02-22-2023, 07:21 AM
(02-22-2023, 07:11 AM)Lord_earthfire Wrote: Well for some numbers, if i got anything wrong correctio s are well appreciated:
A stun baton, activated, got a stamina drain of 130. With a stamina regen of 10/s, this leaves a ~6 second window for two hits to connect to drive someone standing still/walking onto the ground. Even more time if they try to run or fight. And running us not an option due to desorient.
With meth, we look at around 65 stamina damage with a regen of 13 stamine/s. Which means 4 hits needed on a standing target. But in practice with movements and attacks, we talk about 3 hits. Synap+Epi are slightly weaker but compareable with 78 baton stamina damage.
Of course there are more potent stamina mixes. Nukies with syndie meth+synap reduce stun baton damage to laughable 26. The same can be achieved with powergamed stamina mixes.
A csaber gets you into crit with 2 hits, but to actually make you unable to fight back we are talking about around 3-4. A Katana makes you unable to fight back with 2-3 hits. You are still able to run away, though.
From my opinion, stun batons got a better TTK than traitir weaponry against unprepared crew and security that get jumped on and cannot eat their robust donuts.
THIS IS WHAT WE NEEDED EARLY ON IN THIS TOPIC! (Thus I will add it to the Opening post)
Still I would like to know some armor absorptions since sometimes I get the message: "Your armor softens the blow" when it comes to Tazer and Stun Rounds (Det revolver).
Does it effect Batons too?
Also how much Stamina damage does a flash do?
Once we get each "Stun weapon" number. I think we can finally compare every detail we need to know how "impactful" stun is and why.