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All Damage taken on an electrocution from an object is currently taken to the defense zone actively used to trigger the object (commonly hands)
With increasing power values on the station overall and the addition of dismemberment from burn damage, this causes shocks to unprotected hands to effectively always remove the offending hand on the Polaris base map.
Changes
Electrocution on human mobs now deals four instances of damage. One at 25% to the hand, one at 50% to the body, and two more at 25% to random bodyparts.
Current Values
At round-start (so 300kw in system from solars, another 150 from the SMES to power the station) this would result in going from a roughly 40 damage burn to the hand (more for some species. Which, seemingly, is enough to often dismember it) to about 10 to the hand, 20 burn to the body, and two more 10 damage burns.
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This would impact anything calling the electrocute_act() proc in carbon()
This impacts:
Shocks from Machinery or Cables
SMES deconstruction discharge (This targets the torso. So the target still would take 75% of the damage on the torso, and another
Technomancer Lightning
Technomancer Instability
Tesla Ball Shocks
Energy Siphon
Bioelectric Genesis
Shock crate damage
Defib shock damage
Total damage value remains the same, however the damage would be spread out on the target instead of centralized.