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@Oskar could we have a slightly less evil way to respec psycasts? At least a dev tool or something? Due to the exponential difficulty of levelling, I'd put up with almost anything for the ability to respect non-lethally. Even losing 50% experience in exchange for respeccing would be fine.
There is a mod that gives pawns a psylink level up to a certain level via ritual if you wanna spread the psychic love btw, would work great in tandem
THEN you can give all the thralls the timeskip meditation power for even MORE free experience. Drain Psyessence is starting to look pretty good now
I've done some napkin math, and I don't think that's likely.
Assume 300% psyfocus from combining all focus types (except the wealth cheese, as that could get pached, and archotechnology, as that's hard to get) by Level 10.
Assume ALL level ups past that point add 10% to psyfocus (exp) gain rate.
Assume 24/7 meditation (no sleeping, eating, etc.)
Years - Level - Total EXP
1 - 27 - 24,994
10 - 64 - 380,457
101 - 121 - 2,548,426
There are 15 psypaths, with 10 abilities each. The first psypath unlock is free. Thats 150+14=164 ability points needed, not counting the points spent on gaining foci types. 100 years worth of psy meditation isn't enough.
515 - 160 - 46,110,627
Almost there.
610 - 164 - 56,057,711
I should note that each level up takes decades at this point.
788 - 170 - 75,138,410
We've now unlocked all abilities and all focus types. Now we just need enough psy stats to have a 100% focus discount.
64,538 - 270 - 9,886,832,927
This plan would require so much meditation, that you'd need to consider not just the best meditation method, but the method with the highest psyfocus gain to framerate loss ratio. You might need to factor in your own lifespan while you're at it.
It would be far, FAR more realistic to aim for taking the bare minimum number of abilities to become overpowered. Psy ability trainers bypass prequisites, letting you save on a ton of wasted level up points. All remaining points could then be sent on psystats. Cuz let's be honest - no-one takes Necropath for Word of Fear.
Not worth it. Not in the long run. Not when each precious level up is measured in years or decades. You are far better served by making a tightly focused build that ruthlessly cuts as many abilities as possible.
Maxing out a pawn is still very doable if they're tribal background though, anima trees will just give you a free level every few days. I just dont like dealing with them very much. Psytrainers seem to be the way to go otherwise, seeing as they let you unlock trees without wasting a point as well as let completely skip the lower tier powers. Its kind of lame but the optimal way to build seems to be saving the majority of your points, not unlocking any trees and just waiting to find the psytrainers you want.
Get a pawn with Drain Psy-essence, get a pawn with Craft Psy-ring, craft Psy-ring of Craft Psy-ring, give to Drain Psy-essence pawn, craft Psy-ring of Drain Psy-essence, proceed to use said ring to power level pawns by draining slaves/prisoners the first few levels at no cost to their lifespan
Proceed to categorize your pawns into Brawlers, Cookie Cutter Soldiers, Utility and Healer pawns
Brawlers get Warlord for combat, relying on necro-healers patching them up
Cookie Cutter Soldiers either get Warlord ranged for sniping with real weapons or 1 level in frost and icicle for a psy ranged attack while focusing on being melee in actuality
Utility gets Technomancy, Empathy, Harmony, etc combos for whatever you need to balance your colonies crafting, mood, harvest, etc
Healer being a combo of Necro for resurrection and Protector for limb regrowth, having atleast 2 of these for synergy and permanent fodder/patch-ups
Another viable soldier is give them sniper rifles and level them in necro with auto cast "Inflict Fear" ♥♥♥♥ is broken with 0 range
But main point is that a Ring of Drain Psy-essence could help all of these level in the early levels when playing with the mods storyteller
I hated that they nerfed this so hard. I’d use it at the end of the day 7-8 hour coma for my colonist to sleep and back to work the next day to do it all again. I will say it fully maxes out my psy meter thing so that’s a benefit.