Difference between revisions of "Psionic (Long War)"

From UFOpaedia
Jump to navigation Jump to search
Line 42: Line 42:
 
Psi-powers are now more effective based on the will score of the caster. For instance, Mind merge will add (will/25) hit points.
 
Psi-powers are now more effective based on the will score of the caster. For instance, Mind merge will add (will/25) hit points.
  
Note that if a description mentions 'draining of will', that useage of such will reduce that soldier's will by the stated amount for the rest of the mission (ie: Psi Shadow will drain 15 points from the solider's will per use).
+
Note that several descriptions mention draining of will: repeated use may dramatically lower will for the rest of the mission, but will be restored once they're back in the barracks..
  
 
== Effects on fatigue ==
 
== Effects on fatigue ==

Revision as of 22:56, 15 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: 2000, MC an Ethereal (specifically that soldier, at any point in progression)

Plus Ability cooldown time, when abilities 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 opportunity. 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.

Note that several descriptions mention draining of will: repeated use may dramatically lower will for the rest of the mission, but will be restored once they're back in the barracks..

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?]

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

Same as vanilla: +40 defense in a wide radius, centered on the caster.

Psychokinetic Strike

A cover-destroying, free-aimed psionic attack. AoE trigger field about the size of a grenade's blast, any destructible item that is at least partially in the field is entirely destroyed (ie; getting a part of a log destroys the entire log, barely clipping a wall will destroy as much as if directly hit with a rocket). Does not cause HP damage.

Psi Shadow

Similar to Mimetic Skin, save for that if the enemy gets around the full cover, it is immediately dropped. Also, Low Profile will allow you to move undetected to half-cover, but it will also be immediatley dropped on arrival.

Mind Control

Same a vanilla--- granted, more difficult due to lack of Iron Will in the OTS. Also: alien weapons are no longer dropped intact if killed while MCed.

Rift

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