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Removes damage from archery bracers, adds weakpoint accuracy. #78731
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Thank you for doing this! |
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Missed this the first time--what was the complaint? There's no conceptual reason why this shouldn't work |
Right, I've changed the math effect to an enchantment effect. Does it scale too intensely? If not, then it's finished. |
"values": [ | ||
{ "value": "RANGED_DAMAGE", "multiply": 0.25 }, | ||
{ "value": "RANGE", "multiply": 0.2 }, | ||
{ "value": "WEAPON_DISPERSION", "multiply": -0.33 } | ||
], | ||
"ench_effects": [ { "effect": "effect_plus_two_to_hit", "intensity": 1 } ] | ||
"ench_effects": [ { "effect": "effect_plus_two_to_hit", "intensity": 1 }, {"effect": "archerybracers", "intensity": 1}] |
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[JSON & C++ formatters] reported by reviewdog 🐶
"values": [ | |
{ "value": "RANGED_DAMAGE", "multiply": 0.25 }, | |
{ "value": "RANGE", "multiply": 0.2 }, | |
{ "value": "WEAPON_DISPERSION", "multiply": -0.33 } | |
], | |
"ench_effects": [ { "effect": "effect_plus_two_to_hit", "intensity": 1 } ] | |
"ench_effects": [ { "effect": "effect_plus_two_to_hit", "intensity": 1 }, {"effect": "archerybracers", "intensity": 1}] | |
"values": [ { "value": "RANGE", "multiply": 0.2 }, { "value": "WEAPON_DISPERSION", "multiply": -0.33 } ], | |
"ench_effects": [ { "effect": "effect_plus_two_to_hit", "intensity": 1 }, { "effect": "archerybracers", "intensity": 1 } ] |
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
100% better per point of archery is pretty high--I might change it to archery / 3 or something (so it's still very high for a master but not just constant bullseyes). |
"enchantments": [ { "values": [ {"value": "WEAKPOINT_ACCURACY", "multiply": {"math": [ "1+((u_skill('archery'))/3)" ]}}]}] | ||
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[JSON & C++ formatters] reported by reviewdog 🐶
"enchantments": [ { "values": [ {"value": "WEAKPOINT_ACCURACY", "multiply": {"math": [ "1+((u_skill('archery'))/3)" ]}}]}] | |
"enchantments": [ { "values": [ { "value": "WEAKPOINT_ACCURACY", "multiply": { "math": [ "1+((u_skill('archery'))/3)" ] } } ] } ] |
Summary
Mods "Changes a straight damage on archery bracers to weakpoint accuracy."
Purpose of change
#76663 Standing Storm wished to change straight damage to weakpoint accuracy when possible, so this change does that.
Describe the solution
Adds weakpoint accuracy to archery bracers. I'm not exactly sure just how likely you are to hit weakpoints, but given high armor values & investment into archery to start hitting weakpoints to begin with (skill training, proficiency training) and the original wording of "making archery competitive with guns", I can only assume a high weakpoint accuracy modifier's the way to do it.
Describe alternatives you've considered
Adding flat armorpiercing value, adding multiple pairs of bracers with tiered effects from minor to "this is actually better than a gun". I tried making the weakpoint multiplier scale heavily off of archery skill, but the game didn't like me putting a math function in the multiply field.
Testing
Set Weakpoint Accuracy in the JSON to 1, all proficiencies & all skills to 10. Shoot a skeletal juggernaut a few times, notice that I'm not hitting their eyes? Set it to 99, notice lots of eye hits, set it to 2.5 as a nice middle ground when compared to expected lilin Ruach pool as per #77576
Additional context