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Sign upChanging creatures critical damage multipliers on gun hit #23298
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Jenkins, rebuild. |
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Note that this is also touch ranged vs melee balance and this is in fact somewhat nerf to firearm. Really if those 300% headshot damage is intended then this PR must be stopped or values must be corrected. My main reason for this: now it is more useful to player to wait when target come close to get critical hit or headshot to get crazy amount of damage instead of shoot at distance. |
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Head ciritcal damage modifiers set to 195-205% from 200% to add bit randomness. Is is not neralistic to get exaclty same of amount damage on headshot each time. |
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Jenkins, rebuild. |
ZhilkinSerg
added
Game: Balance
[C++]
Monsters
labels
Apr 2, 2018
kevingranade
merged commit 4d81a6a
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CleverRaven:master
Apr 12, 2018
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Firestorm01X2 commentedMar 25, 2018
•
edited
Another apprroach to this: #22164
But without changing gazing hit damage.
Current hit damage multilayer is:
This PR proposed to change it to:
Reasons:
Note that this is also touch ranged vs melee balance and this is in fact somewhat nerf to firearm. Really if those 300% headshot damage is intended then this PR must be stopped or values must be corrected.
My main reason for this: now it is more useful to player to wait when melee monster come dead close to get critical hit or headshot to get crazy amount of damage instead of shoot at distance.