Nameless Voice on 22/7/2007 at 12:48
One word: Inheritance.
The cryo 8 projectile inherits the 1 damage from cryo 7, which inherits the 1 damage from cryo 6, all the way back up to cryo 1's 4 damage.
I don't understand why they did it that way rather than having 8 separate projectiles.
Consider how armour would affect this, since it will absorb a part of each point of damage, meaning that armour would be applied to each single point rather than the entire damage.
Luckily, it just so happens that there are no armour ratings that affect the damage in this case (All creatures take full damage from Cold, and the fact that cyborgs only take 1/2 damage from pyro doesn't matter because the 2 points per level gets evenly divided to one point without rounding errors.)
TF on 22/7/2007 at 13:33
Quote Posted by Louis Cypher
Supposedly, certain Psionic abilities count PSI up to 10, while others only count up to 8. These are, quote, Remote Circuitry Manipulation, Molecular Transmutation, both forms of Cerebro-Stimulated Regeneration, and Metacreative Barrier. Now I've looked at them and can't see why they would be so special, but eh. I imagined if that was false it wouldn't get around so much.
I knew about the Cryokinetic projectile... Cryo PSI 1-8. However, to me what it looks like the game is doing is launching the cryo orb with Cryo PSI 1, and the Cryo PSI projectiles 2 to 8 are invisible and simply follow it if you have PSI 2 to 8. I guessed this because the Cold stimulus for Cryo PSI 1 has an intensity of 4 (which happens to be Cryo's damage at PSI 1), and each one after has an intensity of 1, which would seem to correspond with the fact that Cryo's damage goes up by 1 for each PSI level. This idea is made more appealing when you consider that if you augment Cryo PSI 2's intensity, if you have and fire the projectile it inherits whatever damage you gave Crto PSI 2... as does 3, 4, 5, 6, and 7. So I presumed the game was firing projectiles 1-8, then stopping because it had no 9 and 10.
I thought if I simply linked a projectile each for Cryo 9 and Cryo 10 it would launch two more projectiles, but apparently not.
Good college try I suppose?
A single projectile is launched, if there were multiple projectiles there'd be tons of hit particles overlapping, it's the stim sources on the projectile that stack.
Anyway a little more experimenting and there's pretty much no basis for Psi or any other stat going above 8, even for those specific psi powers.
I 'got' Psi 9 by using Worm Skin and PsiBoost.
Metacreative Barrier: HP = 150 + 50 * Psi after 5, this means that with Psi 9 the HP should be 150 + 50 * 4 = 350, unfortunately going back to edit mode and checking the barrier object shows it has 300, because Psi never went above 8.
Regeneration: Healed HP = 2 * Psi, so with Psi 9 I should get 18 points healed, right? No dice because it only heals 16, Psi 8.
Psi Hack: For the purposes of the Psi Hack you get a Hack skill and Cyb stat that are both equal to Psi/2.
This one's easy, when it's cast it says right in the HUD that you have Hack 4 and Cyb 4.
(I used a psi booster hypo to get up to Psi 10 for this one)
There's really no point in checking the rest, stats can't go above 8.
TF on 27/7/2007 at 13:03
PS using the psi overcharge thing (not recursive psi) can make the power you're using behave as if it had an extra level, so psi powers can go up to 9 afterall but ONLY with overcharge.
Additionally due to rounding up and not down Psi Hack gives you Hack and Cyb 5 when you have Psi 9 and Metacreative Barrier always gives +100 HP instead of +50 when it's overcharged due to some strange bug.
Except for Cryo/Pyrokinesis apparently which never goes above 8.
Martek on 28/7/2007 at 01:24
Quote Posted by TF
Psi Hack: For the purposes of the Psi Hack you get a Hack skill and Cyb stat that are both equal to Psi/2.
This one's easy, when it's cast it says right in the HUD that you have Hack 4 and Cyb 4.
(I used a psi booster hypo to get up to Psi 10 for this one)
Quote Posted by TF
Additionally due to rounding up and not down Psi Hack gives you Hack and Cyb 5 when you have Psi 9...
How strange. The light on the top of my discrepancy detector has begun glowing softly. Wonder what that means.... :idea:
I guess I could load up my recently completed psi game and see if I can get PSI 9 and test... might do that later
Louis Cypher on 28/7/2007 at 05:12
Nah, there's no disrepancy.
It'll only count above 8 if you overcharge. He got Psi/Hack to do that via an overcharge.
Shame you can't make it hand you Psi 9 with an attacking psi even if you make a 9th 'projectile' but eh.
Some_twerp on 28/7/2007 at 09:36
Gotta agree that PSI should be buffed a bit-the item cloning isn't worth it, taking psi hypos into account, and things like regeneration would be useful if it acted less like a one-off health boost and more like a medkit/med hypo and gave steady regen over time. As for the only two 'offensive' proper skills, Cryo and Pyro kenesis, I feel they should get a kick up the pants, owerwise too-you know it's bad when your pistol, with standard bullets at standard weapons skill 1, is doing more damage than your crykensis attack with PSI 3.
Hemebond on 28/7/2007 at 10:41
Quote Posted by Some_twerp
you know it's bad when your pistol, with standard bullets at standard weapons skill 1, is doing more damage than your crykensis attack with PSI 3.
Because giving someone the chills is worse than several grams of lead travelling at hundreds of meters per second?
TF on 28/7/2007 at 14:01
Cryokinesis at level 3 does 6 damage vs everything except robots, against which it deals 3, pistol does 4 with standard 1 and standard bullets, so it's better but not against robots.
Nameless Voice on 28/7/2007 at 16:17
Quote Posted by TF
Cryokinesis at level 3 does 6 damage vs everything except
robots cyborgs, against which it deals 3, pistol does 4 with standard 1 and standard bullets, so it's better but not against
robots cyborgs.
Fixed.
Cryokinesis does full damage to robots, but only half damage to cyborgs.
TF on 28/7/2007 at 16:58
tru.dat