Psi Training Target Will: 45. |
5 | Psion |
Psi Mastery
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted. |
||
6 | Master |
Rift
Devastate an area with a storm of psi energy dealing 4 + (caster_will - target_will)/20 damage immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities. |
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) |
35 | 10% | 15 | 50% | 15 | 10% | 15 | 10% | 15 | 10% | 15 | 10% | 15 |
40 | 10% | 10% | 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 |