1.3* damage boost
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- Joined: Mon Jan 25, 2016 2:03 am
- Byond Username: Yackemflam
1.3* damage boost
The server had a damage boost for a while now, did you guys like it?
Last edited by yackemflam on Sat Aug 27, 2016 4:48 am, edited 1 time in total.
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- Joined: Wed Apr 23, 2014 12:23 am
- Byond Username: Kromgar
Re: 1.3* damage boost
Third option: I didn't even notice it
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- TechnoAlchemist
- Joined: Fri Nov 21, 2014 2:39 am
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Re: 1.3* damage boost
yeah it wasn't noticable
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- Joined: Mon Jan 25, 2016 2:03 am
- Byond Username: Yackemflam
Re: 1.3* damage boost
There, a third option
'Didn't notice'
'Didn't notice'
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- iamgoofball
- Github User
- Joined: Fri Apr 18, 2014 5:50 pm
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Re: 1.3* damage boost
oh is this why the BSA crit me earlier
that explains some things
how long has this been running for, and why have coders not been notified? as this would explain why certain things are really overpowered right now
that explains some things
how long has this been running for, and why have coders not been notified? as this would explain why certain things are really overpowered right now
- Cheridan
- Joined: Tue Apr 15, 2014 6:04 am
- Byond Username: Cheridan
Re: 1.3* damage boost
It also explains why I got instacrit by one powerfist punch the other day.
So yeah. I'd say it's generally not noticeable except in the case of things that were already extremely powerful (items which probably didnt need a boost to begin with?). A 5 damage crowbar gains 1.5 damage, an esword gains 9. But at 30 damage, a default esword will crit you in 4 hits. At 39 damage it takes 3. So damage-wise it doesn't have a huge impact.
The most powerful item is a ghost sword with a lot of ghosts orbiting the user. Its 75 damage would get boosted to 97.5.
What I DID notice, actually, was the increase in fucking KOs. Knockout chance on weapons aimed at head is literally the force, aimed at the chest it's force+10. 40% vs 49% to score a knockdown in the case of an esword IS significant since they're instawins.
So yeah. I'd say it's generally not noticeable except in the case of things that were already extremely powerful (items which probably didnt need a boost to begin with?). A 5 damage crowbar gains 1.5 damage, an esword gains 9. But at 30 damage, a default esword will crit you in 4 hits. At 39 damage it takes 3. So damage-wise it doesn't have a huge impact.
The most powerful item is a ghost sword with a lot of ghosts orbiting the user. Its 75 damage would get boosted to 97.5.
What I DID notice, actually, was the increase in fucking KOs. Knockout chance on weapons aimed at head is literally the force, aimed at the chest it's force+10. 40% vs 49% to score a knockdown in the case of an esword IS significant since they're instawins.
- paprika
- Rarely plays
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Re: 1.3* damage boost
Someone remove the knockdown on head shit, it does not make the game nor melee fights fun
Oldman Robustin wrote:It's an established meme that coders don't play this game.
- oranges
- Code Maintainer
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Re: 1.3* damage boost
It finally proves that ss13's combat is so unbalanced you can modify the forces by 30% and nobody even notices.
- Jazaen
- Joined: Mon May 04, 2015 9:16 pm
- Byond Username: Jazaen
Re: 1.3* damage boost
But if you modified stun times by 0.5 of a second everyone would notice!oranges wrote:It finally proves that ss13's combat is so unbalanced you can modify the forces by 30% and nobody even notices.
I play:
SMAI-Reactivation (SybilAI)
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Shannah Rader (Sybil geneticist)
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Also, I'm a Game Admin or something right now. You can tell me how I'm doing here
I seriously hope you don't make the same mistakes I have
SMAI-Reactivation (SybilAI)
SMAI-Revolutions (BagilAI): Endorsed by Poly, the Parrot! https://twitter.com/Poly_the_Parrot/sta ... 7588301825
Shannah Rader (Sybil geneticist)
Janette Hall (Bagil geneticist)
Also, I'm a Game Admin or something right now. You can tell me how I'm doing here
I seriously hope you don't make the same mistakes I have
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- Joined: Sun Oct 26, 2014 5:13 am
- Byond Username: Lzimann
- Github Username: lzimann
Re: 1.3* damage boost
I disabled the 30% boost because I really don't see a point in doing this "test"
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- Joined: Fri Mar 13, 2015 10:26 pm
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Re: 1.3* damage boost
oranges wrote:It finally proves that ss13's combat is so unbalanced you can modify the forces by 30% and nobody even notices.
- kevinz000
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Re: 1.3* damage boost
Random knockouts are not fair and not balanced.paprika wrote:Someone remove the knockdown on head shit, it does not make the game nor melee fights fun
Neither are knockdowns.
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Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
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- Falamazeer
- Joined: Sat Oct 18, 2014 12:05 am
- Byond Username: Wootanon
Re: 1.3* damage boost
If it were not for the blue space anomaly this woulda been fine. Never noticed the rest.
Guess we're all stupid for shitting on kors armor value change, if it does anything, this test proves that unless it's stuns KOs or knockdown, it's not a real fight.
we should fix that. remove tasers replace with lasers, keep the 30% damage, and make epi-pens a bit more awesome.
Guess we're all stupid for shitting on kors armor value change, if it does anything, this test proves that unless it's stuns KOs or knockdown, it's not a real fight.
we should fix that. remove tasers replace with lasers, keep the 30% damage, and make epi-pens a bit more awesome.
Ham Sammich, beating a dead horse since 2010.
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- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: 1.3* damage boost
If you're prepared to move to lethalsec we're ready to go with you, but only if YOU'RE the one to get in shit when people get shot by sec for resisting arrest and die.
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- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
- Byond Username: NocturnalQuill
- Location: Prisoner Transfer Room
Re: 1.3* damage boost
If literally nobody likes it we might as well remove it, although to be honest I didn't even notice.
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- Joined: Mon Jan 25, 2016 2:03 am
- Byond Username: Yackemflam
Re: 1.3* damage boost
Luke, most people didnt even NOTICED. That means we need to crank it up a notch.
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- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
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- Location: Prisoner Transfer Room
Re: 1.3* damage boost
Okay thenyackemflam wrote:Luke, nobody liked it so we need to do it even more
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: 1.3* damage boost
Look at the poll results, dipshit.Luke Cox wrote:Okay thenyackemflam wrote:Luke, nobody liked it so we need to do it even more
- Falamazeer
- Joined: Sat Oct 18, 2014 12:05 am
- Byond Username: Wootanon
Re: 1.3* damage boost
well, didn't notice is kinda skewing the results, If I could pick two I'd say I didn't notice, and I like it.
Ham Sammich, beating a dead horse since 2010.
NikNakFlak wrote:....It's true...that is why I removed my forum avatar
lumipharon wrote:ass parasite was pretty meh when I tried it.
- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
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- Location: Prisoner Transfer Room
Re: 1.3* damage boost
Hornygranny tried this when he was sperging out with retarded tests, only with a more extreme damage boost. It was not well received.DemonFiren wrote:Look at the poll results, dipshit.Luke Cox wrote:Okay thenyackemflam wrote:Luke, nobody liked it so we need to do it even more
- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: 1.3* damage boost
Well, that's most likely a) because HG, and b) because that was too much.
So elevate it little by little without the influence of the code cuck.
So elevate it little by little without the influence of the code cuck.
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
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- Joined: Sun Oct 26, 2014 5:13 am
- Byond Username: Lzimann
- Github Username: lzimann
Re: 1.3* damage boost
It was not well received because that was bugged and fucked up with cloning and some other shit. This new one is working fine(except for admin BSA I think).Luke Cox wrote:Hornygranny tried this when he was sperging out with retarded tests, only with a more extreme damage boost. It was not well received.DemonFiren wrote:Look at the poll results, dipshit.Luke Cox wrote:Okay thenyackemflam wrote:Luke, nobody liked it so we need to do it even more
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- Joined: Fri Mar 13, 2015 10:26 pm
- Byond Username: KorPhaeron
Re: 1.3* damage boost
Nothing. The code for the config was only ever test merged last time, and when it got removed nobody ever bothered to remove the line from the config text file locally.ShadowDimentio wrote:What did this test even seek to accomplish?
So when the code got finished and readded that line started mattering again, but nobody bothered changing it for a week and nobody even noticed.
- ShadowDimentio
- Joined: Thu May 08, 2014 3:15 am
- Byond Username: David273
Re: 1.3* damage boost
Perhaps in the future running tests that actually have a point would be nice.
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- Luke Cox
- Joined: Sat Dec 06, 2014 8:52 am
- Byond Username: NocturnalQuill
- Location: Prisoner Transfer Room
Re: 1.3* damage boost
We'd be much better off buffing injuries themselves (see the Baymed thread). A flat damage boost is haphazard and ineffective. All it means is that it takes slightly shorter to beat the guy you just slipped into crit.
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