Ping() is a Function of the Transistor. It is derived from Henter Jallaford's Trace, and is unlocked via the User leveling up.
Ping() is a rapid-fire ranged offensive Function. Although each shot is fairly weak, Ping()'s low Turn() cost allows it to be fired in quick succession several times in one Turn().
Installing Ping() as an Upgrade to other Functions can be used to improve their firing speed and reduce their Turn() planning cost.
Installing Ping() in a Passive slot decreases the Turn() cost for moving, allowing the User to move much further in a single use of Turn().
Details[]
Slot Type | Description | Stats | Global Use Rate |
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Active | Fire rapid kinetic charges in a straight line. | > Base Damage: 15
> Shorts per Sec: 4 > Turn() Planning Cost: 10 |
9% |
Upgrade | Reduce Turn() planning cost and speed up most Functions. | View UPGRADES section for specific details. | 23% |
Passive | Move much farther in a single use of Turn(). | > Turn() Movement: 200% | 4% |
Turn() Information[]
Ping()'s Turn() information is as follows:
- Ping() is more effective when backstabbing
- Ping() is effective at finishing off weakened Targets
- Ping() may upgrade other Functions to make them more efficient
- Ping() fires rapidly outside of Turn()
- Ping() cannot shoot through obstacles
- Use Ping() in a Passive Slot to move farther in Turn()
Upgrades[]
Ping() + Bounce() | Stats | |
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Ping() will chain to multiple nearby Targets. | > Number of Jumps: 5 > Jump Range: 350 > Jump Dmg. Reduced: 20% |
Ping() + Breach() | Stats | |
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Ping() will fire farther and with more velocity. | > Range: 200% > Projectile Velocity: 200% |
Ping() + Crash() | Stats | |
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Ping() will briefly make Targets more vulnerable to other Functions. | > Target Vulnerable: 1.6 Sec |
Ping() + Cull() | Stats | |
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Ping() will deal more damage and send Targets flying upward. | > Max. Damage: 125% > Upward Impact |
Ping() + Flood() | Stats | |
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Ping() will briefly leave a damage trail the wake of each shot. | > Trail Damage: 10 per Sec > Trail Duration: 2.5 Sec |
Ping() + Get() | Stats | |
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Ping() will pull Targets to the User and deal more damage at longer range. | > Pulls Targets to User > Stronger vs. Distant Targets |
Ping() + Help() | Stats | |
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Ping() will gain a 50% chance to prevent Cells from spawning. | > Cell Destroy Chance: 50% |
Ping() + Jaunt() | Stats | |
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Ping() will be usable in Turn() recovery. | > Usable in Turn() Recovery |
Ping() + Load() | Stats | |
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Ping() will deal damage in an area of effect on impact. | > Blast Radius: 250 |
Ping() + Mask() | Stats | |
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Ping() will deal greater backstab damage to Targets. | > Backstab Damage: 125% |
Ping() + Ping() | Stats | |
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Ping() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Ping() + Purge() | Stats | |
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Ping() will slow Targets, dealing damage over time. | > Damage Over Time: 40 in 2.0 Sec > Target Slowed: 70% |
Ping() + Spark() | Stats | |
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Ping() will fan out multiple projectiles that are more damaging at close range. | > Projectiles: 3 > Damage Reduced: 50% |
Ping() + Switch() | Stats | |
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Ping() will briefly switch the Target's allegiance to the User's. | > Charm Duration: 3.0 Sec. |
Ping() + Tap() | Stats | |
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Ping() will siphon some life points from the Target. | > LifeSteal: 2% |
Ping() + Void() | Stats | |
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Ping() will deal more damage to Targets. | > Max. Damage: 150% |
Ping() as an Upgrade[]
Bounce() + Ping() | Stats | |
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Bounce() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Breach() + Ping() | Stats | |
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Breach() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Crash() + Ping() | Stats | |
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Crash() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Cull() + Ping() | Stats | |
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Cull() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Flood() + Ping() | Stats | |
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Flood() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Get() + Ping() | Stats | |
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Get() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Help() + Ping() | Stats | |
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Help() will summon a hardy, faster-moving Friend whose attack is more efficient to use in Turn(). | > Move Speed: 150% > Bark() Cost Reduced: 50% > Friend Life: 200% |
Jaunt() + Ping() | Stats | |
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Jaunt() will be more efficient to plan during Turn(). | > Turn() Cost Reduced: 15% |
Load() + Ping() | Stats | |
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Load() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Mask() + Ping() | Stats | |
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Mask() will gain a faster cooldown between uses. | > Faster Cooldown: 130% |
Purge() + Ping() | Stats | |
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Purge() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Spark() + Ping() | Stats | |
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Spark() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Switch() + Ping() | Stats | |
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Switch() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Tap() + Ping() | Stats | |
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Tap() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Void() + Ping() | Stats | |
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Void() will be more efficient to plan during Turn() and faster in real time. | > Turn() Cost Reduced: 25% > Attack Speed: 120% |
Function Files[]
Background[]
How many cases must one crack to become the most highly decorated detective in the 18th Precinct? Even this, Officer Henter Jallaford knew ahead of time, although he never acted prideful about it. Of course Officer Jallaford was no mere detective -- he was a forecaster. This was one of the rarest and least understood professions in Cloudbank , though the results spoke for themselves. Officer Jallaford possessed an almost uncanny ability to solve any mystery that blew into town. So it was that he became very interested in the reasons why Central Administration quietly decided to take down the northwestern edge of the Goldwalk district until further notice.
Investigation[]
Officially speaking, Officer Jallaford could only do so much until the administration provided sufficient clearance, for his own safety. But, one of the side effects of Officer Jallaford's talents as a forecaster was his insatiable desire to confirm his hypotheses. So he decided to move forward with his investigation, sensing significant trouble and not wanting to sit idly by rather than do his job. What he discovered in Goldwalk shook Officer Jallaford to his core. He has never seen anything like it and his hands shook as he prepared his report on the spot. But he ceased transcription when several individuals approached him. He did not expect them either.
Disappearance[]
The Camerata knew Officer Jallaford posed a significant threat, as he was one of the only detectives stubborn or determined enough to refuse to accept the administration's non committal answers about what was going on in Goldwalk. After considering several ideas that might draw the Officer out, the Camerata realized they needed only to be patient with him. After all, a forecaster could only predict what was already planned. After Officer Jallaford vanished, the 18th Precinct fabricated a palatable explanation for the public (the Officer was approaching retirement age), and together they agreed to name a quarter of his home district in his honor.
Trivia[]
- Internally, Ping() is known as "Sidearm."
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