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weapons: add tests to confirm melee weapon value and adjust some weapons (part 2) #41089
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kevingranade
merged 5 commits into
CleverRaven:master
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mlangsdorf:melee_validation_2
Jun 7, 2020
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weapons: add tests to confirm melee weapon value and adjust some weapons (part 2) #41089
kevingranade
merged 5 commits into
CleverRaven:master
from
mlangsdorf:melee_validation_2
Jun 7, 2020
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add a function that removes all martial arts styles, and add it to the clear_character() helper function in tests/ so that the weapon DPS tests will be more consistent.
add tests for effective value for two-handed flails. Reduce the volume for two-handed flails so that it's possible for them to have reasonable effective DPS values without needing unreasonable damage values, though they still hit extremely hard.
add tests for effective value for unarmed weapons. Add STAB to a few weapons that should have it and slightly adjust some values so that all the basic punch weapons are relatively close to each other.
add tests for effective DPS/value for one handed axes. Bring the crash axe values in line with the hatchet. Bring the primitive axe values in line with the primitive adze. Rename and slightly nerf the hand axes. Slightly improve the stats on the pickaxe - it's still a terrible weapon, but at least now it's as dangerous as a hatchet if you managed to connect. Incidentally, noticed the new hook pike and nerf it's accuracy to be in line with other pikes.
add tests for effective DPS/value for one handed bludgeons. Reduce the bashing damage on bats to bring them under maces; bring bokken, shillelagh, and baseball bat base damage closer together. Increase the weight of two by swords and nail swords to tone them down a little. Weapon value is mace > loaded stick > bats, batons, shillelaghs, and bokkens > tonfas > crowbars > shovels and improvised clubs > various tools > the humble rock.
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NPC behavior tree unit tests are failing, not these tests any longer. |
Actually it's the "Check distribution of attacks to body parts for larger attacker." test that's causing the failure. That might be related to these changes, but I doubt it. |
That one is very occasionally flaky since it's RNG-driven, nothing to do with this change. |
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Labels
Code: Tests
Measurement, self-control, statistics, balancing.
Melee
Melee weapons, tactics, techniques, reach attack
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Summary
SUMMARY: Balance "weapons: add tests to confirm melee weapon value and adjust some weapons (part 2)"
Purpose of change
As part of the great melee weapon rebalance (#39644 et al), @Brian-Otten unfortunately forgot to adjust a couple of weapons' accuracy values. Also, although effective DPS tests were added around this time, no tests were added to make sure that melee weapon's have appropriate value and to
detect future changes that would change the value of melee weapons.
Rectify these issues by adding an additional set of tests that calculate the weapon value of various weapons against a fairly beefy reference avatar (all stats 10, all skills 4). Then rebalance some weapons.
This is part 2, which follows #41079 and covers two handed flails, fist weapons, axes, hammers, and clubs but not flails because there are no significant one-handed flails in the game right now.
Describe the solution
The tests just check if a given weapon has a given weapon_value, +/- 0.75.
Some weapons had their to-hit, mass, volume, and/or damages updated to bring them in line with expected values for similar weapons. Most noticeably, two-handed flails got a large reduction in volume and mass and a boost to damage to make them somewhat worthwhile as weapons.
Added a function to clear out known martial arts so that the testing avatar wouldn't randomly know some martial arts and throw test values out of wack.