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- Wetwiring:
- Many kill conditions rely on system damage or affliction counts. An
- understanding of how wetwiring functions is necessary to plan both your
- offensive and defensive strategies.
- Note: Aspects of this text may be considered INSANE. If you would like to
- avoid that, read no further.
- Wetwiring Priorities
- ==================
- The first time you take health or subsystem damage or receive an affliction,
- your Wetwiring will start healing. From that time, every 5(~?) seconds your
- Wetwiring will fire its passive operation until the next operation finds that
- there is nothing left to heal, at which point the 5 second interval will
- reset. Your chosen WETWIRING PRIORITIES determine what your Wetwiring
- prioritizes in its passive operation. With priorities set to Afflictions,
- Systems, and Health, at the 5 second interval your Wetwiring will search for
- the first affliction you have and heal it. (TBD: How does wetwiring prioritize
- Affliction healing, by subsystem? By number of affs on a subsystem?
- Randomly?). If it finds no affliction to heal, it will search for a subsystem
- below 100% and heal it 0.5%. If your subsystems have not taken damage for
- awhile (I believe around 10 seconds, but I'm unsure exactly how long), the
- amount of this heal is increased to 5%. If there are no subsystems to
- repair, it finally looks to your HP and regenerates HP according to a value
- which can be improved by your Regen stat. Setting your wetwiring priorities
- correctly (hopefully) before a fight is of critical importance to your
- success. At the time of practice it is not common to adjust priorities during
- a fight, since this consumes 2s of balance. But as combat strategies develop
- it may become a reasonable defensive choice.
- Mending
- ===================
- The first time you MEND, your system will repair 7.5% of that system. Each
- time you mend the Efficacy of your mending operations is reduced by 15%,
- until you reach 10% Efficacy after which it will be reduced to a minimum of
- 5%. See the table below. After 50 seconds of not mending that system, it will
- regain 15% Efficacy. Mending is an important part of your strategy. Knowing
- when to spend 2s to mend and when to press your offense is what separates an
- efficient strategy from a lackluster one. In general, if your strategy
- involves subsystem damage (most do), the early parts of a fight are dedicated
- to burning through your opponent's efficacy. Mending only repairs system
- damage and does not heal afflictions, excepting the subsystem damage
- afflictions discussed below.
- Efficacy Amt healed
- 100% 7.5%
- 85% 6.375%
- 60% 4.5%
- 35%
- 2.625%
- 10% 0.75%
- 5% 0.375%
- Feedback damage
- ===================
- As you take system damage, you may notice that the damage spreads from one
- system to the next. This is caused by a special type of multi-tiered system
- damage affliction gained at various levels of subsystem damage: The
- afflictions of levels 1 to 3 go by the names Catatonia (Mind), Sepsis
- (Internal), Structural Collapse (Muscular), Delirium (Sensory), and Malfuction
- (Wetwiring). The level 4 afflictions are: Hard Lock (Wetwiring), Sensory
- Shutdown (Sensory), Sepsis Overload (Internal), Structural Failure (Muscular),
- and Vegetative (Mind). These levels and the amount of feedback damage they do
- are as follows:
- Level Threshold Dmg Interval
- 1 90% 1% 12s
- 2 60% 1% 3s
- 3 30% 2% 3s
- 4 ? ? ?
- The diagram below shows the directions that this feedback damage travels.
- Muscular < ----------- > Internal
- | ^ ^ |
- | \ / |
- | Wetwiring |
- | ^ ^ |
- v / \ v
- Mind < ----------- > Sensory
- The damages will occur at a particular interval from the first time you gained
- a such an affliction, and this timer will apply to all feedback damage
- afflictions. So if you start taking feedback damage at the 2.5s interval, this
- interval applies even for your L1 afflictions. The only way to heal a system
- damage affliction is to bring your system damage above the threshold. Example
- 1: You are are brought below 90% Muscular and receive the Structure Collapse
- (L1) Affliction. 10 seconds later, the affliction deals 1% damage to your
- Internal and Mind systems. Example 2: You have the Catatonia (L2) Mind
- affliction and the Delirium (L1) Sensory affliction. Every 2.5s you will
- receive 1% Sensory and Wetwiring damage from Catatonia and 1% Mind and
- Wetwiring damage from Sensory, for a total of 1% Mind, 1% Sensory, and
- 2%? Wetwiring.
- You will also receive system-level afflictions at 75%, 45%, and 15%.
- These afflictions have an increasing level of hindrance. A summary of these
- afflictions to follow soon!
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