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Nerfs projectile piercing and makes it's chance based more on armour piercing than damage. (#22248)
- Projectiles now lose 30% of their damage for every pierce they go through by default. - Ship weapons only lose 5% damage on pierce. - The default chance was changed from (Pierce Chance (20%) + Damage, to Pierce Chance (0%) + Damage / 4 + Armour Piercing. This means the merc's STS, went from 55% chance to pierce, down to 30%, with reduced damage when it does. - Specialist anti-tank weapons, such as the PEAC, now have their pierce chance multiplied by their anti-material potential. This gives the PEAC 100% piercing chance. <img width="327" height="261" alt="image" src="https://github.com/user-attachments/assets/661904ec-3957-4116-a10b-e8a8fc14cd2d" />
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@@ -76,6 +76,8 @@
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var/pierces = 0
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///The base chance that a projectile capable of piercing will actually pierce.
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var/pierce_chance = 0
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/// 0-1 multiplier, the projectile's damage is modified by multiplying this after each pierce.
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var/pierce_decay_damage = 0.7
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///Used to determine whether or not to apply embed chances on hit.
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var/last_hit_pierced = FALSE
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/// If objects are below this layer, we pass through them.
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@@ -683,7 +685,8 @@
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return PROJECTILE_PIERCE_PHASE
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if(projectile_piercing & A.pass_flags_self)
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if (penetrating > pierces)
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if(damage > 20 && prob(pierce_chance + damage))
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if(prob(min(100, (pierce_chance + (damage/4) + armor_penetration) * anti_materiel_potential))) //Base pierce_chance is 0. This gives the STS a 30% chance to pierce once.
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damage *= pierce_decay_damage
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penetrating--
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last_hit_pierced = TRUE
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return PROJECTILE_PIERCE_HIT
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@@ -314,6 +314,7 @@
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hitscan = 1 //so the PTR isn't useless as a sniper weapon
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maim_rate = 3
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anti_materiel_potential = 2
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pierce_decay_damage = 0.9
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/obj/projectile/bullet/rifle/kumar_super
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damage = 40
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