diff --git a/code/modules/mob/_modifiers/modifiers.dm b/code/modules/mob/_modifiers/modifiers.dm index 71b337b1b3..4f449b723b 100644 --- a/code/modules/mob/_modifiers/modifiers.dm +++ b/code/modules/mob/_modifiers/modifiers.dm @@ -39,7 +39,7 @@ var/haste // If set to 1, the mob will be 'hasted', which makes it ignore slowdown and go really fast. var/evasion // Positive numbers reduce the odds of being hit. Negative numbers increase the odds. var/bleeding_rate_percent // Adjusts amount of blood lost when bleeding. - var/accuracy // Positive numbers makes hitting things with guns easier, negatives make it harder. Every 15% is equal to one tile easier or harder, just like evasion. + var/accuracy // Positive numbers makes hitting things with guns easier, negatives make it harder. var/accuracy_dispersion // Positive numbers make gun firing cover a wider tile range, and therefore more inaccurate. Negatives help negate dispersion penalties. var/metabolism_percent // Adjusts the mob's metabolic rate, which affects reagent processing. Won't affect mobs without reagent processing. var/icon_scale_percent // Makes the holder's icon get scaled up or down. @@ -208,13 +208,13 @@ effects += "You move at maximum speed, and cannot be slowed by any means." if(!isnull(evasion)) - effects += "You are [abs(evasion * 15)]% [evasion > 0 ? "harder" : "easier"] to hit with weapons." + effects += "You are [abs(evasion)]% [evasion > 0 ? "harder" : "easier"] to hit with weapons." if(!isnull(bleeding_rate_percent)) effects += "You bleed [multipler_to_percentage(bleeding_rate_percent, TRUE)] [bleeding_rate_percent > 1.0 ? "faster" : "slower"]." if(!isnull(accuracy)) - effects += "It is [abs(accuracy * 15)]% [accuracy > 0 ? "easier" : "harder"] for you to hit someone with a ranged weapon." + effects += "It is [abs(accuracy)]% [accuracy > 0 ? "easier" : "harder"] for you to hit someone with a ranged weapon." if(!isnull(accuracy_dispersion)) effects += "Projectiles you fire are [accuracy_dispersion > 0 ? "more" : "less"] likely to stray from your intended target." diff --git a/code/modules/mob/_modifiers/modifiers_misc.dm b/code/modules/mob/_modifiers/modifiers_misc.dm index 0a02f6b096..fbe9e35624 100644 --- a/code/modules/mob/_modifiers/modifiers_misc.dm +++ b/code/modules/mob/_modifiers/modifiers_misc.dm @@ -60,9 +60,9 @@ the artifact triggers the rage. pain_immunity = TRUE // Avoid falling over from shock (at least until it expires). // The less good stuff. - accuracy = -5 // Aiming requires focus. + accuracy = -75 // Aiming requires focus. accuracy_dispersion = 3 // Ditto. - evasion = -3 // Too angry to dodge. + evasion = -45 // Too angry to dodge. var/nutrition_cost = 150 var/exhaustion_duration = 2 MINUTES // How long the exhaustion modifier lasts after it expires. Set to 0 to not apply one. @@ -157,7 +157,7 @@ the artifact triggers the rage. attack_speed_percent = 1.5 outgoing_melee_damage_percent = 0.6 disable_duration_percent = 1.5 - evasion = -2 + evasion = -30 /datum/modifier/berserk_exhaustion/on_applied() holder.visible_message("\The [holder] looks exhausted.") @@ -177,6 +177,6 @@ the artifact triggers the rage. stacks = MODIFIER_STACK_EXTEND // Just being mad isn't gonna overclock your body when you're a beepboop. - accuracy = -5 // Aiming requires focus. + accuracy = -75 // Aiming requires focus. accuracy_dispersion = 3 // Ditto. - evasion = -3 // Too angry to dodge. + evasion = -45 // Too angry to dodge. diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index 7fa20d8c5d..5cfefc1bf5 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -99,7 +99,7 @@ fire_delay = 20 w_class = ITEMSIZE_LARGE // one_handed_penalty = 90 // The thing's heavy and huge. - accuracy = 3 + accuracy = 45 charge_cost = 600 /obj/item/weapon/gun/energy/lasercannon/mounted