Editing Venom talon
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− | {{Royalty}} | + | {{Royalty}}{{infobox main| |
− | {{ | ||
| name = Venom talon | | name = Venom talon | ||
− | | image = Health item prosthetic.png | + | | image = Health item prosthetic.png|Venom talon |
| type = Medical Items | | type = Medical Items | ||
| type2 = Body Parts | | type2 = Body Parts | ||
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| description = A retractable finger talon connected to a venom pump in the lower arm. The user can scratch an enemy while squirting venom into the wound. The talon is designed to be installed in the middle finger. It's fast, but poor at penetrating armor. | | description = A retractable finger talon connected to a venom pump in the lower arm. The user can scratch an enemy while squirting venom into the wound. The talon is designed to be installed in the middle finger. It's fast, but poor at penetrating armor. | ||
| class = | | class = | ||
| meleeattack1dmg = 11 | | meleeattack1dmg = 11 | ||
| meleeattack1type = Toxic scratch | | meleeattack1type = Toxic scratch | ||
− | | meleeattack1part = Venom | + | | meleeattack1part = Venom Talon |
| meleeattack1cool = 1.5 | | meleeattack1cool = 1.5 | ||
| meleeattack1ap = 15 | | meleeattack1ap = 15 | ||
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| MeleeWeaponAverageDPS = 7.33 | | MeleeWeaponAverageDPS = 7.33 | ||
| MeleeWeaponAverageAP = 15 | | MeleeWeaponAverageAP = 15 | ||
| mode = Melee | | mode = Melee | ||
| production facility 1 = Machining table | | production facility 1 = Machining table | ||
− | | research = Poison | + | | research = Poison Synthesis |
| skill 1 = Crafting | | skill 1 = Crafting | ||
| skill 1 level = 5 | | skill 1 level = 5 | ||
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== Acquisition == | == Acquisition == | ||
− | Venom talons can be | + | Venom talons can only be made at [[machining table]] and require [[Research#Poison synthesis|Poison Synthesis]] to be researched in order to be constructed. This research requires the use of the relevant [[Techprint]]. A hand talon requires {{icon|steel|40}} [[steel]] and {{Icon|component|7}} [[component]]s. They require a crafting skill of 5. |
The item can also be traded from exotic [[traders]], and can be earned as a [[quests|quest]] reward. | The item can also be traded from exotic [[traders]], and can be earned as a [[quests|quest]] reward. | ||
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== Effectiveness == | == Effectiveness == | ||
The venom talon is a modestly powerful melee implant that can inflict the [[toxic buildup]] debuff when used. It is comparable to a [[quality|normal quality]] [[steel]] [[longsword]] against unarmored enemies, the [[toxic buildup]] it inflicts making up for the lower DPS, however it is significantly weaker against [[armor|armored]] foes due to its poor armor penetration. As a dedicated melee weapon it is outclassed slightly by other melee implants like the [[hand talon]], and is massively outclassed by a [[power claw]], [[plasteel]] [[longsword]] or [[uranium]] [[mace]]. It should not be considered as a pawn's primary offensive option. | The venom talon is a modestly powerful melee implant that can inflict the [[toxic buildup]] debuff when used. It is comparable to a [[quality|normal quality]] [[steel]] [[longsword]] against unarmored enemies, the [[toxic buildup]] it inflicts making up for the lower DPS, however it is significantly weaker against [[armor|armored]] foes due to its poor armor penetration. As a dedicated melee weapon it is outclassed slightly by other melee implants like the [[hand talon]], and is massively outclassed by a [[power claw]], [[plasteel]] [[longsword]] or [[uranium]] [[mace]]. It should not be considered as a pawn's primary offensive option. | ||
− | Despite the fact that it is outclassed by similar weapons like the [[hand talon]] in terms of melee capabilities, the ability to cause [[toxic buildup]] to enemies allows for some very specific but otherwise useful uses. When fighting an enemy [[raider]] there is a high, but random, chance they will be | + | Despite the fact that it is outclassed by similar weapons like the [[hand talon]] in terms of melee capabilities, the ability to cause [[toxic buildup]] to enemies allows for some very specific but otherwise useful uses. When fighting an enemy [[raider]] there is a high, but random, chance they will be die upon being downed regardless of injuries if the reasons for it are going into [[pain|painshock]] or having less than 15% movement. However, if they are downed through other means such as extreme [[toxic buildup]] it will bypass this dice roll and they will live. This allows you to capture specific enemy [[raiders]] alive in a fairly reliable way. |
== How to capture an enemy alive == | == How to capture an enemy alive == | ||
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This method requires both the [[Psycasts#Skip|skip]] and [[Psycasts#Painblock|painblock]] psycasts. Other [[psycast]]s, such as [[Psycasts#Invisibility|invisibility]] and [[Psycasts#Neural heat dump|neural heat dump]], are helpful but not strictly necessary. Make sure your venom talon pawns '''do not have melee weapons''', as otherwise they they will select that more powerful weapon over the talon. | This method requires both the [[Psycasts#Skip|skip]] and [[Psycasts#Painblock|painblock]] psycasts. Other [[psycast]]s, such as [[Psycasts#Invisibility|invisibility]] and [[Psycasts#Neural heat dump|neural heat dump]], are helpful but not strictly necessary. Make sure your venom talon pawns '''do not have melee weapons''', as otherwise they they will select that more powerful weapon over the talon. | ||
− | You will need two groups of pawns, a psycaster and venom talon armed pawn(s). While you can have your psycaster also be the one to have the venom talon, this increases the neural heat cost greatly as more skip psycasts will have to be cast. Your psycaster should be well ahead of your colonists, able to cast their skip ability on the incoming [[raider]] beyond the range of your colonists guns to ensure they don't get hit due to friendly fire. Your venom talon pawns should be in a sectioned off area either behind a wall or within a [[defense structures|bunker]] with a [[door]] held open, though if you have a high number of venom talon pawns such as 4 or 5, you can down [[raiders]] quickly and reliably enough such that separating them behind a wall/[[defense structures|bunker]] is not needed. | + | You will need two groups of pawns, a psycaster and venom talon armed pawn(s). While you can have your psycaster also be the one to have the venom talon, this increases the neural heat cost greatly as more skip psycasts will have to be cast. Your psycaster should be well ahead of your colonists, able to cast their skip ability on the incoming [[raider]] beyond the range of your colonists guns to ensure they don't get hit due to friendly fire. Your venom talon pawns should be in a sectioned off area either behind a wall or within a [[defense structures|bunker]] with a [[door]] held open, though if you have a high number of venom talon pawns such as 4 or 5, you can down [[raiders]] quickly and reliably enough such that separating them behind a wall/[[defense structures|bunker]]is not needed. |
Find the [[raider]] you wish to capture alive and use the skip psycast to move them through the open doorway and in melee range of your venom talon pawns. You may have to use multiple skip psycasts to move them the appropriate distance, and if they are near the back of the enemy group invisibility may be needed to safely get in range. If your psycaster doesn't have enough [[psycast#Neural_Heat|neural heat]] capacity then you may have to disable the heat limiter or have a target to cast the neural heat dump psycast on. You '''''must then cast the painblock psycast''''' as otherwise they may go into [[pain|pain shock]] before reaching extreme [[toxic buildup]], which will cause the dice to roll likely killing them. Once this is done run, skip, or [[jump pack|jump]] your psycaster to safety. | Find the [[raider]] you wish to capture alive and use the skip psycast to move them through the open doorway and in melee range of your venom talon pawns. You may have to use multiple skip psycasts to move them the appropriate distance, and if they are near the back of the enemy group invisibility may be needed to safely get in range. If your psycaster doesn't have enough [[psycast#Neural_Heat|neural heat]] capacity then you may have to disable the heat limiter or have a target to cast the neural heat dump psycast on. You '''''must then cast the painblock psycast''''' as otherwise they may go into [[pain|pain shock]] before reaching extreme [[toxic buildup]], which will cause the dice to roll likely killing them. Once this is done run, skip, or [[jump pack|jump]] your psycaster to safety. | ||
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If you choose two [[bionic arm|bionic]] or [[archotech arm]]s over one arm and a venom talon but still want venom weaponry you also have the option of the [[venom fangs]]. The [[venom fangs]] are weaker than the venom talon, but have no conflicts with any implant and so can be used without compromise. | If you choose two [[bionic arm|bionic]] or [[archotech arm]]s over one arm and a venom talon but still want venom weaponry you also have the option of the [[venom fangs]]. The [[venom fangs]] are weaker than the venom talon, but have no conflicts with any implant and so can be used without compromise. | ||
− | == Version | + | == Version History == |
− | * [[Royalty DLC]] | + | *Added in initial release of [[Royalty DLC]] |
− | * | + | *Buffed from 12% AP, 4.10 DPS to 15% AP, 7.33 DPS in Version ???. Toxic build up was also improved at the same time. |
− | {{ | + | {{nav|body parts|wide}} |
− | [[Category: | + | [[Category:Royalty]] |
+ | [[Category:Medical Item]] | ||
+ | [[Category:Body Part]] |