diff --git a/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm b/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm index de8d7c09ef..9498ed85a6 100644 --- a/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm +++ b/code/modules/antagonists/clockcult/clock_items/clock_weapons/brass_claw.dm @@ -24,6 +24,7 @@ var/mob/living/last_attacked var/combo = 0 var/damage_per_combo = 2 + var/maximum_combo_damage = 18 //33 damage on max stacks. Usually the target will already be dead by then but if they somehow aren't, better to have this capped /obj/item/clockwork/brass_claw/Initialize() . = ..() @@ -31,7 +32,7 @@ /obj/item/clockwork/brass_claw/examine(mob/user) if(is_servant_of_ratvar(user)) - clockwork_desc += "\nIt has [combo] combo stacks built up against the current target, causing [combo * damage_per_combo] bonus damage." + clockwork_desc += "\nIt has [combo] combo stacks built up against the current target, causing [min(maximum_combo_damage, combo * damage_per_combo)] bonus damage." . = ..() clockwork_desc = initial(clockwork_desc) @@ -47,4 +48,4 @@ combo++ else combo += 3 - target.adjustBruteLoss(combo * damage_per_combo) + target.adjustBruteLoss(min(maximum_combo_damage, combo * damage_per_combo))