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Fire damage Overhaul #2710
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Fire damage Overhaul #2710
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I have a genuine question. Why don't we have a flat 0 burn defense and then specific armors increase it? I don't see any reason to add a 5th armor value to EVERY SINGLE armor. |
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Burn damage "already" exists as a damage type in a only half-implemented state. We did have a lengthy conversation on this... |
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some fixes should fix this stuff h first attempt at fixing linters adds some damage coeffs burn ouchey adds fire damage to firebird reworks this whole thing adds some text stuff fixes the damage formula
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@@ -302,7 +304,7 @@ Any attempt to code risk class armor will result in a 10 day Github ban.*/ | |||
desc = "Even still, I witnessed man and sky and earth tear into thousands of pieces." | |||
icon_state = "impending_day" | |||
flags_inv = NONE | |||
armor = list(RED_DAMAGE = 20, WHITE_DAMAGE = -20, BLACK_DAMAGE = 50, PALE_DAMAGE = 20) // 70 | |||
armor = list(RED_DAMAGE = 20, WHITE_DAMAGE = -20, BLACK_DAMAGE = 50, PALE_DAMAGE = 20, FIRE = 40) // 70 |
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Why is the fire resistance of this armor double the physical resistance if by default most armor has 50% of its physical resistance as fire resistance.
Shouldn't this be FIRE = 10?
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The normal half is calculated at initialize for most armors. Impending day gets a bonus because the abnormality itself will deal fire damage.
@@ -25,7 +27,7 @@ Any attempt to code risk class armor will result in a 10 day Github ban.*/ | |||
desc = "The archetype was already charred from the moment of extraction. \ | |||
Although the exterior is scorched, it has no adverse effects on the E.G.O’s performance." | |||
icon_state = "match" | |||
armor = list(RED_DAMAGE = 40, WHITE_DAMAGE = -20, BLACK_DAMAGE = -20, PALE_DAMAGE = 0) // 20 | |||
armor = list(RED_DAMAGE = 40, WHITE_DAMAGE = -20, BLACK_DAMAGE = -20, PALE_DAMAGE = 0, FIRE = 30) // 20 |
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If going by previous logic shouldnt the Match have higher resistance than its red? By default this would be 20 fire resistance but lifetime stew gets double its red resistance? Unless physical resistance and fire resistance are unrelated?
Shouldnt all fire resistant armor be equal in its defense against fire since its a out of context issue. I know you dont want people fighting abnormalities with teth armor but it feels weird having one fire abnormality just be weaker than another.
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It could be equal, but the idea is to give a little bit more to armors with worse spreads.
@@ -248,7 +248,7 @@ | |||
if(!can_spin) | |||
to_chat(user,span_warning("You attacked too recently.")) | |||
return | |||
if(do_after(user, 12, src)) | |||
if(do_after(user, 8, src)) |
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Why did you reduce the cooldown on this?
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Some testing happened to reveal that it needed a buff.
@@ -394,7 +396,7 @@ Any attempt to code risk class armor will result in a 10 day Github ban.*/ | |||
name = "rimeshank" | |||
desc = "Well, I can't just shiver in the cold forever, can I?" | |||
icon_state = "rimeshank" | |||
armor = list(RED_DAMAGE = 70, WHITE_DAMAGE = 40, BLACK_DAMAGE = 0, PALE_DAMAGE = 30) //140 | |||
armor = list(RED_DAMAGE = 70, WHITE_DAMAGE = 40, BLACK_DAMAGE = 0, PALE_DAMAGE = 30, FIRE = 20) //140 |
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Why does a Waw have a fire resistance of a zayin?
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If it was zayin it would have a defense of 10, but it has low fire resistance because its armor made of ice. Just a bit of flavor.
About The Pull Request
So fire damage is kind of all over the place. This PR fixes that. Mostly, at least. It took me way too long to figure out how carbons actually take damage.
Code Changes
Fixes
Balance Changes
Misc
Why It's Good For The Game
Making things more consistent is good, it's not great having burn work differently depending on its source. Like getting set on fire and taking red damage...
I'll tackle burn damage and resistances in a separate PR to keep things atomic.
Changelog
🆑
tweak: added burn/fire resistance to some E.G.O. Armors
balance: rebalanced burn damage in general
code: created a damage formula for burn/fire damage
/:cl: