Difference between revisions of "Parasite"

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(Added explanation of parasite math)
(Damage Override section)
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=== Exterminators ===
 
=== Exterminators ===
 
Exterminators or Fire Extinguishers do a constant DPS to every parasite in the stack, but that damage is all applied to the top of the stack, taking away the same parasite HP's as the natural decay.  Exterminators are extremely effective against large stacks of parasites.
 
Exterminators or Fire Extinguishers do a constant DPS to every parasite in the stack, but that damage is all applied to the top of the stack, taking away the same parasite HP's as the natural decay.  Exterminators are extremely effective against large stacks of parasites.
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=== Damage override ===
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Many weapons that inject parasites now have a "Parasite Damage Override" value, ranging anywhere from 0.1 to 10.0.  Such weapons completely override the parasites stated damage with a new damage amount equal to the Damage Override value times the weapon damage.  This helps to balance weapons and keeps the parasite damage relevant to different weapons and tech levels without having to create too many different parasites.
  
 
== Parasites and Fires ==
 
== Parasites and Fires ==

Revision as of 17:33, 16 March 2020

Parasite.jpg

Parasites feed off of the resources in your ship. They board your ship by your ship being on the receiving end of a parasitic weapon, such as Sleet Sludger or Parasitic Flare Gun, or any other weapon that adds damage over time. To get rid of a parasite, either dock at a station and they will pop out of your ship, or equip an Exterminator which will eat parasites at a specified rate. Some Parasites have a defined size, and can take up hull space. Others are 0 size and can keep on accumulating, making your ship unbearable, and more useful to buy an exterminator. All Parasites are tech 0.

Parasite Mechanics

Decay

Approximately every 1 second, the stack of parasites will take damage equal to = the number equipped * SingleParasiteHP / lifetime (where lifetime = 2 * halflife.)

So if you have 1 parasite with a lifetime of 12 seconds and 12 hp, then every second it will take 1 * 12 / 12 = 1 damage, so after 12 seconds, it will go away. If you have 2 such parasites, then for 6 seconds, the stack will take 2 * 12 / 12 = 2 damage per tick until 1 dies after 6 seconds, and then the second one will die 12 seconds after that, or 18 seconds from when you started. If you had 3 such parasites, then one will die after 4 seconds, the second one 6 seconds after that, and the last one 12 seconds after that, etc. When damage "is applied to the stack" it's always applied to one parasite at a time until it's dead, potentially killing multiple parasites per tick. There's no individual HP of parasites in the stack, just the current HP of the "top" parasite.

Inflicting Damage to the Host

Every damageInterval, as defined in the parasite, the parasite stack will damage the ship equal to parasiteDamage * multiplierFromAugsAndWeapon * numberOfParasitesCurrentlyInTheStack. If these hypothetical parasites do 1 damage per second to the ship, then a stack of 2 will do 2 damage per second for 6 seconds, and then 1 damage per second for 12 seconds, or 24 damage total. Without exterminators, each parasite is going to do all of its damage eventually, but the more parasites in the stack, the more the timeline is pushed out. Each additional parasite added to the stack pushes out the time when the existing parasites get to do their damage.

Exterminators

Exterminators or Fire Extinguishers do a constant DPS to every parasite in the stack, but that damage is all applied to the top of the stack, taking away the same parasite HP's as the natural decay. Exterminators are extremely effective against large stacks of parasites.

Damage override

Many weapons that inject parasites now have a "Parasite Damage Override" value, ranging anywhere from 0.1 to 10.0. Such weapons completely override the parasites stated damage with a new damage amount equal to the Damage Override value times the weapon damage. This helps to balance weapons and keeps the parasite damage relevant to different weapons and tech levels without having to create too many different parasites.

Parasites and Fires

Name Weapon Type Damage Health Size Weight Description Half-Life Comments
Basil Bacteria Basil Bacteria Blaster Organic 4 every 1 second 800 0 1 A groovy bug 15 seconds
Black Coal Santa's Coal Shooter Fire 1 every 1 second 1000 0 100,000 Ho, Ho, TAKE THAT! 60 seconds Improves: Speed -1%
Blowworm Blowworm Syringe Organic 29 every 2.5 seconds 250 1 1 ugh 30 seconds Duplicates every 20 seconds
Boogie Bacteria Goblin Boogie Device organic 3 every 1 second 500 0 2,000 gross 20 seconds Speed -50%, Radar -50%, Range -25%, visibility: 150
Burger Sludge N/A Organic 2 every 1 second 40 0 1,000,000 ugh 15 seconds Possible green debris in The Serengeti
Critical Fire Various Fire 5 every 0.5 seconds 400 0 1 its burning 3 seconds Visibility: 30
Dark Fire Infernal Darkness weapons Fire 6 every 1 second 600 0 1 it's burning 30 seconds Visibility: 120
Drenched! Poseidon Wave Special Nanite 1 every 1 second 800 0 0 Better than front row seats at Sealand 5 seconds Improves: Rate of fire -10%, Energy Recharge -10%
Duplicator Strontium Miner Organic 4 every 1 second 525 0 1 Cute little beetle of destruction. 20 seconds
Elephant Symbiote Organic -50 every 1 second 1,000 0 1 Clean your tusks. 5 seconds Unique
Face Hugger Webbing Spray Face Hugger Acid Spit Organic 10 every 1 second 250 0 1000 Stick stuff, really stick stuff. 30 seconds Improves: Speed -2%, Radar -5%
Flare Parasitic Flare Gun Nanite 1 every 1 second 100 0 1 ugh 120 seconds Visibility: 3500, 4 elec
Holy Fire High Prophet Fire 1,000 every 1 second 1,000 0 1 The power of adum compels you! 30 seconds Tracking -90%
Huge Fire Various Fire 10 every 1 second 1,200 0 1 it's burning 40 seconds Visibility: 120
Ice Sludge Ice Sludger Organic 5 every 5 seconds 80 0 15,000 slooow me down 50 seconds Duplicates every 20 seconds
Jelly Spit Jelly Spitter Organic 1 every 1 second 10 1 5,000 Sticky stuff, seem to eat power cables and grow off it somehow. 300 seconds Duplicates every 60 seconds
Large Fire Various Fire 3 every 1 second 600 0 1 it's burning 30 seconds Visibility: 90
Maimed! Ares War Chariot Special Nanite 50 every 1 second 800 0 0 Owwwwwwww 10 seconds Improves: Speed -20%, Turning -25%, Tracking -25%
Medium Fire Various Fire 2 every 1 second 400 0 1 it's burning 7.5 seconds Visibility: 30
Seer's Blindy Sauce Seer's Blinder Nanite 1 every 0.7 seconds 100 0 1 Who turned out the lights? 30 seconds Improves: Radar -50%
Sleet Sludge Sleet Sludger Organic 60 every 1 second 475 0 15,000 slooow me down 60 seconds Weapon is built in on the Snowflake
Sludge Sludge Spewer Organic 2 every 1.5 seconds 80 0 10,000 ugh 15 seconds
Small Fire Various Fire 1 every 1 second 200 0 1 it's burning 15 seconds Visibility: 14
Stemworm Stemworm Syringe Organic 7 every 1 second 200 0 1 ugh 30 seconds
Sticky Glue Glue Gun Nanite 1 every 1 second 1,200 0 2,000,000 sticky 40 seconds Improves: Speed -20%, Radar -50%, 4 elec/s
Hot Sticky Glue Hot Glue Sprayer Nanite 200 every 1 second 1,200 0 1,000,000 sticky 40 seconds Improves: Speed -5%, Radar -50%, 4 elec/s
Stingray Poison Stingray Laser Nanite 10 every 0.7 seconds 2000 0 10,000 Nanites be eating my cables! 60 seconds Speed -40%, Shield Recharge -20%, Energy Recharge -20%, Range -20%
Removed, instead the laser now gives -25% range and speed
Super Ice Sludge Super Ice Sludger Organic 10 every 5 seconds 300 0 30,000 slooow me down 50 seconds Fertile!
Super Duper Ice Sludge Super Duper Ice Sludger Organic 15 every 5 seconds 4500 0 45,000 slooow me down 25 seconds Duplicates every 2 seconds
Undead Narwhal Parasite ? Organic 75 every 0.5 seconds 400 0 300,000 Disgusting and hmm, undead?!? 40 seconds
Small Napalm Fire Small Incendiary Missile Fire 20? every 1 second 400 0 1 This one really burns. 15 seconds ?? visibility
Medium Napalm Fire Medium Incendiary Missile Fire 80 every 1 second 800 0 1 This one really burns. 15 seconds Visibility: 60
Large Napalm Fire Large Incendiary Missile Fire 140 every 1 second 1200 0 1 This one really burns. 15 seconds Visibility: 120
Huge Napalm Fire Red Photon Plasma Missile Fire 2500 every 1 second 1600 0 1 This one really burns. 10 seconds Visibility: 120
Ksaravisa Ekam Antu Zakti Organic 5 every 0.5 seconds 300 0 25,000 A slightly caustic Aveksaka biogenic acid. 30 seconds

Base Parasites

All of these parasites below are Base-Only, and therefore will not appear on Player Ships.

Name Weapon Tech Weapon Type Damage Health Size Weight Elec Description Half-Life Comments
Core Drain Device Prototype 10 Unidyne Core Drain Prototype Nanite 80 every 2 seconds 1,000 0 1,000 8/s Attaches to large hulls and sucks the energy right out. 3,600 seconds Improves: Shield Recharge -20%, Damage -10%
Class I Core Drain Device 14 Unidyne Core Drain Nanite 112 every 2 seconds 1,400 0 1,000 10/s Attaches to large hulls and leaches the energy from all systems 3,600 Seconds Improves: Shield Recharge -30%, Damage -15%
Class II Core Drain Device 17 Unidyne Core Leach Nanite 136 every 2 seconds 1,700 0 1,000 14/s Attaches to large hulls and leaches the energy from all systems 3,600 seconds Improves: Shield Recharge -40%, Damage -20%
Core Dump Device 20 Unidyne Core Dump Nanite 160 every 2 seconds 2,000 0 1,000 16/s Attaches to large hulls and dumps the energy from all systems 3,600 seconds Improves: Shield Recharge -50%, Damage -25%
Rubicite Waste N/A Rubicite Injection Morphology Nanite 160 every 2 seconds 700,000 2 100 0 Large industrial processes often have unforseen environmentally damaging byproducts. 3,600 seconds Improves: Shield -70%, Damage -70%, Shield Recharge -70%

Aveksaka Parasites

Weapon Parasites

Name Source Type Damage Health Size Weight Description
Half-Life Comments
Artisaluna Katur Parasitic Shield Transference IV
Inflicted onto user, while target is inflicted with a Bhisajsaluna Katur
Nanite 10 every 2s 400 0 1 A shield sapping Aveksaka parasite.
6 sec
Bhisajsaluna Katur Parasitic Shield Transference IV
Inflicted onto target, while user is inflicted with a Artisaluna Katur
Nanite -20 every 2s 400 0 1 A shield restoring Aveksaka parasite.
6 sec
Artisaluna Sas Vaidaya Bhisajamzu
Inflicted onto user, while target is inflicted with a Bhisajsaluna Sas
Nanite 12 every 2s 400 0 1 A shield sapping Aveksaka parasite.
12 sec
Bhisajsaluna Sas Vaidaya Bhisajamzu
Inflicted onto target, while user is inflicted with a Artisaluna Sas
Nanite -25 every 2s 400 0 1 A shield restoring Aveksaka parasite.
12 sec
Bhisajsaluna Sahistha Dhatri Bhisaj
Inflicted onto target
Nanite -30 every 2s 400 0 1 A shield restoring Aveksaka parasite.
20 sec Shield Recharge +10%, Energy Recharge +10%

Missile Parasites

Name Source Type Damage Health Size Weight Description
Half-Life Comments
Ksaravisa Ksaravis'ayu and Visphotakapad Ksaravis'ayu missile
Anything damaged by these missiles is inflicted with a Ksaravisa
Organic 200 every 1s 2,000 0 1 Caustic Poison
10 sec Resistance -10%

Environmental Parasites

Name Source Type Damage Health Size Weight Description
Half-Life Comments
Abhyagatasahistha Inflicted by area of effect damage while fighting the Janayitri Sahsitha
Rotten Eggs and when the inner / outer area is flooded with toxins
Organic 200 every 0.5s 2,500 0 100,000 A self-replicating alien parasite.
30 sec Fertile

Beneficial Nanites

Prospected Nanites

All of these are nanites and are unaffected by exterminators. They can be prospected in Perilous Space. Like any parasite, fire or nanite, they will disappear upon docking, if you want to keep the bonuses they give, you may want to avoid docking in the meantime.

Name Size Weight Bonuses Elec Lifespan Health Comments Description
Bule Nanite 0 1 Visibility -40%, Tracking +20%, Range +15% 20/s 1 hour 100 Unique, Can't unequip An ancient nanite that amazingly still works!
Mzungu Nanite 0 1 Hull Space +10%, Resistance +7% 20/s 1 hour 100 Unique, Can't unequip An ancient nanite that amazingly still works!
Vazaha Nanite 0 1 Shield +30%, Shield Recharge +20% 20/s 1 hour 100 Unique, Can't unequip An ancient nanite that amazingly still works!

Seer Nanites

All of the parasites below are Seer-only, Beneficial, and Nanites. Their Size is 0, and Weight is 1. They all have a Health of 100, a Visibility of 100, and a Half-life of 0.2 seconds.

Name Weapon Tech Weapon Description Bonuses
Transference Config Virus 14 Transference Config Laser This virus affects your ships systems to increase the power of transference weapons at the cost of efficiency. Transference Power +20%, Transference Efficiency -10%
Critical Transformer Virus 13 Critical Transformer Laser This virus affects your ships system to increase the severalty of a critical hit, but slows your ship. Speed -15%, Critical Hit Strength +30%
Firing Systems Virus 13 Firing Systems Laser This virus effects your ships systems to decrease the recoil of your weapons buy making them require more energy. Rate of Fire +35%, Electric Tempering +10%
Damage Re-distributor Virus 15 Damage Re-Distributor Laser This virus affects your ships system to put out more damage a the cost of weakening defences. Damage +35%, Resistance to Damage -10%
Projection Passivator Virus 14 Projection Passivator Laser This virus affects your ships system to increase resistances at the cost of weapon range. Range -20%, Resistance to Damage +25%
Shield Power Transfer Virus 14 Shield Power Transfer Virus Laser This virus affects your ships system to increase shield regeneration by sacrificing durability of the shield. Shield -15%, Shield Recharge +25%

All of the parasites below are Seer-only, Beneficial, and Nanites. Their Size is 0, and Weight is 1. They all have a Health of 100, a Visibility of 100, and a Half-life of 0.5 seconds.

Name Weapon Tech Weapon Description Bonuses
Transference Configuration Virus 19 Transference Configuration Laser This virus affects your ships systems to increase the power of transference weapons at the cost of efficiency. Transference Power +35%, Transference Efficiency -10%
Critical Re-router Virus 16 Critical Re-router Laser This virus affects your ships system to increase the severalty of a critical hit, but slows your ship. Speed -15%, Critical Hit Strength +45%
Advanced Firing Systems Virus 20 Advanced Firing Systems Laser This virus effects your ships system to decrease the recoil of your weapons buy making them require more energy. Rate of Fire +45%, Electric Tempering +15%
Damage Re-distribution Virus 20 Damage Re-Distribution Laser This virus affects your ships system to put out more damage a the cost of weakening defences. Damage +40%, Resistance to Damage -13%
Improved Projection Passivator Virus 18 Improved Projection Passivator Laser This virus affects your ships system to increase resistances at the cost of weapon range. Range -25%, Resistance to Damage +30%
Shield Matrix Power Transfer Virus 17 Shield Matrix Power Transfer Virus Laser This virus affects your ships system to increase shield regeneration by sacrificing durability of the shield. Shield -15%, Shield Recharge +35%