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W...Weakness? [v 2.50] |
Posted by: Senna - 09-09-2021, 11:12 AM - Forum: Bug Reports
- Replies (2)
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Analyze Weakness (Tested with the Staff of eye so it was level 12) does not apply bonus damage at all.
Before
Code: System: Debug: Total Power for Staff of Eyes / Staff of Eyes was 56.
System: Debug: Before Use Skill called. Prinny, Senna, Sub-Attack, 1
System: Debug: Attack type: /obj/skill/fe_attack/sub. attack_nums:
System: Debug: Total Power for Staff of Eyes / Staff of Eyes was 56.
Senna attacks Prinny with Staff of Eyes!
Prinny takes 57 Light physical damage.
System:
* Initial Damage: 57 Light Physical, flags: , sk: null, wep: Staff of Eyes / /obj/items/equip/weapon/spears/staff_of_eyes
* play_atk_anim was 1.
* 0 Evade VS 238 Hit. (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit.
*1 Roll(s) Remaining. This one was a hit.
* Critical check: 47 Critical VS 0 Critical Evade. (57)
* armor was allowed. armor_reduc was 0. (57)
* spec_flat_reduc was 0. (57)
* amp_multi was 1. (57)
* reduc_multi was 100. (57); MAG DEF, 0 PHYS DEF, 100 REDUC
* elem_reduc was 0. (57)
* Damage caps applied. (57)
* Damage shields applied. (57)
* Final damage was: 57.
System: * basic_attack(atk:Senna,def:Prinny,W:Staff of Eyes,dmg_mod:1,hit_mod:0,crit_mod:0,crit_dmg_mod:0,spec_flags:,auto_hit:0,dmg_scale:0,counter:0,magic_atk:0,ignore_onhit:0,dtype_rep:,retal_ok:1,auto_crit:0,fatal:1,ignore_closes:0,dmg_scale_post:,attack_num:1)
* atk_multi was 100. atk_bonus was 0. dmg_scale was 0.
* crit_multi was 126. crit_dmg_flat was 0. attack_num was 1.
After
Code: System: Debug: Total Power for Staff of Eyes / Staff of Eyes was 56.
System: Debug: Before Use Skill called. Prinny, Senna, Sub-Attack, 1
System: Debug: Attack type: /obj/skill/fe_attack/sub. attack_nums:
System: Debug: Total Power for Staff of Eyes / Staff of Eyes was 56.
Senna attacks Prinny with Staff of Eyes!
Prinny takes 57 Light physical damage.
System:
* Initial Damage: 57 Light Physical, flags: , sk: null, wep: Staff of Eyes / /obj/items/equip/weapon/spears/staff_of_eyes
* play_atk_anim was 1.
* 0 Evade VS 246 Hit. (Damage Hit Mod was 0)
*2 Roll(s) Remaining. This one was a hit.
*1 Roll(s) Remaining. This one was a hit.
* Critical check: 47 Critical VS 0 Critical Evade. (57)
* armor was allowed. armor_reduc was 0. (57)
* spec_flat_reduc was 0. (57)
* amp_multi was 1. (57)
* reduc_multi was 100. (57); MAG DEF, 0 PHYS DEF, 100 REDUC
* elem_reduc was 0. (57)
* Damage caps applied. (57)
* Damage shields applied. (57)
* Final damage was: 57.
System: * basic_attack(atk:Senna,def:Prinny,W:Staff of Eyes,dmg_mod:1,hit_mod:0,crit_mod:0,crit_dmg_mod:0,spec_flags:,auto_hit:0,dmg_scale:0,counter:0,magic_atk:0,ignore_onhit:0,dtype_rep:,retal_ok:1,auto_crit:0,fatal:1,ignore_closes:0,dmg_scale_post:,attack_num:1)
* atk_multi was 100. atk_bonus was 0. dmg_scale was 0.
* crit_multi was 126. crit_dmg_flat was 0. attack_num was 1.
System: Debug: 0&&1
System: DEBUG: eye_restrict marker found at 77 with edge_limit of 1,1 to 42,46.
This applies to autohits as well.
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[v2.50] Double Don't |
Posted by: Autumn - 09-08-2021, 11:31 PM - Forum: Bug Reports
- Replies (1)
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Double Dao is not using the same multi-hit system as other skills and thus attacking into retaliation effects murders you straight up as it'll proc up to 8 times.
Also as another note, its not using any of the two weapon's accuracy.
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More options (Theno) |
Posted by: Kazzy - 09-08-2021, 11:29 PM - Forum: Suggestions
- Replies (2)
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I got it in my head that I'd like to make a Theno as patterned after a Siren. This would require the Naga tail to work, as they're classically sea snakes.
Naga already have traits to be sea serpents, so this shouldn't be too great a reach.
Additionally, Naga Vampires don't have the Nagatail shuffle. Could it be attached to that particular bodypart rather than to race/armour?
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Kid Gloves are child's play, and so is Tekagen |
Posted by: Snake - 09-08-2021, 11:23 PM - Forum: Suggestions
- Replies (2)
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Kid Gloves and Tekagen both have no visual indicator, which causes some confusion when it's active or not. So to avoid any future bug reports, I have two possible solutions to this issue:
Kid Gloves
A) Kid Gloves displays as a visual effect when a passive activates. Like how you get Fleur! or Wraithguard! text spawning on top of your character.
B) If the effect is supposed to be subtle, then perhaps the HUD icon for Schwarz Sturm should gain a X overlaying it, showing that you're holding back or whatever.
Tekagen
A) Tekagen displays as a visual effect when a passive activates. But on every round start while it's active.
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Rock Your World pt.2 (Nevarious Riff again) |
Posted by: Snake - 09-08-2021, 11:07 PM - Forum: Balance Fu
- Replies (4)
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Due to Far-Shot Penalty, Nevarious Riff is nigh-unusable now. This still costs 6M, 45 FP, but unfortunately, now has high chance to just miss or proc Glancing Blows for a very small amount of damage. The scaling is very much an oddball to fit in SKI without making its damage take a nosedive. (It requires SAN, STR, LUC to do anything, and now that LUC doesn't contribute to Hit, it's pretty much demoted to step 0 of why I requested it to get amped before. Too much preparation and costs for too little yield.)
So, for short:
-- Nevarious Riff should ignore evasion, at the very least vs non-player enemies.
-- It could now do Sound and Lightning damage, as per the new system allows these to be implemented.
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Catch these horns, cabrone (Retaliate thread) |
Posted by: Snake - 09-08-2021, 07:51 PM - Forum: Balance Fu
- Replies (2)
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Retaliate at 200+ Rage Energy should ignore evade/glancing blows. It sucks being damaged for over 300 HP and your meaty counter attack doesn't even have a chance to land.
It makes me wonder why Nitrogen Drop can't be avoided but not this, which has a much rougher build up.
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Dual-Damage type weapons |
Posted by: RadicalRoko - 09-08-2021, 06:23 PM - Forum: Suggestions
- Replies (5)
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Hello, cool guy here.
I thought of an idea and made it in the discord, and got told to share it here, so.
I've been thinking of weapons that do two types of damage instead of one, and i've thought of some at the top of my head
Spiked Mace - Blunt+Pierce
Gunsword - Slash+Pierce
Halberd - Slash+Pierce
How these would probably work is by two switchable modes. Single Mode which does only one type of damage from the two, for maximum damage. And Double Mode, for both types of damage, but less damage dealt overall
Single would be beneficial since you'd have two preferable damage types at your disposal. Gunsword would probably be the most beneficial on this regard due to both short range and long range. And ultimately no damage reduction(?)
Double would be beneficial in terms of injuries, due to the fact that both damage types are dealt at the same time, albeit with the downside of having damage reduced. You half-slash with the halberd to then pierce with the spear-like part, not putting much needed momentum in either attack. Same with gunsword, except it just decreases hit chance due to the fact that you don't really need to put momentum behind shooting a bullet. Spiked Mace might be the best in this regard, since both types can be dealt on the same hit (probably exempting it from Single Mode), although i'd guess the pierce damage would be much weaker due to the possible length of the spikes.
This is still a baby idea that i thought of minutes ago, so feedback and criticism is obviously quite rad.
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OpInIoNs about fragmenting the Suggestion forums |
Posted by: Snake - 09-08-2021, 05:25 PM - Forum: General Discussion
- Replies (2)
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I think in the near (far?) future, we should also get Balance-Fu fragmented, one sub-thread per class, not only Suggestions.
It'd probably be very helpful to keep track of things we think could be changed or not. And I'm personally curious to see which class will get the most flake, heh heh.
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Engineer Gaming (Deploy: Turret thread) |
Posted by: Snake - 09-08-2021, 05:01 PM - Forum: Balance Fu
- Replies (8)
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With the new fix to gun-type weapons, could the least interesting machine of an Engineer's arsenal, Turret, have its Chain Gun's statIstics modified a little? We have Railgan, the long range autohit weapon, we have Medicopter, the healer bot, we have Metalaegis, the protect bot, but Turret is just there, with two skills and a dream.
I wish its identity was 'the basic hit bot'. So! Here goes an attempt:
Chain Gun (Turret's weapon)
>> Power: 10 (unchanged)
>> Critical: 25 (from 0)
>> Accuracy: 90 (from 80)
>> Attack Range: 5 (from 3)
>> Rounds: 8 (from 3)
Scaling - Finesse
70% STR, 40% SKI
Doing this alone will make this in particular be the most fun little gremlin to let loose in combat, and since rounds don't matter that much for damage, it'll look like it's using both of its gattling gun arms to fire at something.
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