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”