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Reduced ranged damage multipliers #5854

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merged 2 commits into from Feb 4, 2014

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@macrosblackd
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commented Jan 31, 2014

In an effort to reduce the number of turret insta kills, I've drastically cut the damage multipliers for criticals and headshots.
This will definitly need to be play tested to gauge effectiveness.

Reduced ranged damage multipliers
In an effort to reduce the number of turret insta kills, I've drastically cut the damage multipliers for criticals and headshots.
This will definitly need to be play tested to gauge effectiveness.
@Zireael07

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commented Jan 31, 2014

Should fix #5797 too. Great job, macro!

@macrosblackd

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commented Jan 31, 2014

I should also note that this only reduces the extremely high damage numbers. Most non critical shots will still look the same.

@KA101

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commented Feb 1, 2014

Looking for more commentary before merging (specifically, whether people mind losing the ability to deal high-damage crits/headshots); I haven't shot anything (in a non-debug situation) in a While, so no real opinion personally.

@Lain-

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commented Feb 1, 2014

The whole throwing deal could use a rebalance, but for now I think headshot damage nerf should be sufficient. This works two ways too, reduce crazy turret headshot damage and make it harder to 1-shot zombie with crit throwing.

@BimKirstie

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commented Feb 1, 2014

+1 for this, no need for players to be able to deal high-damage headshots (this has been moaned about here: http://smf.cataclysmdda.com/index.php?topic=5216.0) and I think it'd definitely help balance out ranged.

@@ -319,6 +319,8 @@ int Creature::deal_projectile_attack(Creature *source, double missed_by,
} else if (u_see_this) {
g->add_msg(_("%s shoots %s."),
source->disp_name().c_str(), disp_name().c_str());
g->add_msg_if_player(this, _("You were hit in the %s for %d damage."),

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@kevingranade

kevingranade Feb 1, 2014

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We're moving away from "you took/dealt X damage" messages. Also this is going to print two messages when the player is hit, it should generally only be one message per event.

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@macrosblackd

macrosblackd Feb 3, 2014

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Would wrapping this in a check for self aware be acceptable?

@kevingranade

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commented Feb 1, 2014

Yea the crit mulltiplier is probably a bit out of hand, I don't think we've touched it ever since starting DDA, and plenty of other stuff has shifted.
The OTHER issue is that crit damage is applied pre-armor, this lets headshots easly bypass helmet armor when they shouldn't.

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commented Feb 1, 2014

I actually toyed around with applying the multiplier after armor
absorbs the initial amount but it basically destroyed any amount of
damage that could be done. In particular, wearing any amount of power
armor effectively made one invulnerable. It was only after playing
around with that did I look at nerfing the crit modifiers themselves.
Also, I don't seem to see any where that armor penetration is taken
into account. How exactly does armor penetration work?

On 2/1/14, Kevin Granade notifications@github.com wrote:

Yea the crit mulltiplier is probably a bit out of hand, I don't think we've
touched it ever since starting DDA, and plenty of other stuff has shifted.
The OTHER issue is that crit damage is applied pre-armor, this lets
headshots easly bypass helmet armor when they shouldn't.


Reply to this email directly or view it on GitHub:
#5854 (comment)

@kevingranade

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commented Feb 2, 2014

That's the problem, I don't think there IS an armor pen value, you just have to out-damage it.

@Lain-

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commented Feb 2, 2014

I assume that for now this can be a temporary solution?

@Zireael07

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commented Feb 2, 2014

^^ Agreed, let's merge this and work on the armor part later.

@KA101

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commented Feb 2, 2014

Waiting on the message fix Kevin requested.

@KA101 KA101 merged commit 488d0b2 into CleverRaven:master Feb 4, 2014

@macrosblackd macrosblackd deleted the macrosblackd:nerf-ranged branch Feb 4, 2014

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