Difference between revisions of "Kineticist"
m (→Notes: Clarified Psionically Attuned) |
(→Kineticist Job Training: Updated for 0.9.114.) |
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|align="center"|2 | |align="center"|2 | ||
− | |align="left"| <span id=" | + | |align="left"| <span id="Entropic_Leech"></span><b>Entropic Leech</b> |
|align="left"| Allows you to draw thermal energy from a target, dealing cold damage and restoring a small amount of energy. | |align="left"| Allows you to draw thermal energy from a target, dealing cold damage and restoring a small amount of energy. | ||
|- | |- | ||
|align="center"|3 | |align="center"|3 | ||
− | |align="left"| <span id=" | + | |align="left"| <span id="Speed_of_Thought"></span><b>Speed of Thought</b> |
|align="left"| Allows grapple escape chances to be calculated with intelligence instead of physique. | |align="left"| Allows grapple escape chances to be calculated with intelligence instead of physique. | ||
|- | |- | ||
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|align="left"| <span id="Mental_Endurance_3"></span><b>Mental Endurance 3</b> | |align="left"| <span id="Mental_Endurance_3"></span><b>Mental Endurance 3</b> | ||
|align="left"| Increases maximum energy by 50. | |align="left"| Increases maximum energy by 50. | ||
+ | |- | ||
+ | |align="center"|13 | ||
+ | |align="left"| <span id="Unearthly Confidence"></span><b>Unearthly Confidence</b> | ||
+ | |align="left"| Increases resolve and sexiness by 2 while energy is above 50%. | ||
|- | |- | ||
|} | |} | ||
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|- | |- | ||
|align="center"|3 | |align="center"|3 | ||
− | |align="center"| <b> | + | |align="center"| <b>Psionic Shielding</b> |
|align="center"| <b>Psytuned Vitality</b> | |align="center"| <b>Psytuned Vitality</b> | ||
|- | |- | ||
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|- | |- | ||
|align="center"|9 | |align="center"|9 | ||
− | |align="center"| <b> | + | |align="center"| <b>Entropic Whip</b> |
|align="center"| <b>Acid Cloud</b> | |align="center"| <b>Acid Cloud</b> | ||
|- | |- | ||
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|- | |- | ||
|align="center"|12 | |align="center"|12 | ||
− | |align="center"| <b> | + | |align="center"| <b>Psychic Slam</b> |
|align="center"| <b>Gravity Crush</b> | |align="center"| <b>Gravity Crush</b> | ||
|- | |- | ||
+ | |align="center"|13 | ||
+ | |align="center"| <b>Void Sight</b> | ||
+ | |align="center"| <b>Invert Decay</b> | ||
|} | |} | ||
<onlyinclude> | <onlyinclude> | ||
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|align="center"|1 | |align="center"|1 | ||
|align="left"| <span id="Force_Darts"></span><b>Force Darts</b><br><i>(Starter Ability)</i> | |align="left"| <span id="Force_Darts"></span><b>Force Darts</b><br><i>(Starter Ability)</i> | ||
− | |align="left"| Spray three lower-accuracy darts of force at a target, each dealing low kinetic damage. Guaranteed to hit at least once! Dart accuracy is based on intelligence. Dart damage scales with willpower. | + | |align="left"| Spray three lower-accuracy darts of force at a target, each dealing low kinetic damage. Guaranteed to hit at least once! Dart accuracy is based on intelligence. Dart damage scales with willpower. Fires an additional dart at level 6 and level 12. |
|- | |- | ||
|align="center" rowspan="2"|2 | |align="center" rowspan="2"|2 | ||
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|align="center" rowspan="2"|7 | |align="center" rowspan="2"|7 | ||
|align="left"| <span id="Vortex_Brand"></span><b>Vortex Brand</b> | |align="left"| <span id="Vortex_Brand"></span><b>Vortex Brand</b> | ||
− | |align="left"| Applies a vortex to a target that draws attacks toward them, reducing dodge chance by 50% and increasing all damage taken by 15% for | + | |align="left"| Applies a vortex to a target that draws attacks toward them, reducing dodge chance by 50% and increasing all damage taken by 15% for 5 rounds. |
|- | |- | ||
|align="left"| <span id="Debris_Field"></span><b>Debris Field</b> | |align="left"| <span id="Debris_Field"></span><b>Debris Field</b> | ||
− | |align="left"| Fills the battlefield with whirling debris that deal some damage and have a chance to blind all other combatants each turn for | + | |align="left"| Fills the battlefield with whirling debris that deal some damage and have a chance to blind all other combatants each turn for 6 turns. Does additional damage to flying foes. |
|- | |- | ||
|align="center" rowspan="2"|8 | |align="center" rowspan="2"|8 | ||
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|align="center" rowspan="2"|9 | |align="center" rowspan="2"|9 | ||
|align="left"| <span id="Entropic_Whip"></span><b>Entropic Whip</b> | |align="left"| <span id="Entropic_Whip"></span><b>Entropic Whip</b> | ||
− | |align="left"| Grants a moderately powerful freeze-whip attack. Can miss. Struck targets must make a physique save against the "Deep Freeze" effect. | + | |align="left"| Grants a moderately powerful freeze-whip attack. Can miss. Struck targets must make a physique save against the "Deep Freeze" effect. Automatically mini-crits (1.5x) sundered targets. |
|- | |- | ||
|align="left"| <span id="Acid_Cloud"></span><b>Acid Cloud</b> | |align="left"| <span id="Acid_Cloud"></span><b>Acid Cloud</b> | ||
− | |align="left"| Grants the ability to create an un-dodgeable corrosive mess around a single target. Automatically crits immobilized targets. | + | |align="left"| Grants the ability to create an un-dodgeable corrosive mess around a single target. Automatically crits immobilized targets. Automatically mini-crits (1.5x) frozen targets. |
|- | |- | ||
|align="center" rowspan="2"|10 | |align="center" rowspan="2"|10 | ||
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|align="center" rowspan="2"|11 | |align="center" rowspan="2"|11 | ||
|align="left"| <span id="Haste"></span><b>Haste</b> | |align="left"| <span id="Haste"></span><b>Haste</b> | ||
− | |align="left"| Grants an additional attack when using basic melee or ranged attacks for | + | |align="left"| Grants an additional attack when using basic melee or ranged attacks for ten turns. |
|- | |- | ||
|align="left"| <span id="Reality_Schism"></span><b>Reality Schism</b> | |align="left"| <span id="Reality_Schism"></span><b>Reality Schism</b> | ||
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|align="left"| <span id="Gravity_Crush"></span><b>Gravity Crush</b> | |align="left"| <span id="Gravity_Crush"></span><b>Gravity Crush</b> | ||
|align="left"| Pins a target under the weight of their own gravity, dealing high unresistible damage that scales up with the size of the target. Has a four round cooldown. | |align="left"| Pins a target under the weight of their own gravity, dealing high unresistible damage that scales up with the size of the target. Has a four round cooldown. | ||
+ | |- | ||
+ | |align="center" rowspan="2"|13 | ||
+ | |align="left"| <span id="Void_Sight"></span><b>Void Sight</b> | ||
+ | |align="left"| Allows sight without sight. On activation remove any blinding effects, become immune to blind, and gain +10 accuracy for the remainder of the encounter. | ||
+ | |- | ||
+ | |align="left"| <span id="Invert_Decay"></span><b>Invert Decay</b> | ||
+ | |align="left"| Purges all internal poison and aphrodisiac effects with a scouring rush of physioactive psychic power. Increases resistance to poison and drug damage by 25% for the remainder of combat. | ||
|- | |- | ||
|} | |} | ||
</onlyinclude> | </onlyinclude> | ||
+ | == Notes == | ||
+ | |||
+ | '''[[#Entropic Leech|Entropic Leech]]''' restores more '''[[Energy]]''' when below 50%. Bonus '''Energy''' caps at +5. | ||
+ | |||
+ | The chance for '''Entropic Leech''' and '''[[#Entropic Whip|Entropic Whip]]''' to inflict '''[[Status Effects|Deep Freeze]]''' ignores Freezing Resistance, unlike '''Freeze Chance''' weapons. This makes the powers more reliable against targets with high Freezing Resistance, but less reliable against targets vulnerable to Freezing compared to weapons. | ||
+ | |||
+ | '''Entropic Leech''' and '''Entropic Whip''' also ignore active Shields, unlike '''Freeze Chance'''. | ||
+ | |||
+ | '''Deep Freeze''' causes weapons and powers with the '''Crushing''' damage type to do double damage but remove the status. This includes Staffs, '''Telekinetic Warrior''', '''Mind Crush''' and '''Gravity Crush'''. | ||
+ | |||
+ | '''Entropic Leech''' may do half damage and only restore 3 Energy if the target's '''[[Physique]]''' is too high compared to your '''[[Willpower]]'''. | ||
+ | |||
+ | '''[[#Third Eye Aim|Third Eye Aim]]''' always substitutes '''[[Intelligence]]''' instead of '''[[Physique]]''' or '''[[Aim]]'''. Although the description may imply it only applies to Accuracy, it also affects damage. It also replaces '''Stun Chance''', '''Trip Chance''', '''Stagger Chance''', '''Blind Chance''', '''Burn Chance''' and '''Freeze Chance''' weapon flags and makes them significantly more reliable. | ||
+ | |||
+ | '''[[#Telekinetic Warrior|Telekinetic Warrior]]''' base damage: 4 + (level + will)/2. '''[[Physique]]''' bonus applies to melee attacks, '''[[Aim]]''' bonus applies to ranged attacks as usual. | ||
− | + | Telekinetic attacks made from the Melee slot still can't hit Flying targets unless Steele is '''Flying''' or '''Levitating'''. | |
+ | |||
+ | The chance of '''[[#Deep Impact|Deep Impact]]''' on a '''Critical Hit''' is based on '''[[Willpower]]''' vs '''[[Physique]]'''. | ||
+ | |||
+ | '''[[#Invert Decay|Invert Decay]]''' does not remove Lust, just aphrodisiacs. | ||
+ | |||
+ | Certain powers can Critically Hit: '''[[#Force Darts|Force Darts]]''', '''[[#Entropy Whip|Entropy Whip]]''' and '''[[#Gravity Crush|Gravity Crush]]'''. | ||
+ | |||
+ | Only '''Critical Bonus''' on [[Armor]], [[Clothing]] and [[Accessory|Accessories]] counts for powers. The base rate seems to be 5%, like weapons. | ||
+ | |||
+ | '''Force Darts''' is unique in that if it gets multiple Critical Hits in a turn, the '''Deep Impact''' Stun will increase in duration. | ||
+ | |||
+ | Staffs with the '''Psionically Attuned''' flag do an extra 1 Kinetic damage per level for a Kineticist. | ||
− | [[ | + | Only Kineticists can benefit from [[Psi-Noise Generator|Psi Noise Generators]], even if another class acquires one somehow. |
− | [[# | + | '''[[#Gravity Flux|Gravity Flux]]''' Trip is '''[[Willpower]]''' vs '''[[Willpower]]'''. A lot of enemies have low Willpower. |
− | + | Kineticist has a few special perks that can make willpower/intelligence scaling be replaced with other attribute scaling. As patch notes say: | |
+ | <blockquote> | ||
+ | New Kineticist Perks: Instinctive Psyfocus, Bodily Psi Aim, and Dexterous Psi Aim. Captain Steeles with their willpower and intelligence abraded by bimbo/bro transformations will unlock these via dream-sequences during sleeps. They will allow other stats to determine the strength and accuracy of your psionics. As I write this, I’m realizing that it may be too broadly proccing – I will deploy a hot-fix tomorrow to tweak the conditions to ensure that unusually smart and focused bimbos don’t have their stats switcharooed. | ||
− | + | Instinctive Psyfocus, Bodily Psi Aim, and Dexterous Psi Aim unlock events have better pre-requisites: you must be a kineticist, the stat the perk replaces must be low (below 50%) and the stat that is used in its place must be high (libido/phys/aim). Additionally, Instinctive Psyfocus is required for both Bodily and Dexterous Psi Aim and requires that the player is [[Descriptor_Variables#.22Is.2FHas.2FCan.22_Variables|Bimbo or Bro]]. | |
+ | </blockquote> | ||
[[Category:Character classes]] | [[Category:Character classes]] |
Latest revision as of 23:13, 28 November 2024
Kineticist Job Training
Description
As a kineticist, you would receive a brain implant to augment your latent telekinetic abilities, allowing you to rely almost completely upon your own willpower and intelligence. You'd learn to rely on activated special abilities instead of basic melee or ranged attacks, though maintaining a basic aptitude in one or the other wouldn't hurt - at least until your mental powers fully blossom. The life of a kineticist is one where strength of mind is greater than any strength of body.
Class Specialties
Starter Items
- Melee Weapon: Knife
- Ranged Weapon: Rock
- Armor: Dress Clothes
- Shield: Cheap JoyCo Shield Generator
Perks
Steele gains class-specific perks for each level earned.
Level | Name | Description |
---|---|---|
2 | Entropic Leech | Allows you to draw thermal energy from a target, dealing cold damage and restoring a small amount of energy. |
3 | Speed of Thought | Allows grapple escape chances to be calculated with intelligence instead of physique. |
4 | Mental Endurance | Increases maximum energy by 25. |
5 | Mind Trick | Grants the ability to contest a grapple by force of will, convincing the aggressor's mind that they want to get off of you. |
6 | Psychic Armor | Increases defense by 1 and grants minimum defense equal to your level. |
7 | Steel Will | Increases maximum and current willpower by five. |
8 | Mental Endurance 2 | Increases maximum energy by 25. |
9 | Levitation | An activated ability that grants flying and +10 evasion for the rest of the fight. |
10 | Unnatural Reserves | Grants the ability to automatically draw upon life beyond life when HP is reduced below 50%, restoring 25% of maximum HP once per combat. |
11 | Mind Fortress | Increases resistance to psychic lust damage by 20%. |
12 | Mental Endurance 3 | Increases maximum energy by 50. |
13 | Unearthly Confidence | Increases resolve and sexiness by 2 while energy is above 50%. |
Special Abilities
When choosing the special ability perks, Steele may attain abilities that fall under two specific themes to define the player's play style.
Level | ??? | ??? |
---|---|---|
2 | Kinetic Burst | Thermal Sunder |
3 | Psionic Shielding | Psytuned Vitality |
4 | Psychogenic Vim | Vitality Siphon |
5 | Entropy Waves | Gravity Flux |
6 | Telekinetic Warrior | Third Eye Aim |
7 | Vortex Brand | Debris Field |
8 | Concussive Augmentation | Geothermal Spike |
9 | Entropic Whip | Acid Cloud |
10 | Mind Crush | Deep Impact |
11 | Haste | Reality Schism |
12 | Psychic Slam | Gravity Crush |
13 | Void Sight | Invert Decay |
Level | Name | Description |
---|---|---|
1 | Force Darts (Starter Ability) |
Spray three lower-accuracy darts of force at a target, each dealing low kinetic damage. Guaranteed to hit at least once! Dart accuracy is based on intelligence. Dart damage scales with willpower. Fires an additional dart at level 6 and level 12. |
2 | Kinetic Burst | Unleashes a burst of kinetic energy next to an enemy, dealing middling kinetic damage. Has a chance to disarm. |
Thermal Sunder | Unleashes a torrent of thermal energy, dealing middling thermal damage. Has a chance to sunder. | |
3 | Psionic Shielding | Grants the ability to passively osmose excess psychic energy to restore (character level) shields every turn. |
Psytuned Vitality | Doubles maximum HP per level and restores 5 HP with each psychic ability used. | |
4 | Psychogenic Vim | Draws upon ambient energies to instantly recover 75% of your maximum energy and maximum health. Once per battle. |
Vitality Siphon | For three turns after activation, leech 50% of damage dealt into your HP. Additionally, recover 10 energy on each round damage is dealt. 15 energy to activate. | |
5 | Entropy Waves | Projects an entropic field over the surrounding area for three turns, dealing low, unavoidable damage and repeatedly attempting to sunder affected targets. |
Gravity Flux | Causes gravity over to become crushingly high, dealing moderate unresistable damage to all enemies and additional kinetic damage to flying enemies. May cause the tripped condition. | |
6 | Telekinetic Warrior | When unarmed (or disarmed), replaces your weapon attacks with psychokinetic force. |
Third Eye Aim | Third Eye Aim - Allows you to guide your attacks with intelligence instead of physique (melee) or aim (ranged). | |
7 | Vortex Brand | Applies a vortex to a target that draws attacks toward them, reducing dodge chance by 50% and increasing all damage taken by 15% for 5 rounds. |
Debris Field | Fills the battlefield with whirling debris that deal some damage and have a chance to blind all other combatants each turn for 6 turns. Does additional damage to flying foes. | |
8 | Concussive Augmentation | Adds an unavoidable blast of kinetic force to your basic attacks for the next three attacks. |
Geothermal Spike | Grants a moderate damage, single-target attack dealing kinetic and thermal damage. Can miss. Automatically crits tripped targets. Automatically misses flying targets. | |
9 | Entropic Whip | Grants a moderately powerful freeze-whip attack. Can miss. Struck targets must make a physique save against the "Deep Freeze" effect. Automatically mini-crits (1.5x) sundered targets. |
Acid Cloud | Grants the ability to create an un-dodgeable corrosive mess around a single target. Automatically crits immobilized targets. Automatically mini-crits (1.5x) frozen targets. | |
10 | Mind Crush | Deal a moderate amount of Crushing kinetic damage. Organic opponents can be stunned for 2-3 turns. Has a four round cooldown. |
Deep Impact | Your critical hits can cause targets to be Stunned. | |
11 | Haste | Grants an additional attack when using basic melee or ranged attacks for ten turns. |
Reality Schism | Thin the fabric of reality in this location, increasing the damage of your activated psionic abilities by 20% for the remainder of the fight. | |
12 | Psychic Slam | Slams a target around for crushing kinetic damage three times, dealing higher damage to smaller foes. Has a four round cooldown. |
Gravity Crush | Pins a target under the weight of their own gravity, dealing high unresistible damage that scales up with the size of the target. Has a four round cooldown. | |
13 | Void Sight | Allows sight without sight. On activation remove any blinding effects, become immune to blind, and gain +10 accuracy for the remainder of the encounter. |
Invert Decay | Purges all internal poison and aphrodisiac effects with a scouring rush of physioactive psychic power. Increases resistance to poison and drug damage by 25% for the remainder of combat. |
Notes
Entropic Leech restores more Energy when below 50%. Bonus Energy caps at +5.
The chance for Entropic Leech and Entropic Whip to inflict Deep Freeze ignores Freezing Resistance, unlike Freeze Chance weapons. This makes the powers more reliable against targets with high Freezing Resistance, but less reliable against targets vulnerable to Freezing compared to weapons.
Entropic Leech and Entropic Whip also ignore active Shields, unlike Freeze Chance.
Deep Freeze causes weapons and powers with the Crushing damage type to do double damage but remove the status. This includes Staffs, Telekinetic Warrior, Mind Crush and Gravity Crush.
Entropic Leech may do half damage and only restore 3 Energy if the target's Physique is too high compared to your Willpower.
Third Eye Aim always substitutes Intelligence instead of Physique or Aim. Although the description may imply it only applies to Accuracy, it also affects damage. It also replaces Stun Chance, Trip Chance, Stagger Chance, Blind Chance, Burn Chance and Freeze Chance weapon flags and makes them significantly more reliable.
Telekinetic Warrior base damage: 4 + (level + will)/2. Physique bonus applies to melee attacks, Aim bonus applies to ranged attacks as usual.
Telekinetic attacks made from the Melee slot still can't hit Flying targets unless Steele is Flying or Levitating.
The chance of Deep Impact on a Critical Hit is based on Willpower vs Physique.
Invert Decay does not remove Lust, just aphrodisiacs.
Certain powers can Critically Hit: Force Darts, Entropy Whip and Gravity Crush.
Only Critical Bonus on Armor, Clothing and Accessories counts for powers. The base rate seems to be 5%, like weapons.
Force Darts is unique in that if it gets multiple Critical Hits in a turn, the Deep Impact Stun will increase in duration.
Staffs with the Psionically Attuned flag do an extra 1 Kinetic damage per level for a Kineticist.
Only Kineticists can benefit from Psi Noise Generators, even if another class acquires one somehow.
Gravity Flux Trip is Willpower vs Willpower. A lot of enemies have low Willpower.
Kineticist has a few special perks that can make willpower/intelligence scaling be replaced with other attribute scaling. As patch notes say:
New Kineticist Perks: Instinctive Psyfocus, Bodily Psi Aim, and Dexterous Psi Aim. Captain Steeles with their willpower and intelligence abraded by bimbo/bro transformations will unlock these via dream-sequences during sleeps. They will allow other stats to determine the strength and accuracy of your psionics. As I write this, I’m realizing that it may be too broadly proccing – I will deploy a hot-fix tomorrow to tweak the conditions to ensure that unusually smart and focused bimbos don’t have their stats switcharooed.
Instinctive Psyfocus, Bodily Psi Aim, and Dexterous Psi Aim unlock events have better pre-requisites: you must be a kineticist, the stat the perk replaces must be low (below 50%) and the stat that is used in its place must be high (libido/phys/aim). Additionally, Instinctive Psyfocus is required for both Bodily and Dexterous Psi Aim and requires that the player is Bimbo or Bro.