Planning on changing stamina post freeze to recover faster at lower levels of stamloss damage.
Any objections or alternatives please post them.
Currently ideas that I have:
Stam recovery scales with hp.
Stam recovery recovers faster the more stamina you have.
Stam recovery is flat faster but the weaken from stamloss is increased in duration.
Stamina damage change
- J_Madison
- Rarely plays
- Joined: Thu Aug 06, 2015 5:39 pm
- Byond Username: Akesson
- cedarbridge
- Joined: Fri May 23, 2014 12:24 am
- Byond Username: Cedarbridge
Re: Stamina damage change
Which problem is this fixing and how does it fix the problem you propose? The complaint about stam damage is that its a stun that never ever ends.J_Madison wrote:Planning on changing stamina post freeze to recover faster at lower levels of stamloss damage.
Any objections or alternatives please post them.
Currently ideas that I have:
Stam recovery scales with hp.
Stam recovery recovers faster the more stamina you have.
Stam recovery is flat faster but the weaken from stamloss is increased in duration.
- J_Madison
- Rarely plays
- Joined: Thu Aug 06, 2015 5:39 pm
- Byond Username: Akesson
Re: Stamina damage change
Stamina system is awful due to the lack of recovery options we have.cedarbridge wrote:Which problem is this fixing and how does it fix the problem you propose? The complaint about stam damage is that its a stun that never ever ends.J_Madison wrote:Planning on changing stamina post freeze to recover faster at lower levels of stamloss damage.
Any objections or alternatives please post them.
Currently ideas that I have:
Stam recovery scales with hp.
Stam recovery recovers faster the more stamina you have.
Stam recovery is flat faster but the weaken from stamloss is increased in duration.
Bar powergaming drugs and the incredibly deadly Aranesp (haven't seen this used or even made for a while), there isn't an effective way to recover from stamina damage.
I don't want to nerf it to the ground, but I do want to make stamina less crippling in general.
I overheard LeoZ talking about it being a bad mechanic. I'm taking a shot at adding math to make it scale better rather than flatly.
Edit:
here's other considerations;
Exhaustion - disarms the mob completely, constant microstuns.
Low stamina - mob attacks much slower (also moves slower)
edit2;
Math I'm currently looking at:
X*(Y + (Current stamloss / Maximum stamina))
Effectively X stam damage will be healed per tick, however with a multiplier effect.
Depending on current stam loss, you will heal more stamina damage or no difference from the current base at all.
This will boost stamina regen across the board. Will buff disablers if needed.
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