Stagger thresholds not addressed for over a year, Ripper Bayonet+

BTW the staggers are still a mess, the Ripper bayonet special poke impact changes are somewhat meaningless, it still won’t stagger a Crusher like it used to before the stagger changes last spring.

Unless I’m mistaken, this is what seems to be happening:

Besides the threshold values being changed globally, some special attacks are (mis)categorized as “flamer” as is the bayonet special poke for the Rippers,

	stagger_category = "flamer",

So in stagger_settings.lua for the flamer stagger category only these 2 stagger_types entries exist

flamer = {
		stagger_types.killshot,
		stagger_types.medium
	},

Whose values are for Crusher

		[stagger_types.medium] = 80,
		[stagger_types.killshot] = 60,
	},

So the new bayonet impact of 30 is still meaningless as the new now 1 year old threshold of 60 it has to reach , previously 20, is still unreachable by the bayonet special.

Either the stagger_category needs to be changed to something more logical like melee or the thresholds need tweaking.
So if the stagger_category was “melee”:
The stagger_settings for it would be:

	melee = {
		stagger_types.light,
		stagger_types.medium,
		stagger_types.heavy
	},

and it would properly stagger having passed the light threshold

	stagger_thresholds = {
		[stagger_types.light] = 20,
		[stagger_types.medium] = 80,
		[stagger_types.heavy] = 160,

TDLR: The Bayonet Special Attack should likely be categorized internally as “melee” for the stagger calculations.

This is what it looks like with bayonet stagger_category = “melee”

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Adding to the bugfix section of the Book.

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The Emprah sees your good work!

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