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Buffs stamcrit #46323

Merged
merged 3 commits into from Sep 8, 2019
Merged

Buffs stamcrit #46323

merged 3 commits into from Sep 8, 2019

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kriskog
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@kriskog kriskog commented Sep 3, 2019

About The Pull Request

Overall makes stam crit slightly more reliable, by applying some extra stamina damage upon first entering stam crit. This prevents hovering around 100 stam damage and potentially getting out of stam crit near instantly with stam healing chems. Overall, it makes stam crit a bit more reliable.
If you don't use stamina regen chems, nothing has changed.

Why It's Good For The Game

Makes stam crit (slightly) more reliable.

Changelog

馃啈 Skoglol
balance: Stam crit made more reliable against stamina regen drugs. Upon first entering stam crit, some extra stamina damage will be applied.
/:cl:

@tgstation-server tgstation-server added the Balance Changes to functionality that modifies how effective certain methods are at powergaming label Sep 3, 2019
@kriskog kriskog mentioned this pull request Sep 3, 2019
@haukeschuemann
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Stam damage from batons isn't actually bugged. That's just limbs being weird. That's the reason why the issue describes it as a consistency issue and not a bug.

@carlarctg
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why is this a thing, it's already an incredible pain in the ass to recover from limb stamina damage if you get your limbs paralyzed

@kriskog
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kriskog commented Sep 3, 2019

Why it is a thing is explained in the OP. This doesn't change anything about limb damage or anything like that, it just ensures that if put into stam crit at a capped 100 stramina damage, you won't leave it at 99 stamina damage. For reference, your stamina regen stops for 10 seconds when you are put in stam crit, and instantly heals you to full after those ten seconds. This only targets chems.

And yeah, stamina damage on limbs only count 75%.

@Angustmeta
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Angustmeta commented Sep 3, 2019

Removed my first post because it's off topic and I'm too tired for discussion but Nemvar answered it.

Stun batons currently do 50 stamina damage 100% of the time if aiming at chest or head. That can't be intended, can it?

@carlarctg
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i dont see the problem with waking up at 99 stamina damage? you're incredibly slowed down and a single disabler hit, or even a thrown stunbaton is going to drop you instantly again

if you have problems with people using stam booster chems then just.. keep disabling/batoning. you can't stamina heal your way out of handcuffs

@kriskog
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kriskog commented Sep 3, 2019

Removed my first post because it's off topic and I'm too tired for discussion but Nemvar answered it.

Stun batons currently do 50 stamina damage 100% of the time if aiming at chest or head. That can't be intended, can it?

The way untargeted damage works (what is applied when stamina damaged by the baton) is it spreads among all the body parts. So the damage on limbs will contribute less towards the total damage. This is the same for normal damage that hits entire body as well, like shocks.

i dont see the problem with waking up at 99 stamina damage? you're incredibly slowed down and a single disabler hit, or even a thrown stunbaton is going to drop you instantly again

if you have problems with people using stam booster chems then just.. keep disabling/batoning. you can't stamina heal your way out of handcuffs

Sure it makes you slower, but you can still use items freely. Heck, if you rest there isn't even an indication that you left crit. You can pull out a stun baton/revolver at 99 stamina damage at no penalty. Do you see the problem yet?
Also managing to apply the handcuffs with someone leaving stam crit and being able to move every two seconds isn't viable.

@belltop1
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belltop1 commented Sep 3, 2019

馃憤
Maybe some day we'll have a universal stamina regeneration system for everyone, altered by chems and etc, instead of "stamina damage instantly vanishes after 10 seconds"

@Angustmeta
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My point was that stamina damage to chest or head isn't capped to 100 so buffing batons or increasing the cap from 120 should have the same effect while still keeping 100 as an intuitive number. All stam damage still gets purged after 10 seconds anyway.

@ExcessiveUseOfCobblestone
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My point was that stamina damage to chest or head isn't capped to 100 so buffing batons or increasing the cap from 120 should have the same effect while still keeping 100 as an intuitive number. All stam damage still gets purged after 10 seconds anyway.

good take

@kriskog
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kriskog commented Sep 3, 2019

Huh, I made a mistaken assumption about the stamina cap and with that new knowledge your suggestion with a bit of modification is a better way of doing it.

@kriskog
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kriskog commented Sep 3, 2019

Allright, now applies an extra 30 stam damage (25 effective, limbs yaknow) upon first entering stamcrit instead. This only happens if crit below 120 stamina damage.

@ATH1909
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ATH1909 commented Sep 3, 2019

Allright, now applies an extra 30 stam damage (25 effective, limbs yaknow) upon first entering stamcrit instead.

You might want to update the changelog to reflect that.

@ExcessiveUseOfCobblestone ExcessiveUseOfCobblestone added the Test Merge Candidate You're our unpaid test team label Sep 3, 2019
@ExcessiveUseOfCobblestone ExcessiveUseOfCobblestone merged commit c56f593 into tgstation:master Sep 8, 2019
@kriskog kriskog deleted the stamina branch October 13, 2019 13:47
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8 participants