Weapons getting stuck
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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.
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