Weapons getting stuck

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Revision as of 14:40, 7 March 2024 by Npostavs (talk | contribs) (Weapons don't get stuck since version 0.C)
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This feature was removed after 0.C (Cooper)

See https://github.com/CleverRaven/Cataclysm-DDA/pull/18754


Weapons that deal cutting or piercing damage can get stuck in the target, wasting time or even getting pulled out of user's hands.

  • Base stuck penalty is equal to weapon's move cost
  • This is multiplied by weapon's damage ratio: (cut) / (cut + bash) Verify (cut, or cut + pierce?)
  • Depending on weapon's type:
    • Slicing weapons (katana) get only 1/4 penalty
    • Stabbing weapons (knives) and spears get 1/2 penalty
    • Chopping weapons (axes, swords) get normal penalty
    • Improvised weapons get 2 times the normal penalty
    • "Messy" weapons (chainsaws) get 1/6 the penalty if they deal 10 damage or more
  • Impale attack technique multiplies the penalty by 5
  • Weapons with non-stick feature have 1/4 the penalty
  • Each point of skill at using the weapon's type (piercing or cutting) reduces penalty by 1d20
  • If impale attack technique wasn't used, cap penalty at twice the attack cost
  • If penalty is negative, zero it

Then depending on penalty:

  • If penalty > (2*user_strength)d20 and the weapon isn't an unarmed weapon:
    • Remove weapon from user's hands and add it to target's inventory
    • Target loses 30 move points
    • Improvised weapons without a good grip (glass shards) deal half their cutting damage to random user's hand
  • Otherwise:
    • If the weapon is stabbing or a spear, target loses 30 move points
    • If total damage > 20:
      • Halve penalty
      • Decrease penalty by random number from (cutting skill) to (cutting skill * 2 + 2)

Finally, user loses a number of move points equal to penalty.

Example

A survivor with 8 dexterity, 10 strength, knife spear (2 bashing, 16 piercing), 0 melee skill, 3 piercing skill and 1 cutting skill, who managed to deal 22 damage:

  • At 0 melee and 8 dexterity, spear's move cost is 113, so base stuck penalty is 113
  • Damage ratio is 16/(2+16) = 8/9. Penalty is now 100
  • Penalty halved for a spear type weapon. Penalty now 50.
  • Skill's effect on penalty is random. Let's assume average (10.5 per skill point). Penalty is now 50-31=19.
  • (2*user_strength)d20 will always be higher than 19:
    • Target loses 30 move points for being poked with a spear
    • Total damage is higher than 20:
      • Penalty is halved: 19/2=9
      • Penalty is decreased by random number, in this example average of rng(1, 1*2+2=5) is 3. Penalty is now 6

In the end our survivor loses 6 points in addition to normal attack cost, for a total of 119 move points.

Pessimistic example

A survivor with 8 dexterity, 4 strength, makeshift machete (4 bashing, 14 cutting), 0 melee skill and 2 cutting skill, who managed to deal 15 damage:

  • 105 base cost and thus base penalty
  • Damage ratio is 14/(4+14) = 7/9. Penalty now 81
  • Chopping weapons don't change penalty (still 81)
  • Skill's effect on penalty is random. This time let's assume lower than average: 5 per skill point. Penalty now at 81-10=71
  • (2*4)d20 has about 21% chance of being 70 or less. Survivor has about 21% chance of losing the machete in this attack
  • Regardless, they'll lose 71 move points for a total of 176 move points in this attack.