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Warden Praetorian rework (tm) #7607
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
i need soembody to run my checks |
Checks cannot run on a PR w/ conflicts |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
code/modules/mob/living/carbon/xenomorph/strains/castes/praetorian/valkyrie.dm
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I might have missed it and it is already done, but perhaps with the armor make it unable to stack before some silly goose comes out with 100 armor after 3 preas power up (and welp it is not intended to work that way) |
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(You can batch changes in the Files changed tab)
code/modules/mob/living/carbon/xenomorph/abilities/praetorian/praetorian_abilities.dm
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code/modules/mob/living/carbon/xenomorph/abilities/praetorian/praetorian_powers.dm
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code/modules/mob/living/carbon/xenomorph/abilities/praetorian/praetorian_powers.dm
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code/modules/mob/living/carbon/xenomorph/abilities/praetorian/praetorian_powers.dm
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code/modules/mob/living/carbon/xenomorph/abilities/praetorian/praetorian_powers.dm
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code/modules/mob/living/carbon/xenomorph/abilities/praetorian/praetorian_powers.dm
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code/modules/mob/living/carbon/xenomorph/abilities/praetorian/praetorian_powers.dm
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code/modules/mob/living/carbon/xenomorph/abilities/praetorian/praetorian_powers.dm
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code/modules/mob/living/carbon/xenomorph/strains/castes/praetorian/valkyrie.dm
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code/modules/mob/living/carbon/xenomorph/strains/castes/praetorian/valkyrie.dm
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to help you with balancing the armor values as welp... armor behaves in unexpected ways and is hard to find it. simplified dmg for ranged attacks on xeno is dmg/(1.0525^((armor-ap)/5)) dmg is dmg * 0.95^((armor-ap)/5) and there if further reduction is the reduced dmg is less then armor-ap, so be careful when adjusting armor values and be aware of that |
Co-authored-by: Drathek <[email protected]>
About the pull request
Reworks warden in to a more melee focused support caste, i need this tmd to see the castes shortcomings and if some things are busted to expand on it further.
Explain why it's good for the game
A caste like warden is un-fun to play against, in many circumstances anything that ! instantly ! gives you healing is really hard to "counter" and strong, and warden is built in such a manner that you can practically always just sit back spitting and being in safety while getting reserves. (especially with warding)
While you do have to get in close to heal somebody, majority of the time it just doesnt matter as you're getting in and out and your healing heals you and the person. While such a powerful ability would be fine otherwise, theres barely any risk involved in most cases and i think it's uninteresting to have such an un-involved strain be this powerful.
Valkyrie tries to remedy this by adding a more in-your-face sort of gameplay that makes it very deadly in cqc, the drawback being you have to get close. Removing the biggest problem of the instant heal, you have better buffs like rejuvenation on a bigger scale, armor buffs that apply both to you and a target, and heal per slash which isnt instant and not major enough to mean that you'll be surviving forever.
Testing Photographs and Procedure
Screenshots & Videos
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<details>
tags.Changelog
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balance: Reworks warden into the Valkyrie
add: Valkyrie tail stab extuingishes people you stab. This goes for /anything/ so you can save caps on fire or your allies.
add: Tantrum ; You can click on a xenomorph to give them [15] armor, while giving yourself [10] armor, during tantrum your slashes heal more. This lasts 3 seconds for the target, 5 seconds for yourself.
add: High Gallop: An ability that knocks people down infront of you, in a 2x3 radius. Also sends back grenades.
add: Fight or Flight: A ranged rejuvenation that rejuvenates (removes stuns, slows weakens etc etc) scaling its range with your rage
add: Valkyrie slashes heal you and people 3 tiles next to you at a 15 to yourself and 15 to allies, while BUFFED (red outline) 30 to yourself and 30 to allies
/:cl: