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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
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[]

Power jumper Ping() + Bounce() Stats
Ping() will chain to multiple nearby Targets. > Number of Jumps: 5
> Jump Range: 350
> Jump Dmg. Reduced: 20%
Power snipe01 Ping() + Breach() Stats
Ping() will fire farther and with more velocity. > Range: 200%
> Projectile Velocity: 200%
Power slam01 Ping() + Crash() Stats
Ping() will briefly make Targets more vulnerable to other Functions. > Target Vulnerable: 1.6 Sec
Power uppercut Ping() + Cull() Stats
Ping() will deal more damage and send Targets flying upward. > Max. Damage: 125%
> Upward Impact
Power orb Ping() + Flood() Stats
Ping() will briefly leave a damage trail the wake of each shot. > Trail Damage: 10 per Sec
> Trail Duration: 2.5 Sec
Power hook Ping() + Get() Stats
Ping() will pull Targets to the User and deal more damage at longer range. > Pulls Targets to User
> Stronger vs. Distant Targets
Power summon Ping() + Help() Stats
Ping() will gain a 50% chance to prevent Cells from spawning. > Cell Destroy Chance: 50%
Power blink 01 Ping() + Jaunt() Stats
Ping() will be usable in Turn() recovery. > Usable in Turn() Recovery
Power bomb Ping() + Load() Stats
Ping() will deal damage in an area of effect on impact. > Blast Radius: 250
Power hide Ping() + Mask() Stats
Ping() will deal greater backstab damage to Targets. > Backstab Damage: 125%
Power sidearm Ping() + Ping() Stats
Ping() will be more efficient to plan during Turn() and faster in real time. > Turn() Cost Reduced: 25%
> Attack Speed: 120%
Power tracker Ping() + Purge() Stats
Ping() will slow Targets, dealing damage over time. > Damage Over Time: 40 in 2.0 Sec
> Target Slowed: 70%
Power clusterbomb01 Ping() + Spark() Stats
Ping() will fan out multiple projectiles that are more damaging at close range. > Projectiles: 3
> Damage Reduced: 50%
Power charm Ping() + Switch() Stats
Ping() will briefly switch the Target's allegiance to the User's. > Charm Duration: 3.0 Sec.
Power heal Ping() + Tap() Stats
Ping() will siphon some life points from the Target. > LifeSteal: 2%
Power void Ping() + Void() Stats
Ping() will deal more damage to Targets. > Max. Damage: 150%

Ping() as an Upgrade[]

Power jumper Bounce() + Ping() Stats
Bounce() will be more efficient to plan during Turn() and faster in real time. > Turn() Cost Reduced: 25%
> Attack Speed: 120%
Power snipe01 Breach() + Ping() Stats
Breach() will be more efficient to plan during Turn() and faster in real time. > Turn() Cost Reduced: 25%
> Attack Speed: 120%
Power slam01 Crash() + Ping() Stats
Crash() will be more efficient to plan during Turn() and faster in real time. > Turn() Cost Reduced: 25%
> Attack Speed: 120%
Power uppercut Cull() + Ping() Stats
Cull() will be more efficient to plan during Turn() and faster in real time. > Turn() Cost Reduced: 25%
> Attack Speed: 120%
Power orb Flood() + Ping() Stats
Flood() will be more efficient to plan during Turn() and faster in real time. > Turn() Cost Reduced: 25%
> Attack Speed: 120%
Power hook Get() + Ping() Stats
Get() will be more efficient to plan during Turn() and faster in real time. > Turn() Cost Reduced: 25%
> Attack Speed: 120%
Power summon Help() + Ping() Stats
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%
Power blink 01 Jaunt() + Ping() Stats
Jaunt() will be more efficient to plan during Turn(). > Turn() Cost Reduced: 15%
Power bomb Load() + Ping() Stats
Load() will be more efficient to plan during Turn() and faster in real time. > Turn() Cost Reduced: 25%
> Attack Speed: 120%
Power hide Mask() + Ping() Stats
Mask() will gain a faster cooldown between uses. > Faster Cooldown: 130%
Power tracker Purge() + Ping() Stats
Purge() will be more efficient to plan during Turn() and faster in real time. > Turn() Cost Reduced: 25%
> Attack Speed: 120%
Power clusterbomb01 Spark() + Ping() Stats
Spark() will be more efficient to plan during Turn() and faster in real time. > Turn() Cost Reduced: 25%
> Attack Speed: 120%
Power charm Switch() + Ping() Stats
Switch() will be more efficient to plan during Turn() and faster in real time. > Turn() Cost Reduced: 25%
> Attack Speed: 120%
Power heal Tap() + Ping() Stats
Tap() will be more efficient to plan during Turn() and faster in real time. > Turn() Cost Reduced: 25%
> Attack Speed: 120%
Power void Void() + Ping() Stats
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."
Functions

Turn()
Bark() Bounce() Breach() Crash() Cull() Flood() Get() Help() Jaunt() Kill() Load() Mask() Ping() Purge() Spark() Switch() Tap() Void()

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