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Sign upDeafness, stunning and stuck penalty adjustments #12239
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Hm, isnt the deafness effect also added when putting on e.g. noise cancelling headgear? I'd rather not get pain from that. |
i2amroy
reviewed
Apr 29, 2015
| "scaling_mods": { | ||
| "pain_max_val": [5], | ||
| "pain_chance": [150] | ||
| } |
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i2amroy
Apr 29, 2015
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You can chop a zero off of all of your chance numbers here (i.e. "pain_chance": [-5]) and have the nifty side effect of it all moving to a normal percent system there.
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Nah, noise canceling headgear is handled separately from the deaf effect right now. If stacking multiple instances of deafness is the problem with grenades/etc. you might consider just adding a Follow up PR idea, make ear plugs only lower noise (similar to a medium level of deafness) rather than making the player totally deaf, since that's generally the way ear plugs work in real life. |
Coolthulhu commentedApr 29, 2015
A couple of balance adjustments:
(bashing+accuracy)/20turns, capped at 6 turns. This would easily take out a hulk out of combat, provided you get the first strike. Changed tobashing*accuracy > target max hpand capped at 1 turn.Also cleaned up some melee combat code.
I'm not sure about the numbers.
I went light on the deafness because 1000 turns of deafness from few burst or 'nades is not OK.
The stuck penalty may be a bit too dependent on strength at lower skill levels.