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augments:network_siphon [2020/05/04 23:08] – created storm | augments:network_siphon [2020/06/19 10:26] (current) – turtlingherd | ||
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- | ===== Network Siphon ===== | + | ====== Network Siphon ====== |
+ | [{{ network_siphon.png|Network Siphon icon}}] | ||
- | This article is a stub. | + | > //The mark of a great agent is the ability to take your enemy' |
- | {{tag> | + | This augment is [[: |
+ | |||
+ | ====== Strategy ====== | ||
+ | If we assume one [[:alarm level]] passes every 4 turns (because it makes the math easy, and it's sort of realistic, assuming an average of one mistake per alarm level), its power output per turn is: | ||
+ | |||
+ | ^ Alarm level ^ Total [[:PWR]] gained ^ Total turns ^ Average efficiency | ||
+ | | 1 | 2 | 4 | 0.5 [[: | ||
+ | | 2 | 6 | 8 | 0.75 [[: | ||
+ | | 3 | 12 | 12 | 1 [[: | ||
+ | | 4 | 20 | 16 | 1.25 [[: | ||
+ | | 5 | 30 | 20 | 1.5 [[: | ||
+ | | 6 | 42 | 24 | 1.75 [[: | ||
+ | | 7* | 56 | 28 | 2 [[: | ||
+ | |||
+ | *not a real alarm level, but Network Siphon still works every 5 ticks after alarm level 6 | ||
+ | |||
+ | As such, Network Siphon can be strong when you're able to get a lot of utility out of power spent when the [[:alarm level|alarm tracker]] is already very advanced, such as challenge campaigns where the alarm tracker moves at faster-than usual speed, or in an agency making heavy use of an [[: |