Shield Damage Multiplier#4373
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This reverts commit c101b78.
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No issues in my testing with the primary and area damage--though we may decide in future that we want a higher bonus that 2.5 for the shield multiplier depending on how we're feeling about balance.
However secondary EMP damage (through secondaryDamage) seems to still be using the older logic of random stun chance--expect it's stunning every time in my testing using the charge rifle ion rounds.
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Additions
Describe new functionality added by your code, e.g.
Balance
Baseline Shield Damage Multipliers (Subject To Final Balance Passes)
Changes
References
Reasoning
Why did you choose to implement things this way, e.g.
Alternatives
Describe alternative implementations you have considered, e.g.
Testing
Check tests you have performed:
To Do:
empShieldBreakChancefrom projectile xmls we want to use new system. (Currently issue of default CompProjectileInterceptors having hitpoints of -1. Would remove any counterplay)