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Changing creatures critical damage multipliers on gun hit #23298

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merged 2 commits into from Apr 12, 2018

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commented Mar 25, 2018

Another apprroach to this: #22164
But without changing gazing hit damage.
Current hit damage multilayer is:

Hit Mult
Grazing 0-0.25
Standard 0.5-1
Good 1-1.5
Crit 1.75-2.3
Head 2.45-3.35

This PR proposed to change it to:

Hit Mult
Grazing 0-0.25
Standard 0.5-1
Good 1-1.5
Crit (changed) 1.5-2
Head (changed) 1.95-2.05

Reasons:

  • There was discussion already: #22164
  • Current headshot can give up to 335% of gun damage. There is no explanation why it should be that high. So damage needs to be somewhat normalized to sane values.
  • Gun with high caliber and point blank shooting produces tremendous amount of damage because of headshot modifier.
  • Even pistol can outdone shotgun damage on headshot now.
  • High headshot damage modifers forces player to use guns at point blank. After changes target will have additonal chance to survive headshot- so player given extra reason not to shoot at point blank.
  • This should should incerase survivability of monsters designed to be restistant to firearms, like skeletons, on pointblank fire.

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.

rebalancing crittical damage
rebalancing crittical damage
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commented Mar 25, 2018

Jenkins, rebuild.

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commented Mar 25, 2018

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.

randomizing headshot a bit
randomizing headshot a bit
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commented Mar 27, 2018

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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commented Mar 27, 2018

Jenkins, rebuild.

@kevingranade kevingranade merged commit 4d81a6a into CleverRaven:master Apr 12, 2018

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