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Bubberstation/code/modules/mob/living/basic
MrMelbert 4b8127a777 Incoming stamina damage while in stamcrit has diminishing returns applied (#83445)
## About The Pull Request

After being put in stamcrit, future incoming stamina damage has
"diminishing returns" applied*.

The formula looks like `ceil(sqrt(amount of stamina damage) / 2) - times
you have taken stamina damage in stamcrit`.

This means eventually stamina based damage will do less than zero
damage, and thus, not contribute to keeping stamcrit active.

Very, very low amounts of stamina damage (such as from chems) contribute
to DR 1/20th the amount.

*_Note, this is not real diminishing returns because making it real
diminishing returns would be pointless, you are capped to 120 stamina
damage so 99.99% of the time you take stam damage while in stam crit
you're already capped. This is just faking the effect._

In its current stat this means that a stun baton will stop being able to
keep someone in stamcrit after the 5th hit, and a stock disabler will
stop being able to keep someone in stamcrit after the 4th hit.

## Why It's Good For The Game

Mostly just an experiment. I don't imagine it will shake up much about
the baton situation in its current state.

There's also no grace period after getting UP - so like you can just be
stamcritted right after anyways. Maybe there should be one? Food for
thought.

And yes of course you can just space out your hits, you're not clever
for thinking about that

## Changelog

🆑 Melbert
balance: Taking stamina damage in stamcrit has diminishing returns
associated, meaning you cannot be infinitely stamcrit.
/🆑
2024-06-11 22:02:24 -07:00
..
2024-04-08 23:24:27 +00:00