03-02-2021, 01:48 PM
(This post was last modified: 03-13-2021, 12:55 PM by github_bot. Edited 2 times in total.)
PULL REQUEST DETAILS
[balance][input wanted]
About the PR
This PR balances how melee stun artifacts work:
-Melee artifacts have 45% chance of being stun artifacts (previously 40% chance for stun art, 15% chance for knockout art)
-Instead of being based on instant stuns/knockouts, they behave similarly to stun batons, with each hit applying disorient status effect and knockdown status effect after draining victim's stamina
-Stamina damage range is 50-120 (worst case scenario slightly better than toolbox, best case scenario, slightly better than stun baton)
-Disorient status effect and knockdown duration scales up with rolled stamina damage (disorient 1sec-8sec, knockdown 3sec-10sec)
(the calculations are based on VERY basic maths but I believe it works alright in that case)
Why's this needed?
Instant stuns are not fun to fight against at all, and are the reason why the police baton was nerfed.
Changelog
PULL REQUEST DETAILS
[balance][input wanted]
About the PR
This PR balances how melee stun artifacts work:
-Melee artifacts have 45% chance of being stun artifacts (previously 40% chance for stun art, 15% chance for knockout art)
-Instead of being based on instant stuns/knockouts, they behave similarly to stun batons, with each hit applying disorient status effect and knockdown status effect after draining victim's stamina
-Stamina damage range is 50-120 (worst case scenario slightly better than toolbox, best case scenario, slightly better than stun baton)
-Disorient status effect and knockdown duration scales up with rolled stamina damage (disorient 1sec-8sec, knockdown 3sec-10sec)
(the calculations are based on VERY basic maths but I believe it works alright in that case)
Why's this needed?
Instant stuns are not fun to fight against at all, and are the reason why the police baton was nerfed.
Changelog
Code:
changelog
(u)TTerc
(*)Stun melee artifacts are now stamina damage based.
PULL REQUEST DETAILS