Rocket_Cat

Wetwiring

Jun 2nd, 2020
64
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.75 KB | None | 0 0
  1. Wetwiring:
  2.  
  3. Many kill conditions rely on system damage or affliction counts. An
  4. understanding of how wetwiring functions is necessary to plan both your
  5. offensive and defensive strategies.
  6.  
  7. Note: Aspects of this text may be considered INSANE. If you would like to
  8. avoid that, read no further.
  9.  
  10. Wetwiring Priorities
  11. ==================
  12. The first time you take health or subsystem damage or receive an affliction,
  13. your Wetwiring will start healing. From that time, every 5(~?) seconds your
  14. Wetwiring will fire its passive operation until the next operation finds that
  15. there is nothing left to heal, at which point the 5 second interval will
  16. reset. Your chosen WETWIRING PRIORITIES determine what your Wetwiring
  17. prioritizes in its passive operation. With priorities set to Afflictions,
  18. Systems, and Health, at the 5 second interval your Wetwiring will search for
  19. the first affliction you have and heal it. (TBD: How does wetwiring prioritize
  20. Affliction healing, by subsystem? By number of affs on a subsystem?
  21. Randomly?). If it finds no affliction to heal, it will search for a subsystem
  22. below 100% and heal it 0.5%. If your subsystems have not taken damage for
  23. awhile (I believe around 10 seconds, but I'm unsure exactly how long), the
  24. amount of this heal is increased to 5%. If there are no subsystems to
  25. repair, it finally looks to your HP and regenerates HP according to a value
  26. which can be improved by your Regen stat. Setting your wetwiring priorities
  27. correctly (hopefully) before a fight is of critical importance to your
  28. success. At the time of practice it is not common to adjust priorities during
  29. a fight, since this consumes 2s of balance. But as combat strategies develop
  30. it may become a reasonable defensive choice.
  31.  
  32. Mending
  33. ===================
  34.  
  35. The first time you MEND, your system will repair 7.5% of that system. Each
  36. time you mend the Efficacy of your mending operations is reduced by 15%,
  37. until you reach 10% Efficacy after which it will be reduced to a minimum of
  38. 5%. See the table below. After 50 seconds of not mending that system, it will
  39. regain 15% Efficacy. Mending is an important part of your strategy. Knowing
  40. when to spend 2s to mend and when to press your offense is what separates an
  41. efficient strategy from a lackluster one. In general, if your strategy
  42. involves subsystem damage (most do), the early parts of a fight are dedicated
  43. to burning through your opponent's efficacy. Mending only repairs system
  44. damage and does not heal afflictions, excepting the subsystem damage
  45. afflictions discussed below.
  46.  
  47. Efficacy Amt healed
  48. 100% 7.5%
  49. 85% 6.375%
  50. 60% 4.5%
  51. 35%
  52. 2.625%
  53. 10% 0.75%
  54. 5% 0.375%
  55.  
  56. Feedback damage
  57. ===================
  58. As you take system damage, you may notice that the damage spreads from one
  59. system to the next. This is caused by a special type of multi-tiered system
  60. damage affliction gained at various levels of subsystem damage: The
  61. afflictions of levels 1 to 3 go by the names Catatonia (Mind), Sepsis
  62. (Internal), Structural Collapse (Muscular), Delirium (Sensory), and Malfuction
  63. (Wetwiring). The level 4 afflictions are: Hard Lock (Wetwiring), Sensory
  64. Shutdown (Sensory), Sepsis Overload (Internal), Structural Failure (Muscular),
  65. and Vegetative (Mind). These levels and the amount of feedback damage they do
  66. are as follows:
  67.  
  68. Level Threshold Dmg Interval
  69. 1 90% 1% 12s
  70. 2 60% 1% 3s
  71. 3 30% 2% 3s
  72. 4 ? ? ?
  73.  
  74. The diagram below shows the directions that this feedback damage travels.
  75.  
  76. Muscular < ----------- > Internal
  77. | ^ ^ |
  78. | \ / |
  79. | Wetwiring |
  80. | ^ ^ |
  81. v / \ v
  82. Mind < ----------- > Sensory
  83.  
  84. The damages will occur at a particular interval from the first time you gained
  85. a such an affliction, and this timer will apply to all feedback damage
  86. afflictions. So if you start taking feedback damage at the 2.5s interval, this
  87. interval applies even for your L1 afflictions. The only way to heal a system
  88. damage affliction is to bring your system damage above the threshold. Example
  89. 1: You are are brought below 90% Muscular and receive the Structure Collapse
  90. (L1) Affliction. 10 seconds later, the affliction deals 1% damage to your
  91. Internal and Mind systems. Example 2: You have the Catatonia (L2) Mind
  92. affliction and the Delirium (L1) Sensory affliction. Every 2.5s you will
  93. receive 1% Sensory and Wetwiring damage from Catatonia and 1% Mind and
  94. Wetwiring damage from Sensory, for a total of 1% Mind, 1% Sensory, and
  95. 2%? Wetwiring.
  96.  
  97. You will also receive system-level afflictions at 75%, 45%, and 15%.
  98. These afflictions have an increasing level of hindrance. A summary of these
  99. afflictions to follow soon!
Add Comment
Please, Sign In to add comment