ParadiseSS13/Paradise — pull request #93 by Fox-McCloud (2014-12-18 16:02:09+00:00)
Title: Melee damage

Rebalances the melee damage of a few things:

-Standardizes melee damage across race

Ok, so how melee damage used to work, is it would roll for a number between 0 and 5; if you rolled for a 0, the attack would miss. If you rolled for a 1 or above, then the melee attack would do that much damage. Also, if your damage did 5 and you passed a 50% probability pass you would weaken your target for a short time (all in all, a 10% chance for this to happen).

The problem though comes in when you factor in species damage, particularly Tajaran, Unathi, and Dionea. These do not factor into the probability roll; they're just tacked on as a flat amount to the random 1-5 damage. This means, on average, in combat, people who punch would do 3 damage (when they do hit); the others? They have the same average of 3, but an additional+5 onto it, so their average damage is 8 (weaken chance is the same though)...this is why you always lose a fistfight with a Tajaran or Unathi--probability is very very strongly stacked in their favor.

How it will work now: All species roll for between 0 and 9; if you roll 0, your attack misses; if it rolls 1 or above, that's how much damage your unarmed attack will do. If you roll a 9 then you will also weaken your target for a short duration--this means the overall probability of rolling for weakening is 11%.

This means on average everyone will be doing about 5 damage per attack; a drop of 3 for claws bearers and an increase of 2 for everyone else.

This will not impact the flavortext for attacking nor the custom sounds they make.

Claw bearers will still have an ever so slight edge (no pun intended) as they will retain the "sharp" and "edge" vars on their unarmed attacks, meaning they'll have a higher chance to cause bleeding, but that's about it.

Other melee changes:
-buffs the throw-force on an active energy sword to 20
-reduces the activatation/deactivation sound of the esword
-Increases the damage of a double-bladed energy sword from 30 to 34
-Fireaxe nerf--It will deal 5 damage normally and 24 when wielded (down from 10 and 40 respectively); why in the world someone thought that making this outclass even a traitor item is beyond me.
-Wielded spears now deal 18 damage instead of 13; their throw damage has been increased to 20 and their throw-speed has been bumped up to 3
-Nerfs the Ninja's energy sword from an insane 70 damage to 30. You're a teleporting, super speedy, sword-respawning ninja...why in the hell was this 70?
-Adds in the large crowbar....basically a more robust crowbar that can't fit in your pocket.

Other:
-Fixes a few explosion procs utilizing the non-existent "flame range"
-Let's the processor process slimes to extract their slime cores
-Buffs the RCD; now holds 100 matter instead of 30 and matter carts increase matter by 20 instead of 10--deconstructing doors has been increased in cost from 10 to 20, but all other values are the same. RCD cost in an autolathe is now 100,000 metal as opposed to 30,000.
-Increases the cost of the borg RCD by over 500%; that said, they'll now be able to deconstruct reinforced walls, once again.
-Fixes the Rapid Part Exchanger not having an in-hand icon

Map Changes (map-merged):
-Fixes up some area tags in the CE's office---sorry, no more space air alarms.
-re-organizes robotics a bit and gives them a desk that leads to science
-Removes the slime surgery table and related equipment; adds in the slime processor instead (no more slime surgery; just drop the dead slime in and the extract will pop out after a few seconds!)
-Adds in one large crowbar to engineering and one to robotics
-Gives toxin's storage.....toxins.