Difference between revisions of "Psionic (Long War)"

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* '''Level 2:''' 250
 
* '''Level 2:''' 250
 
* '''Level 3:''' 500
 
* '''Level 3:''' 500
* '''Level 4:''' ?
+
* '''Level 4:''' 800
* '''Level 5:''' ?
+
* '''Level 5:''' 1250
* '''Level 6:''' ?
+
* '''Level 6:''' MC an Etherial
 +
 
 +
Plus Ability cooldown time, when abilites can or can't be used, soldier fatigue/rotation; the large PXP requirements encourage you to begin training and leveling Psionic soldiers at the earliest oppertunity. Also note that the Volunteer must reach Level 5 before the Gollop Chamber can be used.
  
 
=== Success rate ===
 
=== Success rate ===

Revision as of 01:18, 12 July 2014

Psi powers have been significantly overhauled in Long War. Psi talent is now trained, not discovered, so with enough time and attempts, every soldier can be a psionic (barring some exceptions). There are many more powers distributed among more levels.

Training

Psi XP

After Xenopsionics are researched, soldiers will begin accruing Psi XP by going on missions. After the first round of training, they can also gain Psi XP by successfully using attack powers or resisting powers.[Verify?] Reaching a threshold of Psi XP is required to undergo Psi training ('extra' PXP will not roll over for the next level, and will cap at the next requirement. Every round of training takes approximately 7-10 days, and is affected by the tester's will score.[Verify?] After they reach the cap, putting them back in the Psi Lab for another round of training is required. You can see the current PXP level and cap in their Barracks profile.

The required training XP:

  • Level 1: 100
  • Level 2: 250
  • Level 3: 500
  • Level 4: 800
  • Level 5: 1250
  • Level 6: MC an Etherial

Plus Ability cooldown time, when abilites can or can't be used, soldier fatigue/rotation; the large PXP requirements encourage you to begin training and leveling Psionic soldiers at the earliest oppertunity. Also note that the Volunteer must reach Level 5 before the Gollop Chamber can be used.

Success rate

The success rate of the training depends on the soldier's Will and the level. If the target Will for the level is equal to the soldier's Will, the chance is 50% (25% if More Than Human is active). It increases asymptotically to 100% at infinite Will and drops to 0% at 0 Will.

The target Will values are:

  • Level 1: 60
  • Level 2: 70
  • Level 3: 80
  • Level 4: 90
  • Level 5: 100
  • Level 6: 120

Limitations

MEC Troopers, Officers and soldiers with the Neural Damping gene mod are incompatible with Psi powers. They cannot undergo Psi training, and Psi-trained soldiers cannot become them.

Unlocking Psi powers

By default, only Psi Inspiration is available. Unlocking further powers is accomplished by performing autopsies and interrogations. One exception is Rift, which requires an in-battle accomplishment.

Psi-powers are now more effective based on the will score of the caster. For instance, Mind merge will add (will/25) hit points.

Effects on fatigue

A psi-trained soldier takes longer to recover from post-battle fatigue. The increase is 6 hours per level of psi training.[Verify?]

Psi powers

One power from each level can be chosen. Note that some powers cannot be cast on the same target (ie: an Inspired soldier cannot be Merged with).

Psi Inspiration

Psi Inspiration removes all harmful mental effects (panic, hallucination) from everyone inside the AOE as well as grants +30 Will for the next 4 turns. Unlike in vanilla, Psi Inspiration is not centered around the user but can instead can be targeted much like a rocket.

Mind Merge

Merge minds with the target, granting the target +25% critical chance and +1 health. [Verify?] Can be used as a 'ghetto heal', as it has no cooldown time.

Psi Panic

Cause target to panic, if the target's Will is overcome. Robotic enemies are immune. 2 turn cooldown.

Note that panic has been changed a little in Long War so units will either hunker down or run, and never go berserk and take a shot. This makes Psi Panic considerably better than vanilla since it's now a reliable single turn disable.

Mind Fray

If successful, deals damage to the target and reduces its will, aim and mobility. Damage now scales with the user's Will rather than a fixed 5 points (thankfully, since basic Sectoids can use it from the start of the game), but still ignores cover (and damage reduction).

Neural Feedback

Like Mind Fray, works near-identically but with greatly reduced damage. Also provides protection to nearby allies.

Distortion Field

Works the same as the vanilla MEC ability. Watch out for grenade-bait formations.

Regen Biofield

Like the Elite EXALT Medic's ability, this will be activated when the Psion or a nearby ally receives an injury.

Telekinetic Field

Psychokinetic Strike

A cover destroying psionic attack.

Psi Shadow

Mind Control

Rift

A highly damaging area effect attack. The secret to creating Rifts can only be found by Mind Controlling an Ethereal in battle.