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*Level 1 - Awakened: '''Countercharge''' vs '''Mindfray'''
*Level 1 - Awakened: '''Countercharge''' vs '''Mindfray'''
This is entry level to Psi abilities and it will also unlock the ability to use Psi items. The training usually takes 20 days, unless soldier has high will, and that is quite a price to pay. Do not mindlessly force soldiers to become psi unless you have really enough in the squad to handle tactical missions.


'''Countercharge''' is passive ability that will sometimes deal 5-6 (depends on will) psi damage to one alien in sight range. It requires a high will soldier if you want it to trigger often, plus more importantly, your soldier has to be '''idle'''. Check what ''idle'' exactly is here on the link IDLE. This means that for example overwatchers are really bad choice for this skill - they are not idle at the and of the turn. Gunners that suppress often will not be able to trigger it as well. Supports will want to hide more, assaults as well, so not great choices. Tanks usually idle and see lots of enemies so they are good pick. Double Tap soldiers could pick it as well.
'''Countercharge''' is passive ability that will sometimes deal 5-6 (depends on will) psi damage to one alien in sight range. It requires a high will soldier if you want it to trigger often, plus more importantly, your soldier has to be '''idle'''. Check what ''idle'' exactly is here on the link IDLE. This means that for example overwatchers are really bad choice for this skill - they are not idle at the and of the turn. Gunners that suppress often will not be able to trigger it as well. Supports will want to hide more, assaults as well, so not great choices. Tanks usually idle and see lots of enemies so they are good pick. Double Tap soldiers could pick it as well.
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'''Mindfray''' you want to pick on higher will soldier, since it is active ability, you have to actively target alien, spend a turn, in which case failing is doubly bad. With '''Countercharge''' you at least don't have to sacrifice a turn. But when it works Mindfray is much more impactful skill - debuf on aliens is significant and for the most part it will disable alien for couple of turns. Some aliens have really low will (Thinmen, Mutons, Berserkers, Floaters, Exalt), some are medium hard (Chryssalids, Mechtoids) and Outsiders Sectoids, Sectoid Commanders and Ethereals are hard to hit with Mindfray. You can buff your will and reduce aliens will to make it hit more. This way you can Mindfray anyone. Alien leaders will have higher will than regulars so they will be harder to disable. Damage dealt is similar to Countercharge, expect 3-6 damage usually.
'''Mindfray''' you want to pick on higher will soldier, since it is active ability, you have to actively target alien, spend a turn, in which case failing is doubly bad. With '''Countercharge''' you at least don't have to sacrifice a turn. But when it works Mindfray is much more impactful skill - debuf on aliens is significant and for the most part it will disable alien for couple of turns. Some aliens have really low will (Thinmen, Mutons, Berserkers, Floaters, Exalt), some are medium hard (Chryssalids, Mechtoids) and Outsiders Sectoids, Sectoid Commanders and Ethereals are hard to hit with Mindfray. You can buff your will and reduce aliens will to make it hit more. This way you can Mindfray anyone. Alien leaders will have higher will than regulars so they will be harder to disable. Damage dealt is similar to Countercharge, expect 3-6 damage usually.
*Level 2 - Adept: '''Psi Panic''' vs '''Kinetic Blast''' vs '''Psi Inspire'''
'''Psi Panic''' is really strong active ability that panics alien for up to 4 turns. It can for example disable fat HP Berserker in crucial moments and turn the tide of battle on its own. Chance to hit is reduced for this ability to balance its strong effect, so you usually pick this one on your  highest will soldiers, like Annette. It is natural extension to '''Mind fray''' - mindfrayed target will have reduced will, so you can panic it afterwards. Similiar to Mindfray, if you hurt aliens enough, flashbang them, boost your soldier, you can panic anyone in the game. It does have long 4 turn cooldown and it does not deal any damage on its own.
'''Kinetic Blast''' is nice AOE damage ability that goes through walls and will deal 5-6 damage usually, ignores DR! Radius of 3 tiles is also pretty nice. Downsides are range of 10 tiles, which is not that much, grenades you can usually throw farther. And it is not Psi damage so it will just do 1 damage to Commanders and Ethereals. But it hits always. It does have 2 second cooldown.
'''Psi inspire''' in good strong defensive ability with enough range to cover most of XCOM squad. It can remove some of the worst debufs and save the squad on its own, or you can use ti to up the defense and will to protect everyone ahead of time. Also reduces psionic damage, good when encountering alien psi enemies. The best thing about this ability is it does not require will checks, you can give it to anyone, even low will soldiers will have strong skill to use. Cooldown is 4 turn so it cannot be spammed just like that.


==See also==
==See also==

Revision as of 10:28, 10 June 2024

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Psi-abilities

Level Target Will Rank Psionic Ability
1 40
Awakened
Countercharge
Countercharge
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
Mind Fray
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 35
Adept
Psi Panic
Psi Panic
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.
Kinetic Blast
Kinetic Blast
Kinetic Blast

Channel energy up to 10 tiles away (through walls) to create a kinetic (non-psionic) blast with a 3 tile radius and no fall off. Deals 5 + will/30 kinetic (non-psionic) damage. Destroys corpses but does not affect cover. 1 turn cooldown.

Psi Inspire
Psi Inspire
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 40
Empath
Mind Merge
Mind Merge
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 45
Psion
Inner Fire
Inner Fire
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
Telekinetic Field
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 50
Master
Psi Mastery
Psi Mastery
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
Rift
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
Distortion
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.

Insentient Crush
Insentient Crush
Insentient Crush
Purely mechanical enemies that can see this unit at the beginning of their turn take 30% of their max HP in psionic damage.

Psi Surge
Psi Surge
Psi Surge
Infuses allies with power at the cost of 5 HP. Allied soldiers within 6 tiles have mind fray, disorient, shaken, panic, fear, healing fatigue, and red fog removed. Grants Inspired allies +10 Defense, +30% graze chance, +30 Will, and +30% Psionic damage resistance. They heal 50% of missing HP and have a 35% chance per enemy in their sight to become enraged. 1 turn cooldown. Costs 0 AP.

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. Psi Panic would multiply the will of the attacker by 66%).

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.

If the Super Soldiers second wave option is enabled, acquiring Neural Dampening will prevent becoming psionic (and cannot be selected after becoming psionic). Additionally, if the player chooses the Deus Ex start and combines it with Super Soldiers, if a soldier is already psionic when Neural Dampening is acquired randomly after choosing Smart Macrophages, it will prevent training any future psi abilities. Abilities that have already been trained are unaffected, however.

Psionic Links

Each unit can only be psionically linked to 1 other unit. Many psionic abilities create a psionic link to targets that they affect. When linked, these units will be unable to be targeted by or immune to some psionic abilities.

  • Psi Inspiration: Psionically linked units cannot be affected by Psi Inspiration or any of its other benefits, such as panic removal.
  • Mind Merge: A psionically linked unit cannot use Mind Merge nor can they be subjected to the Mind Merge of another. Both the target and recipient of a Mind Merge are considered psionically linked for the duration of the effect.
  • Psi Panic: A unit with an active outstanding Psi Panic effect is considered psionically linked and thus cannot be subjected to Psi Inspiration or Mind Merge.
  • Mind Control: A unit with an active outstanding Mind Control effect is considered Psionically linked and thus cannot be subjected to Psi Inspiration or Mind Merge.
  • Mind Fray: A unit that is mind frayed and the unit doing the mind fray will establish a psionic link.
  • Distortion: Units in a distortion field may be psionically linked.

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.

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. The base time to train a psionic soldier is 15 days.

If the target will for the level is equal to the soldier's will, the chance is 100% and it will take 20 days to train. 

Each psionic ability has a target_will from 1st level to last: 40, 35, 40, 45, and 50.

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)
25 10% 20 10% 20 10% 20 10% 20 10% 20
30 10% 50% 10%
35 50% 100% 20 50% 10%
40 100% 20 15 100% 20 50% 10%
45 15 10 15 100% 20 50%
50 10 5 10 15 100% 20
55 5 1 5 10 15
60 1 1 5 10
65 1 5
70 1

A guide to using Psi abilities

Psi ability tree has couple of interesting choices that affect the way how you will play on tactical level. Once the ability is taken you can not revert back, so it matters to choose the better one for your soldier. Don't dread too much in any case, all abilities are usable, it is just about efficiency.

  • Level 1 - Awakened: Countercharge vs Mindfray

This is entry level to Psi abilities and it will also unlock the ability to use Psi items. The training usually takes 20 days, unless soldier has high will, and that is quite a price to pay. Do not mindlessly force soldiers to become psi unless you have really enough in the squad to handle tactical missions.

Countercharge is passive ability that will sometimes deal 5-6 (depends on will) psi damage to one alien in sight range. It requires a high will soldier if you want it to trigger often, plus more importantly, your soldier has to be idle. Check what idle exactly is here on the link IDLE. This means that for example overwatchers are really bad choice for this skill - they are not idle at the and of the turn. Gunners that suppress often will not be able to trigger it as well. Supports will want to hide more, assaults as well, so not great choices. Tanks usually idle and see lots of enemies so they are good pick. Double Tap soldiers could pick it as well. You don't have to care much about this, if your soldier barely has will to be Psionic (like near 40 will or below) he will be bad with Mindfray too, so you can pick Countercharge and just play like it is not there. It will trigger occasionally anyway. Free damage, what's not to like. Bonus is that you don't have to take actions to use this ability, so you are free to throw grenades and do other stuff and it will work. It is really nice when it triggers on Sectoid Commanders - since it deals Psi damage it will go right through Distortion and deal full damage.

Mindfray you want to pick on higher will soldier, since it is active ability, you have to actively target alien, spend a turn, in which case failing is doubly bad. With Countercharge you at least don't have to sacrifice a turn. But when it works Mindfray is much more impactful skill - debuf on aliens is significant and for the most part it will disable alien for couple of turns. Some aliens have really low will (Thinmen, Mutons, Berserkers, Floaters, Exalt), some are medium hard (Chryssalids, Mechtoids) and Outsiders Sectoids, Sectoid Commanders and Ethereals are hard to hit with Mindfray. You can buff your will and reduce aliens will to make it hit more. This way you can Mindfray anyone. Alien leaders will have higher will than regulars so they will be harder to disable. Damage dealt is similar to Countercharge, expect 3-6 damage usually.

  • Level 2 - Adept: Psi Panic vs Kinetic Blast vs Psi Inspire

Psi Panic is really strong active ability that panics alien for up to 4 turns. It can for example disable fat HP Berserker in crucial moments and turn the tide of battle on its own. Chance to hit is reduced for this ability to balance its strong effect, so you usually pick this one on your highest will soldiers, like Annette. It is natural extension to Mind fray - mindfrayed target will have reduced will, so you can panic it afterwards. Similiar to Mindfray, if you hurt aliens enough, flashbang them, boost your soldier, you can panic anyone in the game. It does have long 4 turn cooldown and it does not deal any damage on its own.

Kinetic Blast is nice AOE damage ability that goes through walls and will deal 5-6 damage usually, ignores DR! Radius of 3 tiles is also pretty nice. Downsides are range of 10 tiles, which is not that much, grenades you can usually throw farther. And it is not Psi damage so it will just do 1 damage to Commanders and Ethereals. But it hits always. It does have 2 second cooldown.

Psi inspire in good strong defensive ability with enough range to cover most of XCOM squad. It can remove some of the worst debufs and save the squad on its own, or you can use ti to up the defense and will to protect everyone ahead of time. Also reduces psionic damage, good when encountering alien psi enemies. The best thing about this ability is it does not require will checks, you can give it to anyone, even low will soldiers will have strong skill to use. Cooldown is 4 turn so it cannot be spammed just like that.

See also