{"action":"created","issue":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/18959","repository_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA","labels_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/18959/labels{/name}","comments_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/18959/comments","events_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/18959/events","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/18959","id":184857153,"number":18959,"title":"[CR]Melee tweaks","user":{"login":"Coolthulhu","id":1878860,"avatar_url":"https://avatars.githubusercontent.com/u/1878860?v=3","gravatar_id":"","url":"https://api.github.com/users/Coolthulhu","html_url":"https://github.com/Coolthulhu","followers_url":"https://api.github.com/users/Coolthulhu/followers","following_url":"https://api.github.com/users/Coolthulhu/following{/other_user}","gists_url":"https://api.github.com/users/Coolthulhu/gists{/gist_id}","starred_url":"https://api.github.com/users/Coolthulhu/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Coolthulhu/subscriptions","organizations_url":"https://api.github.com/users/Coolthulhu/orgs","repos_url":"https://api.github.com/users/Coolthulhu/repos","events_url":"https://api.github.com/users/Coolthulhu/events{/privacy}","received_events_url":"https://api.github.com/users/Coolthulhu/received_events","type":"User","site_admin":false},"labels":[],"state":"closed","locked":false,"assignee":{"login":"mugling","id":12238606,"avatar_url":"https://avatars.githubusercontent.com/u/12238606?v=3","gravatar_id":"","url":"https://api.github.com/users/mugling","html_url":"https://github.com/mugling","followers_url":"https://api.github.com/users/mugling/followers","following_url":"https://api.github.com/users/mugling/following{/other_user}","gists_url":"https://api.github.com/users/mugling/gists{/gist_id}","starred_url":"https://api.github.com/users/mugling/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/mugling/subscriptions","organizations_url":"https://api.github.com/users/mugling/orgs","repos_url":"https://api.github.com/users/mugling/repos","events_url":"https://api.github.com/users/mugling/events{/privacy}","received_events_url":"https://api.github.com/users/mugling/received_events","type":"User","site_admin":false},"assignees":[{"login":"mugling","id":12238606,"avatar_url":"https://avatars.githubusercontent.com/u/12238606?v=3","gravatar_id":"","url":"https://api.github.com/users/mugling","html_url":"https://github.com/mugling","followers_url":"https://api.github.com/users/mugling/followers","following_url":"https://api.github.com/users/mugling/following{/other_user}","gists_url":"https://api.github.com/users/mugling/gists{/gist_id}","starred_url":"https://api.github.com/users/mugling/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/mugling/subscriptions","organizations_url":"https://api.github.com/users/mugling/orgs","repos_url":"https://api.github.com/users/mugling/repos","events_url":"https://api.github.com/users/mugling/events{/privacy}","received_events_url":"https://api.github.com/users/mugling/received_events","type":"User","site_admin":false}],"milestone":null,"comments":18,"created_at":"2016-10-24T14:30:17Z","updated_at":"2016-10-31T07:16:13Z","closed_at":"2016-10-29T23:12:45Z","pull_request":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/18959","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/18959","diff_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/18959.diff","patch_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/18959.patch"},"body":"Now that melee actually includes misses and not just inverse Morrowind combat (Skyrim combat?), it can be tweaked and not just overhauled.\n\nStarting with bugfixes:\n- Centipede style bonus speed didn't work\n- All martial art buffs would decay to 1 intensity after 1 turn\n- Arm guards would be indestructible when used as shields, only breaking when something hits them as passive armor\n\nThen tweaks (buffs):\n- Removed random rolls from attack speed. Its effect was minor enough that it only served to obfuscate what is going on\n- Lowered base stamina drain from attacks. Fast attacks should be a bit more viable now. Leaving unarmored arms makes sense now.\n- Lowered effect of low stamina on attack speed. From ~2x to ~1.5x at 0 stamina\n- Added a minor bonus for DEFT trait: -5 stamina cost on misses\n- Simplified attack speed scaling with melee. This is a tiny nerf on 10 melee, but otherwise a buff. Every point in melee decreases attack cost by 1/30 of base, so at 10 melee you can attack in 66% the time you would on 0 melee.\n\nDeft looks pretty reasonable now, I think. Worth that 1 point.\n"},"comment":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/comments/257227704","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/18959#issuecomment-257227704","issue_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/18959","id":257227704,"user":{"login":"SeanMirrsen","id":6471698,"avatar_url":"https://avatars.githubusercontent.com/u/6471698?v=3","gravatar_id":"","url":"https://api.github.com/users/SeanMirrsen","html_url":"https://github.com/SeanMirrsen","followers_url":"https://api.github.com/users/SeanMirrsen/followers","following_url":"https://api.github.com/users/SeanMirrsen/following{/other_user}","gists_url":"https://api.github.com/users/SeanMirrsen/gists{/gist_id}","starred_url":"https://api.github.com/users/SeanMirrsen/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/SeanMirrsen/subscriptions","organizations_url":"https://api.github.com/users/SeanMirrsen/orgs","repos_url":"https://api.github.com/users/SeanMirrsen/repos","events_url":"https://api.github.com/users/SeanMirrsen/events{/privacy}","received_events_url":"https://api.github.com/users/SeanMirrsen/received_events","type":"User","site_admin":false},"created_at":"2016-10-31T07:16:13Z","updated_at":"2016-10-31T07:16:13Z","body":">This PR has helped with that.\r\n\r\nTrue, I suppose. But it's kind of an equivalent of hooking up a rainwater collecting reservoir to the water mains. Sure it won't run dry anymore, but it sort of defeats the point.\r\n\r\nYou could make exertion an accumulating instead of a draining pool. Sort of like pain, so that you never \"bottom out\" and are completely helpless, there are always some kind of reserves to tap into, but doing so is an increasingly bad idea. Again, adrenaline on top of it to drop the effects for some time.\r\n\r\n>They make it so that you are never wounded but alive, but either heavily armored and with huge advantage or dead. Or kiting things slowly and tediously, but still with no real danger.\r\n\r\nThere is the matter that a single human *shouldn't* be able to defeat a group above a certain size in direct combat. And no matter the changes you make to the combat system, kiting will still remain because it is fundamentally the safest option.\r\n\r\n>I'd rather see entire groups alerted at once and working as a group, then player getting seriously wounded during the attack. As opposed to current incarnation, where you strip horde off zombies in tiny waves that are trivial to defeat, because pulling too much will result in a YASD.\r\n\r\nPulling too much should result in a tactical de-assing of the area, and it should be up to the player to know when to disengage instead of trying to take the horde on anyway. If you want to improve survivability, it should be based on \"just enough time to get away\", not \"enough combat ability to keep wading in\".\r\n\r\n>Could, not would. And only if carefully designed and not just thrown on top as panacea for design problems.\r\n\r\nFair enough. I'd just like to point out that it's not fair to expect to come up with working values from just speculation - best way to determine what works best is implement, test, and tweak values as necessary."}}
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