skill/trinket clarifications



  • Haemostasis
    Resist status effects while you have at least 2 blood armor

    which status effects are these? it’s my understanding there are six included here:

    1. Slow
    2. Dim Vision
    3. Enfeeble/Ghoul Touch
    4. Frost
    5. Sickness
    6. Fright

    does not affect poison/knockdown

    Skill stat modifications - % multipliers

    https://noxiousnet.com/update/324716540f325474accac5c680fc02883891f1dd
    Adjusted how often floaters appear for healing players.
    Smart Targetting no longer affects non-medical dart weapons.

    Biology Skills I-IV in total provide +38% medical tool effectiveness

    ^since this change (HP floaters show floats instead of integers making it more clear how much is healed) – a medicgun dart will heal 4.83 hp rather than 5.03 hp

    (5 - 30%) = 3.5 + 38% = 4.83

    3.5 is base for Biology medic effectiveness instead of 5 (38% of 3.5 = 1.33)

    5 + 38% - 30% = 5.08
    5 + 38% - 30% = 5 + 8% = 5.08

    This 0.2 might not be important if healing is rounded, although it’s my understanding 5 should be the base for the +38% medical tool effectiveness.



  • @ritzbits said in skill/trinket clarifications:

    Haemostasis
    Resist status effects while you have at least 2 blood armor

    which status effects are these? it’s my understanding there are six included here:

    1. Slow
    2. Dim Vision
    3. Enfeeble/Ghoul Touch
    4. Frost
    5. Sickness
    6. Fright

    does not affect poison/knockdown

    Skill stat modifications - % multipliers

    https://noxiousnet.com/update/324716540f325474accac5c680fc02883891f1dd
    Adjusted how often floaters appear for healing players.
    Smart Targetting no longer affects non-medical dart weapons.

    Biology Skills I-IV in total provide +38% medical tool effectiveness

    ^since this change (HP floaters show floats instead of integers making it more clear how much is healed) – a medicgun dart will heal 4.83 hp rather than 5.03 hp

    (5 - 30%) = 3.5 + 38% = 4.83

    3.5 is base for Biology medic effectiveness instead of 5 (38% of 3.5 = 1.33)

    5 + 38% - 30% = 5.08
    5 + 38% - 30% = 5 + 8% = 5.08

    This 0.2 might not be important if healing is rounded, although it’s my understanding 5 should be the base for the +38% medical tool effectiveness.

    I didn’t want Haemostasis to affect bleed or poison or knockdown for the following reasons:

    • Bleed/poison are already resisted by blood armour.
    • Knockdown is a bit more integral to the gamemode in terms of certain mechanics. Devourer and some bosses use it. Devourer hook needs to knock you down in order for it to work well. Fall damage uses it. There’s also trinkets that reduce knockdowns already.

    The base healing on regular med gun darts is 5.1. It was increased because it was applying twice before.

    The medical dart healing multiplier is multiplicative with the base healing multiplier.

    1.38 x 0.7 = 0.966

    0.966 * 5.1 = 4.92, is what I should be seeing. I’ll verify this later today.

    I suppose it is wasteful that healing rounds off. It is quite easy to make sure healing carries over the health points between heals. I’ll rectify this, because damage already does it internally.



  • @raox said in skill/trinket clarifications:

    I didn’t want Haemostasis to affect bleed or poison or knockdown for the following reasons:

    Right, just wanted clarification on which ones Haemostasis does affect. Poison/knockdown not being included is fine.



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