Difference between revisions of "Skills rebalance proposal"

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- Can use special [[Mutations#heads|head mutations]], which give them [[#additional abilities|additional abilities]]
 
- Can use special [[Mutations#heads|head mutations]], which give them [[#additional abilities|additional abilities]]
  
[[file:Priest_training.png|30px|link=|Priest]] focus on decreasing enemy [[character Development#wps|WP]] (using weapons that deal [[file:virused.png|30px|link=damage types#Viral Damage|Viral Damage]] [[damage types#Viral Damage|viral damage]] and [[file:Psychic scream.png|30px|link=#priest scream|Psychic Scream]] [[#priest scream|psychic scream]]) and taking advantage of it (with [[file:Mind control.png|30px|link=#mind control|Mind Control]] [[#mind control|mind control]] and [[file:induce panic.png|30px|link=#induce panic|Induce Panic]] [[#induce panic|induce panic]]).
 
  
Because [[file:virused.png|30px|link=damage types#Virus Damage|Virus Damage]] [[damage types#Virus Damage|virus damage]] does [[combat#dot|Damage over Time]], you have to wait until the enemies turn for it to take effect. This means that you can't use [[file:virused.png|30px|link=damage types#Virus Damage|Virus Damage]]  to reduce the [[character Development#wps|WP]] of an enemy to lower the cost of [[file:Mind control.png|30px|link=#mind control|Mind Control]]  or to [[file:induce panic.png|30px|link=#induce panic|Induce Panic]] on the same turn.
 
 
[[file:Priest_training.png|30px|link=|Priest]] also have an area of effect attack that can be 'metaed' into something wicked ([[file:Mind crush.png|30px|link=#mind crush|Mind Crush]]), and what can be best described as a combined haste & bravery spell ([[file:frenzied.png|30px|link=status effects#FRENZIED|Frenzy]] [[status effects#FRENZIED|frenzy]]).
 
 
There is a defensive-support side to the [[file:Priest_training.png|30px|link=|Priest]], with [[file:psychic ward.png|30px|link=#psychic ward|Psychic Ward]] [[#psychic ward|psychic ward]] that offers some protection to friendlies, and with [[File:minds_sense.png|40px|link=#mind sense|Mind Sense]] [[#mind sense|Mind Sense]] that shows as red blips all enemies within 15 tiles, but in ''Phoenix Point'' (usually) you don't need to be a psychic to spot most enemies much further away <s>and the skill does not seem to be working at the moment anyway</s>(<i>seems to be working now as described</i>).
 
  
 
==<span id="additional abilities"></span>Additional [[file:Priest_training.png|30px|link=priest]] abilities acquired from [[mutations#head|head mutations]]==
 
==<span id="additional abilities"></span>Additional [[file:Priest_training.png|30px|link=priest]] abilities acquired from [[mutations#head|head mutations]]==
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#<span id="priest scream"></span>[[file:Screaming head.jpg|x30px|link=mutations#screaming|Screaming Head]] [[mutations#screaming|Screaming Head]]: <code>Cast [[file:Psychic scream.png|30px|link=|Psychic Scream]] psychic scream, reducing [[character Development#wps|WP]] of all enemy units in an 8 tile radius by NTC (3[[combat#aps|AP]], 4[[character Development#wps|WP]])</code>
 
#<span id="priest scream"></span>[[file:Screaming head.jpg|x30px|link=mutations#screaming|Screaming Head]] [[mutations#screaming|Screaming Head]]: <code>Cast [[file:Psychic scream.png|30px|link=|Psychic Scream]] psychic scream, reducing [[character Development#wps|WP]] of all enemy units in an 8 tile radius by NTC (3[[combat#aps|AP]], 4[[character Development#wps|WP]])</code>
 
#[[file:synod head.jpg|x30px|link=mutations#synod|Synod Head]] [[mutations#synod|Synod Head]]: <code>Living allied units within 7 tiles recover 2 [[character Development#wps|WP]] at the start of the turn (passive skill)</code>
 
#[[file:synod head.jpg|x30px|link=mutations#synod|Synod Head]] [[mutations#synod|Synod Head]]: <code>Living allied units within 7 tiles recover 2 [[character Development#wps|WP]] at the start of the turn (passive skill)</code>
 
''However, [[file:judgement head.jpg|x30px|link=mutations#judgement|Judgement Head]] and [[file:frenzied.png|30px|link=status effects#FRENZIED|Frenzy]] that comes with it are the best choices by far in most circumstances. A 50% increase in [[Character Development#movement|movement]] ''and'' immunity to [[combat#panic|panic]] for 2 turns? Any of these effects would have been enough to make it a worthwhile investment, but together it's a no-brainer''
 
  
 
==[[File:mind_control.png|40px|link=|Mind Control]] <span id="mind control"></span>Mind Control==  
 
==[[File:mind_control.png|40px|link=|Mind Control]] <span id="mind control"></span>Mind Control==  
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<code>Gain control of an enemy in range and with line of sight ([[character Development#wps|WP]] cost equal to enemy's current [[character Development#wps|WP]], 1[[Combat#aps|AP]]; costs 1-10 [[character Development#wps|WP]] per turn to maintain, depending on target type)</code>  
 
<code>Gain control of an enemy in range and with line of sight ([[character Development#wps|WP]] cost equal to enemy's current [[character Development#wps|WP]], 1[[Combat#aps|AP]]; costs 1-10 [[character Development#wps|WP]] per turn to maintain, depending on target type)</code>  
  
How to use it effectively:
 
 
The cost in [[character Development#wps|WP]] of initiating [[File:mind_control.png|30px|link=|Mind Control]] of an enemy is its current [[character Development#wps|WP]] and the cost of maintaining it on each subsequent turn varies on the type of character (1[[character Development#wps|WP]] for  [[file:worm icon.png|30px|link=other Pandorans#worms|Worms]], 2[[character Development#wps|WP]] for [[file:arthron icon.png|30px|link=Arthrons]] and humans, 3[[character Development#wps|WP]] for [[file:triton icon.png|30px|link=Tritons]], 5[[character Development#wps|WP]] for [[file:siren icon.png|30px|link=Sirens]]Sirens and [[file:chiron icon.png|30px|link=Chirons]], and 10[[character Development#wps|WP]] for [[file:scylla icon.png|30px|link=Scyllas]]).
 
 
Beware that
 
 
#if casting [[File:mind_control.png|30px|link=|Mind Control]] will lower your [[character Development#wps|WP]] to 0, you will lose the [[character Development#wps|WP]] and fail to [[File:mind_control.png|30px|link=|Mind Control]] the enemy;
 
#if the enemy is [[combat#panic|panicked]], you can [[File:mind_control.png|30px|link=|Mind Control]] them but they can't do anything;
 
#while under [[File:mind_control.png|30px|link=|Mind Control]] the enemy is for all intents and purposes on your team, which means that it will gain [[character Development#wps|WP]] from [[file:inspire.png|30px|link=#inspire|Inspire]] and from killing enemies.
 
 
So what you want to do is reduce the [[character Development#wps|WP]] of your target before casting [[File:mind_control.png|30px|link=|Mind Control]], and you want to start by reducing its max [[character Development#wps|WP]] by disabling its head. You will probably want to bring the [[character Development#wps|WP]] even lower by, for example, casting [[file:Psychic scream.png|30px|link=#priest scream|Priest Psychic Scream]] [[#priest scream|priest psychic scream]], or killing some of its mates to bring down the morale. You don't want to reverse the order because if you first kill some enemies, or cast [[file:Psychic scream.png|30px|link=#priest scream|Priest Psychic Scream]], ''and then'' disable the target's head, the reduction in max [[character Development#wps|WP]] will absorb those initial losses and you will not lower the cost to [[File:mind_control.png|30px|link=|Mind Control]].
 
 
Finally, don't forget that you can release the critter from [[File:mind_control.png|30px|link=|Mind Control]] if it is convenient for any reason (for example, to avoid paying the cost of maintaining [[File:mind_control.png|30px|link=|Mind Control]] next turn, or because you want its water... I mean, [[character Development#wps|WP]] for dispatching it). 
 
 
''So with [[File:mind_control.png|30px|link=|Mind Control]] you want to carefully plan ahead and do some math before you pick a victim''
 
  
 
==[[File:induce_panic.png|40px|link=]] <span id="induce_panic"></span>Induce Panic==  
 
==[[File:induce_panic.png|40px|link=]] <span id="induce_panic"></span>Induce Panic==  
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<code>All organic enemies within 15 tiles are automatically revealed (passive)</code>
 
<code>All organic enemies within 15 tiles are automatically revealed (passive)</code>
 
'Revealed' meaning shown as red blips.
 
 
Currently doesn't work for detecting dormant [[Ancients]] ([[Legacy of the Ancients]])
 
  
 
==[[File:psychic_ward.png|40px|link=]] <span id="psychic ward"> </span>Psychic Ward==  
 
==[[File:psychic_ward.png|40px|link=]] <span id="psychic ward"> </span>Psychic Ward==  
  
 
<code>Allies within 10 tiles are immune to panic and psychic damage attacks (passive)</code>
 
<code>Allies within 10 tiles are immune to panic and psychic damage attacks (passive)</code>
 
<s>Currently only prevents characters from [[Combat#panic|panicking]], <b>does not reduce psychic damage</b></s> Fixed in 1.10 Orryx
 
  
 
==[[File:mind_crush.png|40px|link=|Mind Crush]] <span id="mind crush"></span>Mind Crush==  
 
==[[File:mind_crush.png|40px|link=|Mind Crush]] <span id="mind crush"></span>Mind Crush==  
  
<code>Deal 100 damage to all enemy entities within 10 tiles (6[[character Development#wps|WP]], 1[[Combat#aps|AP]])</code>  
+
<code>Deal 100 damage to all enemy entities within 10 tiles (6[[character Development#wps|WP]], 1[[Combat#aps|AP]])</code>
 
 
The damage dealt by [[File:mind_crush.png|30px|link=|Mind Crush]] ignores [[combat#armor|armor]] '''need to check''' if triggers [[File:return fire2.png|30px|link=#return fire|Return Fire]]
 
 
 
Devastating when used against mobs, as it can be cast multiple times.
 
 
 
'Tuning' the [[File:mind_crush.png|30px|link=|Mind Crush]]:
 
 
The 100 damage is enough to kill [[file:worm icon.png|30px|link=other Pandorans#Worms|Worms]] [[other Pandorans#Worms|worms]] (though not [[file:mindfragger icon.png|30px|link=other Pandorans#Mindfragger|Mindfraggers]] [[other Pandorans#Mindfragger|Mindfraggers]]), and do considerable damage to humans, [[file:arthron icon.png|30px|link=Arthrons]] [[Arthrons]] and [[file:triton icon.png|30px|link=Tritons]] [[Tritons]], but you can stack it with [[file:reckless.png|30px|link=personal_perks#reckless|Reckless]] [[personal perks#reckless|Reckless]] or [[File:Sneak attack.png|40px|link=#sneak attack|Sneak Attack]] [[#sneak attack|sneak attack]] to give it a more murderous touch. Or you can cross the [[file:Priest_training.png|30px|link=|Priest]] with a [[file:Heavy_training.png|30px|link=#heavy|Heavy]] for the ultimate crowd control experience. Or with [[file:assault_training.png|30px|link=#assault|Assault]] to gain [[file:RapidC.png|40px|link=#rapid clearance|Rapid Clearance]] [[#rapid clearance|rapid clearance]].
 

Revision as of 09:41, 17 February 2021

Mentaculus.png
Getting Started
Geoscape
Combat
Character Development
Classes and Skills
Mission Types
Final Mission (Spoiler!)

Skills rebalance proposal

  1. Assault Assault
  2. Heavy training.png Heavy
  3. Sniper training.pngSniper
  4. Berserker training.png Berserker
  5. Infiltrator training.png Infiltrator
  6. Technician training.png Technician
  7. Priest training.png Priest

Assault Assault

- Proficient with assault rifles and shotguns (complete list here)

Dash Dash

Move up to 1/2 of the movement of the character (3WP and 1AP; limited to 2 uses per turn) (e.g. with a movement stat of 20, a soldier can move 10 tiles casting Dash)

Return Fire Return Fire

Shoot back at an enemy when it attacks, provided that character is using a direct-fire projectile weapon with proficiency, and the enemy is within half perception range (passive skill)


Ready for action.pngReady for Action

Reloading and inventory management costs 0 AP (passive skill)

Onslaught Onslaught

Refunds 2AP to another operative within 12 tiles, can only be used once per turn by the same soldier (cost 4WP and 2AP)

Rapid Clearance Rapid Clearance

Get back 2 AP for each kill until the end of the turn (cost 5WP)

Heavy training.png Heavy

- Proficient with machine guns, cannons and grenade launchers (see complete list here)


Brawler Brawler

Bash and melee attacks deal 50% more damage (passive skill)

This is a must have skill for a melee oriented Heavy, very effective in combination with Jet Jump jet jump.

It can also be used in a multiclass build with an Assault with the vengeance torso to create a melee 'Terminator'.

War Cry War Cry

Limits the AP of all enemies within 10 tiles to 2 (3WP 1AP)

Boom Blast Boom Blast

Reduces the cost of using explosives by 1 AP and increases their range by 50% until the end of the turn (5WP)


Inspire Inspire

Killing an enemy grants allies 1 additional WP (passive skill)


Rage Burst Rage Burst

Fire the weapon 5 times in an arc, limited to one use per turn by the same soldier (5WP + standard AP cost of firing the weapon)

SniperSniper

- Proficient with sniper rifles and pistols (see complete list here).


Extreme focus.png Extreme Focus

Overwatch cost is reduced by 1 action point(passive skill)


Quick Aim Quick Aim

The AP cost of the next shot with proficient weapon is reduced by 1 (3WP)


Master Marksman Master Marksman

Accuracy with a proficient weapon is increased by 30% while there are no spotted enemies within 10 tiles (passive skill)


Weak Spot Weak Spot

Disabling a body part also remove that body part's armor (passive skill)


Mark for Death Mark for Death

Increases damage suffered by the target by 10 from each hit until the end of the turn (4WP)

Berserker training.png Berserker

Armor Break Armor Break

Next attack will shred an additional 30 armor (4WP)


Close Quarters Evade Close Quarters Evade

Attacks from enemies within 10 tiles deal 25% less damage (passive skill)


Bloodlust Bloodlust

Damage and movement are increased proportionally to the health lost (up to double) (passive)


Ignore Pain Ignore pain

Disabled body parts remain functional. Cannot Panic or be Mind Controlled (passive)


Adrenaline Rush Adrenaline Rush

All abilities cost 1 AP until the end of the turn, can't use any skills or abilities that cost WP after casting it, Accuracy reduced by 50% and you are Dazed dazed the next turn (5WP)

Infiltrator training.pngInfiltrator

- Proficient with crossbows and spider drones (see complete list here)

- Gain +25% to stealth while undetected


Surprise Attack Surprise Attack

Attacks from behind gain shock damage equal to 3 times the damage dealt (passive)


Deploy Decoy Deploy Decoy

Deploy holographic decoy at the chosen location. The decoy is treated as a real target by all enemies (4WP 1AP)

It can be a bit of a hit or miss because of enemy AI that can react to the decoy in unpredictable ways, sometimes ignoring it altogether. However, as a rule, if you place the decoy in a convenient spot and there are no more convenient targets for the AI, it will go after it.

Spider Drone Pack Spider Drone Pack

Deploy 3 spider drones with one action (2AP)


Vanish.pngVanish

Move within 5 tiles and disappear from view for the next turn (4WP)


Sneak AttackSneak Attack

Damage dealt while not spotted is increased by 100% (passive)

= - Proficient with PDWs, Auto Turrets and Exo-Arms (see complete list here)


Technician training.png Technician

Fast use.png Fast Use

The action point cost of medkits, stimpacks and robotic arm abilities is reduced by 1(passive)

Manual control.png Manual Control

Take manual control of a turret or vehicle weapon and shoot at a target (3WP 1AP)


Technician training.png does not receive any benefits or rewards from the killing down by the spider drones, vehicle or auto turrets, such as [[#wps|WP]], APs (if multiclassed and using rapid clearance) or XPs.

Field medic.png Field Medic

Restore 10 hit points and 10 armor to all body parts of the selected target. Disabled body parts are restored (2WP 2AP)


Remote deployment.pngRemote deployment

Turrets can be thrown in a radius of 10(?) tiles and deployed for 1 AP (passive)

Electric reinforcement.pngElectric reinforcement

Give yourself and allies within 20 tiles a bonus of 20 armor for 1 turn. This effect does not stack (6WP 1AP)

Priest Priest

- Proficient with weapons that deal Virus Damage virus damage (that is, Redeemer Redeemer and Subjugator Subjugator)

- Can use special head mutations, which give them additional abilities


Additional Priest training.png abilities acquired from head mutations

A particularity of Priest is that they have access to a unique set of head mutations, each of them adding another ability (or 'spell') to their repertoire:

  1. Judgement Head Judgement Head: Instil Frenzy frenzy in friendly characters within 20 tiles for 2 turns, increasing their movement by 50% and making them immune to panic (1AP, 4WP)
  2. Screaming Head Screaming Head: Cast Psychic Scream psychic scream, reducing WP of all enemy units in an 8 tile radius by NTC (3AP, 4WP)
  3. Synod Head Synod Head: Living allied units within 7 tiles recover 2 WP at the start of the turn (passive skill)

Mind Control Mind Control

Gain control of an enemy in range and with line of sight (WP cost equal to enemy's current WP, 1AP; costs 1-10 WP per turn to maintain, depending on target type)


Induce panic.png Induce Panic

Cause a target to panic if its current WP are less than the Priest (3WP, 1AP)

Minds sense.png Mind Sense

All organic enemies within 15 tiles are automatically revealed (passive)

Psychic ward.png Psychic Ward

Allies within 10 tiles are immune to panic and psychic damage attacks (passive)

Mind Crush Mind Crush

Deal 100 damage to all enemy entities within 10 tiles (6WP, 1AP)