06-29-2021, 07:49 PM
(This post was last modified: 06-30-2021, 10:10 PM by github_bot. Edited 4 times in total.)
PULL REQUEST DETAILS
About the PR
Instead of dramatically changing the mechanics of disarm (#5309), which seemed to be poorly received, lets see if mainly numbers tweaks are taken better:
* disarm stam cost 10 -> 30
* disarm stam damage 20 -> 10
* Disarm chance scaled down to 50% of current (18.5%) at targets with 200 or more stamina, and linerally scaled to current value (37%) on targets with 100 or less. Disarm chances on blocks is reduced by 80% (multiplicative)
* Disarm targets all held items at once
Why's this needed?
Stam costs: Make disarm less spammable as a main action in a brawl
Disarm stamina scaling: Make disarm less useful in a first-strike scenario, as well as less useful against ranged weapons (which typically do not use stamina) - numbers here might want poking
Arm targeting -> hand targeting:
* No other mechanic in this game, afaik, cares about what active hand slot someone *else* is using at any given time,
* Additionally, there is no feedback that a player has swapped hands or indication of which hand a player has as their active hand at any given time (until they attack/you attempt a disarm)
Together, this makes for a feature that is unintuitive and nigh-impossible to play around, as suddenly your disarm attacks stop working with exactly zero indication that anything in the situation has changed. Letting players target a specific hand for disarms will help alleviate that element, while still leaving inventory management as a way to reduce chance of weapon loss (pocket, bag, move *weapon* to other hand [which would trigger a change in the inhand sprite for the item as well as changing examine text, giving some feedback as to why disarms stop working])
Changelog
PULL REQUEST DETAILS
About the PR
Instead of dramatically changing the mechanics of disarm (#5309), which seemed to be poorly received, lets see if mainly numbers tweaks are taken better:
* disarm stam cost 10 -> 30
* disarm stam damage 20 -> 10
* Disarm chance scaled down to 50% of current (18.5%) at targets with 200 or more stamina, and linerally scaled to current value (37%) on targets with 100 or less. Disarm chances on blocks is reduced by 80% (multiplicative)
* Disarm targets all held items at once
Why's this needed?
Stam costs: Make disarm less spammable as a main action in a brawl
Disarm stamina scaling: Make disarm less useful in a first-strike scenario, as well as less useful against ranged weapons (which typically do not use stamina) - numbers here might want poking
Arm targeting -> hand targeting:
* No other mechanic in this game, afaik, cares about what active hand slot someone *else* is using at any given time,
* Additionally, there is no feedback that a player has swapped hands or indication of which hand a player has as their active hand at any given time (until they attack/you attempt a disarm)
Together, this makes for a feature that is unintuitive and nigh-impossible to play around, as suddenly your disarm attacks stop working with exactly zero indication that anything in the situation has changed. Letting players target a specific hand for disarms will help alleviate that element, while still leaving inventory management as a way to reduce chance of weapon loss (pocket, bag, move *weapon* to other hand [which would trigger a change in the inhand sprite for the item as well as changing examine text, giving some feedback as to why disarms stop working])
Changelog
Code:
changelog
(u)Tarmunora
(*)Disarm changes. See minor changes for details. To be reverted by Sat, July 3 for further review
(+)disarm stam cost 10 -> 30
(+)disarm stam damage 20 -> 10
(+)Disarm chance scaled down to 50% of current (18.5%) at targets with 200 or more stamina, and linerally scaled to current value (37%) on targets with 100 or less. Disarm chances on blocks is reduced by 80% (multiplicative)
(+)Disarm targets all held items at once
PULL REQUEST DETAILS