With an issue I believe may be related to the previous thread I created on Holy Enchant Scaling, Headshot does not appear to be boosting damage by the amount specified. I shot a goblin shaman with a basic attack, then a headshot, with the same weapon.
Defense is now multiplicative, you would see a consistent % increase by 25% regardless. If I shot someone for 20 and headshot for 25, them having 50 defense would change that to 10 and 12.5. That ratio should persist, and since it isn't I suspect something is not scaling with guns correctly.
I think something is wrong with headshot in general, maybe some debug messages would be necessary, after testing quite a bit with headshot on a bow-gun I've noticed it's damage is just a flat damage increase more than a 25% critical bonus.
The new debug message shows the crit damage scaling properly. I tested again this patch against 3 defense Goblin Shamans, and then a much bulkier arena combatant. The damage increases by a little over 17% each time, but I believe it's working as intended. I made a very stupid assumption about math when I first made this thread, and expected headshot to increase the net damage done by 25% compared to a normal attack. In reality, because the game is just adding +crit damage to a number that isn't 100%, that isn't how it should work. The net damage would be this bonus crit % normalized by your default crit damage. I included logs in case I'm wrong a second time, but I'm fairly certain this was working from the beginning. Sorry about that.
Shaman [Basic Hit, then Headshot]:
Combat:
Critical Hit! Phenex Mobster attacks Goblin Shaman with 10-Gauge and hits them!
Goblin Shaman takes 224 Pierce physical damage.
Critical Hit! Phenex Mobster attacks Goblin Shaman with 10-Gauge and hits them!
Goblin Shaman takes 263 Pierce physical damage.
Actual increase: 17.4107%
First shot divided by crit multiplier: 224/1.45 = 154.48
Second shot divided by crit multiplier: 263/1.7 = 154.7
Debug:
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: 10-Gauge; rounds = 1, rounds_over = , bonus_dmgs = 111, bonus_dmg_over =
Debug: bonus_dmg_this = 111
Debug: Basic Attack - Weapon 10-Gauge; 0
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: Critical Multiplier for this attack is: 145%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Maintenance Information: new_maint_self, am , max 75
Debug: Maintenance Information: newtal_maint_apply, am 1, max 75, 10-Gauge,
Debug: Maintenance Information: newtal_maint_apply, max_dura 36, res -12
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: 10-Gauge; rounds = 1, rounds_over = , bonus_dmgs = 111, bonus_dmg_over =
Debug: bonus_dmg_this = 111
Debug: Basic Attack - Weapon 10-Gauge; 0
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: Critical Multiplier for this attack is: 170%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Maintenance Information: new_maint_self, am , max 75
Debug: Maintenance Information: newtal_maint_apply, am 1, max 75, 10-Gauge,
Debug: Maintenance Information: newtal_maint_apply, max_dura 36, res -11
Arena Combatant [Basic Hit, then Headshot]:
Combat:
Actual increase: 17.8571%
First shot divided by crit multiplier: 140/1.45 = 96.55
Second shot divided by crit multiplier: 165/1.7 = 97.05
Debug:
Debug: Custom music debug: 1, 0, 1
Debug: 0
Debug: Attack - /obj/skill/fe_attack/gun
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: 0
Debug: Overcharge - /obj/skill/overcharge
Debug: 0
Debug: Attack - /obj/skill/fe_attack/gun
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: 10-Gauge; rounds = 1, rounds_over = , bonus_dmgs = 99, bonus_dmg_over =
Debug: bonus_dmg_this = 99
Debug: Basic Attack - Weapon 10-Gauge; 0
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: Critical Multiplier for this attack is: 145%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: magic was in flags
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: 10-Gauge; rounds = 1, rounds_over = , bonus_dmgs = 99, bonus_dmg_over =
Debug: bonus_dmg_this = 99
Debug: Basic Attack - Weapon 10-Gauge; 0
Debug: attack_pow: wep_pw (9) increases Power to 9
Debug: Total Power for 10-Gauge / 10-Gauge was 34.
Debug: Critical Multiplier for this attack is: 170%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: Movement: In a battle and no tactarg or tac_move.
Debug: attack_pow: wep_pw (10) increases Power to 10
Debug: Total Power for 8-Gauge / 8-Gauge was 35.
Debug: Basic Attack - Weapon 8-Gauge; 0
Debug: attack_pow: wep_pw (10) increases Power to 10
Debug: Total Power for 8-Gauge / 8-Gauge was 35.
Debug: Critical Multiplier for this attack is: 145%
Debug: no_armor was in flags
Debug: projectile was in flags