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programs:charge [2020/06/28 00:10] andrewprograms:charge [2020/06/30 17:24] (current) andrew
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   * Any program which already has a PWR cost of 0 is made strictly worse by the increased cooldown.   * Any program which already has a PWR cost of 0 is made strictly worse by the increased cooldown.
-  * [[Burst]] is much worse with Charge --- it still costs 0\ PWR to use, but the higher cooldown makes it generate less average PWR per turn, and also extends the -3\ [[:AP]] penalty by an extra turn.+  * [[Burst]] is //much// worse with Charge --- it still costs 0\ PWR to use, but the higher cooldown makes it generate less average PWR per turn, and also extends the -3\ [[:AP]] penalty by an extra turn.
   * [[Emergency Reserve]]'s longer cooldown with Charge makes it strictly worse, as it generates at most +1.25\ PWR per turn instead of +1.67\ PWR per turn in the best case.   * [[Emergency Reserve]]'s longer cooldown with Charge makes it strictly worse, as it generates at most +1.25\ PWR per turn instead of +1.67\ PWR per turn in the best case.
-  * [[Root]]'s -1\ PWR per turn penalty is also extended by an extra turn.+  * [[Root]]'s -1\ PWR per turn penalty is also extended by an extra turn, making it strictly worse.
   * [[Seed]]'s cooldown becomes 2 turns, making it strictly worse.   * [[Seed]]'s cooldown becomes 2 turns, making it strictly worse.
   * Charge has no effect on other passive programs.   * Charge has no effect on other passive programs.
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 Charge does unambiguously improve some specific programs: Charge does unambiguously improve some specific programs:
  
-  * [[Fusion]] with Charge costs only 3\ PWR to use, and generates +3\ PWR per turn for five turns instead of four, for an average of +2.2\ PWR per turn if Fusion is used consistently, compared to +1.75\ PWR per turn for Fusion without Charge.+  * [[Fusion]] with Charge costs only 3\ PWR to use, and generates +3\ PWR per turn for five turns instead of four, for an average of +2.4\ PWR per turn if Fusion is used consistently, compared to +1.75\ PWR per turn for Fusion without Charge.
   * [[Wisp]] normally costs 3 PWR with no cooldown; with Charge, it costs 1\ PWR and has a cooldown of 1 turn, but it is rarely good to use Wisp more than once per turn anyway.   * [[Wisp]] normally costs 3 PWR with no cooldown; with Charge, it costs 1\ PWR and has a cooldown of 1 turn, but it is rarely good to use Wisp more than once per turn anyway.
  
programs/charge.1593303000.txt.gz · Last modified: 2020/06/28 00:10 by andrew