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| flammability = 1 | | flammability = 1 | ||
| stack limit = 150 | | stack limit = 150 | ||
− | | path cost = | + | | path cost = 15 |
| rotatable = false | | rotatable = false | ||
<!-- Ingestion --> | <!-- Ingestion --> | ||
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| research = Go-juice production | | research = Go-juice production | ||
| work to make = 600 | | work to make = 600 | ||
− | | | + | | skill 1 = Intellectual |
| resource 1 = Neutroamine | | resource 1 = Neutroamine | ||
| resource 1 amount = 2 | | resource 1 amount = 2 | ||
| resource 2 = Yayo | | resource 2 = Yayo | ||
| resource 2 amount = 1 | | resource 2 amount = 1 | ||
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<!-- Technical --> | <!-- Technical --> | ||
| defName = GoJuice | | defName = GoJuice | ||
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== Acquisition == | == Acquisition == | ||
− | {{ | + | Go-juice can be synthesized at a [[{{P|Production Facility 1}}]] once the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project has been completed. Each dose require {{Required Resources}} and {{Ticks|{{P|Work To Make}}}} of work. Its [[Drug Synthesis Speed|synthesis speed]] is dependent on the [[Skills#{{P|Skill 1}}|{{P|Skill 1}}]] skill. |
It can also be found on [[raider]]s and [[Trade|purchased]]. | It can also be found on [[raider]]s and [[Trade|purchased]]. | ||
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=== Upon injection === | === Upon injection === | ||
− | A pawn taking go-juice will do so right where it stands without looking for a place to sit first. Go-juice is taken by injection, taking {{ | + | A pawn taking go-juice will do so right where it stands without looking for a place to sit first. Go-juice is taken by injection, taking {{ticks|{{P|Ingestion Time}}}}. It has the following one time effects: |
* {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]] | * {{+|{{%|{{P|Joy Offset}}}}}} {{P|Joy Kind}} [[recreation]] | ||
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* {{+|40%}} [[Rest]] | * {{+|40%}} [[Rest]] | ||
* {{+|15%}} [[Psycasts#Psyfocus|Psyfocus]]{{RoyaltyIcon}} | * {{+|15%}} [[Psycasts#Psyfocus|Psyfocus]]{{RoyaltyIcon}} | ||
− | * | + | * <span style="color:firebrick>'''{{%|{{#vardefineecho:overdoseChance|0.005}}}}'''</span> Chance for a [[Overdose#Major|major overdose]] |
− | * {{++|18% to +{{%|{{#vardefineecho:maxOverdoseSeverity|0.35}} }} }} [[Overdose]] severity | + | * {{++|18% to +{{%|{{#vardefineecho:maxOverdoseSeverity|0.35}}}}}} [[Overdose]] severity |
− | * '''+{{%|{{#vardefineecho:highSeverity|0.5}} }}''' Go-juice high severity ''(see "Go-juice high" below)'' | + | * '''+{{%|{{#vardefineecho:highSeverity|0.5}}}}''' Go-juice high severity ''(see "Go-juice high" below)'' |
− | * | + | * <span style="color:firebrick>'''{{%|{{P|Addictiveness}}}}'''</span> [[Addiction]] chance |
* If the pawn has an addiction already: | * If the pawn has an addiction already: | ||
** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Go-juice need ''(see "Addiction" below)'' | ** {{+|{{%|{{#vardefineecho:needOffset|0.9}}}}}} Go-juice need ''(see "Addiction" below)'' | ||
− | ** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}} }} }} Addiction progress ''(see "Withdrawal" below)'' | + | ** {{--|{{%|{{#vardefineecho:addictionSeverityOffset|0.2}}}}}} Addiction progress ''(see "Withdrawal" below)'' |
=== Go-juice high === | === Go-juice high === | ||
{{Quote|text="Go-juice in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected."}} | {{Quote|text="Go-juice in the bloodstream. It supercharges combat-related abilities, and instantly increases psyfocus when first injected."}} | ||
− | While each go-juice injection increases the severity of the go-juice high by {{%|{{#var:highSeverity}}}} ''(see "Upon injection" above)'', it decreases by {{%|{{#vardefineecho:highSeverityPerDay|0.75}}}} per day again, meaning that the high of a single dose lasts | + | While each go-juice injection increases the severity of the go-juice high by {{%|{{#var:highSeverity}}}} ''(see "Upon injection" above)'', it decreases by {{%|{{#vardefineecho:highSeverityPerDay|0.75}}}} per day again, meaning that the high of a single dose lasts {{Plural|{{#vardefineecho:highDuration|{{#expr: {{#var:highSeverity}}/({{#var:highSeverityPerDay}}/24) round 1}}}}|hour}}. The maximum severity of a go-juice high is 100% which is reached with {{#expr: 1/{{#var:highSeverity}} round 1}} go-juice. Regardless of the go-juice high severity, the effects are always the same. Only their duration changes accordingly: |
* {{+|5}} [[Mood]] (''"I feel pumped but steady. I am the bullet in flight, ready to cut through you."'') | * {{+|5}} [[Mood]] (''"I feel pumped but steady. I am the bullet in flight, ready to cut through you."'') | ||
− | * | + | * <span style="color:forestgreen>'''×10%'''</span> [[Pain]] (meaning all pain will be divided by ten) |
* {{+|20%}} [[Consciousness]] | * {{+|20%}} [[Consciousness]] | ||
* {{+|35%}} [[Sight]] | * {{+|35%}} [[Sight]] | ||
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* {{--|22}} [[Mood]] (''"I'm all fuzzy and can't think straight. My limbs feel heavy, I'm tired and hungry, everything hurts. And why won't my eyes focus properly?"'') | * {{--|22}} [[Mood]] (''"I'm all fuzzy and can't think straight. My limbs feel heavy, I'm tired and hungry, everything hurts. And why won't my eyes focus properly?"'') | ||
− | * | + | * <span style="color:firebrick>'''×300%'''</span> [[Pain]] (meaning all pain will be tripled) |
* {{--|20%}} [[Consciousness]] | * {{--|20%}} [[Consciousness]] | ||
* {{--|50%}} [[Moving]] | * {{--|50%}} [[Moving]] | ||
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* {{--|20%}} [[Blood pumping]] | * {{--|20%}} [[Blood pumping]] | ||
* {{--|10%}} [[Manipulation]] | * {{--|10%}} [[Manipulation]] | ||
− | * {{++|30%}} [[ | + | * {{++|30%}} [[Rest Fall Rate|Rest fall factor]] (meaning the pawn needs to sleep about a 30% sooner) |
* {{++|50%}} [[Hunger|Hunger rate factor]] (meaning the pawn needs to eat about 50% sooner) | * {{++|50%}} [[Hunger|Hunger rate factor]] (meaning the pawn needs to eat about 50% sooner) | ||
− | * | + | * <span style="color:firebrick>'''Mental break'''</span> chances: |
− | ** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural| | + | ** [[Hard drug binge]]: on average every {{#vardefineecho:bingeMtb|40}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:bingeMtb}} round 1|hard drug binge}} during each withdrawal. |
− | ** [[Psychotic wandering]]: on average every {{#vardefineecho:wanderingMtb|10}} days. This averages to {{Plural| | + | ** [[Psychotic wandering]]: on average every {{#vardefineecho:wanderingMtb|10}} days. This averages to {{Plural|1/{{#var:addictionSeverityPerDay}}/{{#var:wanderingMtb}} round 1|wandering}} during each withdrawal. |
== Analysis == | == Analysis == | ||
− | Go-juice is a stimulant and pain-killer, with a significant impact on combat performance. Barring [[wake-up]] and [[luciferium]], no other drug helps much with combat - reducing pain | + | Go-juice is a stimulant and pain-killer, with a significant impact on combat performance. Barring [[wake-up]] and [[luciferium]], no other drug helps much with combat - reducing pain at most. There is no real comparison to wake-up; go-juice is made for combat and movement, and wake-up is made for work speed. Luciferium comes with a permanent addiction, and in any case, works with go-juice. |
− | + | Increases to Sight and Consciousness boosts accuracy, both ranged and melee. Moving helps with all forms of [[kiting]] tactics and makes it easier to retreat. Like the painstopper, the large reduction in pain allows a pawn to stand up far longer and win more fights. But they will continue fighting until very close to death - or when physically made unable. This drug also boosts medical tend speed, which can save a pawn that's bleeding out quickly. Finally, go-juice provides slight boosts to mood, recreation, and rest - while weaker in this regard than most other drugs, they can still help prevent [[mental break]]s. | |
− | Increases to Sight and Consciousness boosts accuracy, both ranged and melee. | ||
− | + | The risk of addiction and overdose is always present, but being addicted is better than being dead. For example, a miner digging out far away from your base will appreciate carrying go-juice, for when a [[raid]] or [[manhunter|manhunter pack]] spawns near them. Withdrawal symptoms are harsh, but its 11.1 day withdrawal (assuming no future doses are taken) can be managed by [[arrest]]ing the addict in question. Go-juice has the second shortest withdrawal, behind [[ambrosia]]. | |
− | + | In addition to combat, the increase in Moving can make pawns much faster at hauling and somewhat quicker at other tasks. Usually this is not worth the risk of addiction unless you urgently need to repair your defenses. But if you have a pawn you don't care about, like an unwanted [[Events#Wanderer joins|wanderer]], then you can use go-juice to expiate your work. Go-juice's consciousness boost also improves the odds of a doctor successfully performing surgery. This is more useful for the surgeries with a reduced chance to succeed, such as carcinoma removal. Note that you can cap surgery success chance with a [[sterile tile|sterile room]], [[hospital bed]], and a good doctor. | |
− | + | :'''Tip:''' Unless you need an immediate and significant boost in chemical [[recreation]], [[rest]] or [[Psycasts#Psyfocus|psyfocus]]{{RoyaltyIcon}} it is recommended to wait at least {{#expr: (2*{{#var:maxOverdoseSeverity}}-0.5)/(1/24)}} hours between the first and the second dose of go-juice. Otherwise the overdose severity might build up resulting in a [[Overdose#Minor|minor overdose]] (this is unrelated to the {{%|{{#var:overdoseChance}}}} chance for a [[Overdose#Major|major overdose]] that comes with each injection). Be particulary careful when using go-juice in combination with other drugs! The third dose and any dose after that shouldn't be taken earlier than {{#var:highDuration}} hours after the second to last dose. Otherwise some hours of the go-juice high will be wasted. | |
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− | + | ===Stats=== | |
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− | === Stats === | ||
Assuming a healthy, but otherwise unaugmented pawn, the bonuses from consuming go-juice translates to: | Assuming a healthy, but otherwise unaugmented pawn, the bonuses from consuming go-juice translates to: | ||
* A +50% increase to [[Move Speed]], equivalent to an increase of 2.3 {{CS}} on a healthy, unencumbered pawn. | * A +50% increase to [[Move Speed]], equivalent to an increase of 2.3 {{CS}} on a healthy, unencumbered pawn. | ||
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* An increase in [[Melee Hit Chance]] equivalent to +{{#expr: 0.35*{{Q|Melee Hit Chance|Sight Importance}} + 0.2*{{Q|Melee Hit Chance|Manipulation Importance}}}} extra levels of [[Melee]]. | * An increase in [[Melee Hit Chance]] equivalent to +{{#expr: 0.35*{{Q|Melee Hit Chance|Sight Importance}} + 0.2*{{Q|Melee Hit Chance|Manipulation Importance}}}} extra levels of [[Melee]]. | ||
* An increase in [[Melee Dodge Chance]] equivalent to +{{#expr: 0.35*{{Q|Melee Dodge Chance|Sight Importance}} + 0.5*{{Q|Melee Dodge Chance|Moving Importance}}}} extra levels of Melee. | * An increase in [[Melee Dodge Chance]] equivalent to +{{#expr: 0.35*{{Q|Melee Dodge Chance|Sight Importance}} + 0.5*{{Q|Melee Dodge Chance|Moving Importance}}}} extra levels of Melee. | ||
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== Gallery == | == Gallery == | ||
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<references /> | <references /> | ||
− | {{ | + | {{nav/drugs}} |
+ | |||
[[Category:Drug]] [[Category:Hard Drug]] | [[Category:Drug]] [[Category:Hard Drug]] |