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Buffs stamcrit #46323
Buffs stamcrit #46323
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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. |
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 |
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%. |
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? |
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 |
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.
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? |
馃憤 |
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 |
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. |
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. |
You might want to update the changelog to reflect that. |
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: