05-11-2021, 09:18 AM
(This post was last modified: 05-11-2021, 12:08 PM by github_bot. Edited 2 times in total.)
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About the PR
Previously, when attacking cyborgs there was a 10% chance of missing if attacking a cyborg's chest, 30% chance of missing if attacking their head, and 50% chance of missing if attacking a limb.
This removes those miss chances, meaning that it will take slightly fewer attacks (same number of actual hits) to destroy/damage a cyborg, on average.
To anyone who took account of previous behavior when attacking cyborgs, you may find that you can destroy their limbs easier than before to allow for easier neutralization of the threat (e.g. hit a light cyborg's legs a few times to really slow it down by destroying one if you don't really want to completely destroy the cyborg by attacking its head/chest).
Why's this needed?
Inconsistent with combat behavior with humans, passive RNG can be pretty bad. These miss chances were not intuitive or explained in any way. While this is more of a larger "meta" thing, this may make attacking their legs to slow them down, for example, a more viable strategy than before.
Changelog
PULL REQUEST DETAILS
[BALANCE][INPUT WANTED]
About the PR
Previously, when attacking cyborgs there was a 10% chance of missing if attacking a cyborg's chest, 30% chance of missing if attacking their head, and 50% chance of missing if attacking a limb.
This removes those miss chances, meaning that it will take slightly fewer attacks (same number of actual hits) to destroy/damage a cyborg, on average.
To anyone who took account of previous behavior when attacking cyborgs, you may find that you can destroy their limbs easier than before to allow for easier neutralization of the threat (e.g. hit a light cyborg's legs a few times to really slow it down by destroying one if you don't really want to completely destroy the cyborg by attacking its head/chest).
Why's this needed?
Inconsistent with combat behavior with humans, passive RNG can be pretty bad. These miss chances were not intuitive or explained in any way. While this is more of a larger "meta" thing, this may make attacking their legs to slow them down, for example, a more viable strategy than before.
Changelog
Code:
changelog
(u)Mordent
(*)You no longer randomly miss cyborgs when melee attacking them.
PULL REQUEST DETAILS