Psionic (LWR): Difference between revisions
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== Limitations == | == Limitations and Requirements == | ||
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and genetically modified soldiers are unable to undergo psi training. Psionic soldiers cannot become officers or be genetically modified. | |||
After unlocking [[Research (LWR)#Xenology|Xenopsionics]], psionic training will be available to certain biosoldiers that have acquired the minimum psi xp. | |||
[[MEC Trooper (Long War)|MEC Troopers]], [[Officers (Long War)|Officers]], and genetically modified soldiers are unable to undergo psi training. Psionic soldiers cannot become officers or be genetically modified. While psionic soldiers can be augmented into MECs, doing so will eliminate any of their psionic abilities. | |||
== Training == | == Training == | ||
Revision as of 17:03, 26 September 2021
Psi-abilities
| Level | Target Will | Rank | Psionic Ability | ||
|---|---|---|---|---|---|
| 1 | 50 | Awakened |
Countercharge
Triggers a psionic attack against visible biological enemies that perform a non-movement end-in-idle action. The attack deals half of standard psionic damage (Will/30, +1 for every 10 target current HP) (with a 2% chance for double) and disorients the target but will never kill the target (will leave target with at least 1 HP). The chance to trigger is will/3 percent and requires the caster to be idle with full base HP. |
Mind Fray
Causes the target to lose grip on reality causing standard psionic damage (Will/30, +1 for every 10 target current HP), -25 aim/will, -25% mobility/ability range, and +25% scatter. Damage is reduced by 50% if caster is staggered. Hit chance is calculated using 80% of will. Purely mechanical units are immune. Lasts through 2 enemy turns. 2 turn cooldown. | |
| 2 | 45 | Adept |
Psi Panic
Causes the target to panic if the target's will is overcome. Hit chance is calculated using 50% of will. Purely mechanical units are immune. 4 turn cooldown. |
Psi Inspire
Inspires allied soldiers within a 6 radius area near the caster for 1 turn. Cleanses Mind Fray, Disorient, Shaken, Panic, Fear, and Red Fog. Grants Inspired allies +10 aim and +30 Will. 2 turn cooldown.
| |
| 3 | 50 | Empath |
Mind Merge
Grants the target +25 aim/crit/will, +2.0 mobility, and +50% graze chance until the beginning of their next turn. Additionally, Sectoids gain 5% of caster will in extra HP and Mechtoids gain a 20 HP shield. 5 turn cooldown. Required to use Gollop Chamber |
||
| 4 | 55 | Psion |
Psychokinetic Strike
Project a bolt of pure psi force up to 10 tiles that destroys all destructible cover in a 2 tile radius area but does not harm units. 3 turn cooldown. |
Inner Fire
Grants +20% throw range and +2.0 mobility. Regenerates 2 base (non-armor) HP each turn and grants immunity to bleeding. Gain an additional reaction shot on Overwatch. Psionic potential unlocks a deep connection to one's body. |
Telekinetic Field
Project an 8.5 radius protective field that grants +20 defense to all allies in the field. Non-psionic attacks against allies in the field deal only 80% of original damage. Mechanical enemies that enter the field take half of standard psionic damage (Will/30, +1 for every 10 target current HP). 3 turn cooldown. |
| 5 | 60 | Master |
Psi Mastery
Mastery of multiple psionic abilities. All psionic abilities cost only 1 AP. Psychic Storm deals half damage when interrupted. If above half HP, fatal non-psionic non-melee damage reduces this unit to 1 HP instead. |
||
| 6 | Volunteer Only | Enlightened |
Rift
Devastate an area with a storm of psi energy dealing half of standard psionic damage (Will/30, +1 for every 10 target current HP), minimum 3, immediately and then again after a turn. 2 turn cooldown. Affects mechanical units that are normally immune to psionic abilities. Distortion
Reality is distorted around this unit: non-psionic attacks deal only 40% of their original damage (20% for ballistic/gauss), after which half the damage is then shared among allies in sight within 8 tiles. Grants +100 crit resistance and reduces corrosion duration to 1 turn. For Humans: prevents Mind Control, fatigue, and any healing. |
||
Hit Chance
Psi abilities that target an enemy go through a will test to see if they hit. They start with a base 50% chance to hit. The will of the attacker is added to this and the will of the defender is subtracted from this. The final hit chance is then clamped between 0 and 100. Sometimes the will of the attacker is modified (e.g. Mind Control would multiply the will of the attacker by 0.5).
Psi Hit Chance Formula:
Hit Chance = Clamp(50 + (Attacker_Will * modifier) - Defender_Will, 0, 100)
Limitations and Requirements
After unlocking Xenopsionics, psionic training will be available to certain biosoldiers that have acquired the minimum psi xp.
MEC Troopers, Officers, and genetically modified soldiers are unable to undergo psi training. Psionic soldiers cannot become officers or be genetically modified. While psionic soldiers can be augmented into MECs, doing so will eliminate any of their psionic abilities.
Training
Unlocking Psi powers
After researching Xenopsionics, the first 3 levels of psionic powers will be unlocked. Unlocking additional psionic powers is accomplished by interrogating a sectoid commander and an ethereal. The only exception is Rift, which can only be acquired by the volunteer on the final mission. The volunteer will also gain every single psi ability for the final mission.
Psi-powers are more effective based on the will score of the caster. For instance, Mind Fray will deal will/20 damage to the target.
Psionic soldiers also gain access to special armors and equipment.
Psi XP
After Xenopsionics is researched, soldiers will begin accruing Psi XP by going on missions. Reaching a threshold of Psi XP is required to undergo additional Psi Training. Every round of psionic training takes time, and its length and success chance is affected by the tester's will and the level of the psionic ability. You can see the current Psi XP level and cap in their Barracks profile.
In Long War Rebalance, Psi XP is awarded passively only after a successful mission. Thus, the more missions a soldiers completes, the faster they will unveil the mystery behind their psionic powers.
Success Rate and Training Time
The success rate of the training depends on the soldier's will and the level of the ability. Bonus attributes from country starts are not considered for Psi Training unless specifically indicated.
If the target will for the level is equal to the soldier's will, the chance is 100% and it will take 15 days to train.
Each psionic ability has a target_will from 1st level to last: 50, 45, 50, 55, and 60.
For every point of will under the target_will the chance decreases by 10%. For every point of will over the target_will the training time decreases by 1 day.
The minimum chance to succeed is always at least 10% and the minimum time is 1 day.
Example Table
| Level 1 (Awakened) |
Level 2 (Sensitive) |
Level 3 (Talent) |
Level 4 (Adept) |
Level 5 (Psion) | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Soldier Will | % chance | day(s) | % chance | day(s) | % chance | day(s) | % chance | day(s) | % chance | day(s) |
| 35 | 10% | 15 | 10% | 15 | 10% | 15 | 10% | 15 | 10% | 15 |
| 40 | 10% | 50% | 10% | |||||||
| 42 | 20% | 70% | 20% | |||||||
| 45 | 50% | 100% | 15 | 50% | 10% | |||||
| 50 | 100% | 15 | 10 | 100% | 15 | 50% | 10% | |||
| 55 | 10 | 5 | 10 | 100% | 15 | 50% | ||||
| 60 | 5 | 1 | 5 | 10 | 100% | 15 | ||||
| 65 | 1 | 1 | 5 | 10 | ||||||
| 70 | 1 | 5 | ||||||||
| 75 | 1 | |||||||||
| 80 | ||||||||||






















