DSxCallOfBooty- wrote...
Iodine wrote...
DSxCallOfBooty- wrote...
Yeah. I'd say Scimitar > Disciple > Eviscerator > Katana now. I've heard the Disciple has a >95% chance to apply the stun effect, but that never seems to happen for me. One out of every five shots seems to have the effect, or maybe I'm just not noticing it.
It's not really the chance to stun that's special on the Disciple, it's that every single one of its hitreactions ignores shields/barriers, and none of the reactions have a maximum range (lots of weapons only have short to medium max ranges on reactions, especially shotguns).
Edit: And looking at the Disciple now in c.bin, I've realized that either there's a more complicated hitreaction/stagger system than just heavy/medium/light, short/medium/long range, ignore shields vs. don't ignore shields and ReactionChance=0.5-1.0. Unless both of us are remembering wrong, and Disciple does in fact have a heavy stagger reaction on every single hit.
I believe that. While I seem to have poor luck with the stun effect (I blame my 156kb connection for that one) I have been able to stun at very, very long ranges. I, unfortunately, don't play on PC so I can't really confirm much of what you've said, but from my experience with PC gaming with other games, seems to make sense. I suppose the big question is that while it would appear that the Disciple should stun on every hit, why doesn't it? Is it always connection issues, are there problems with the projectiles, are multiple pellets contacting required, etc...
Ok, I was going nuts trying to figure it out, since there didn't seem to be a logical connection between c.bin and the gameplay, but I figured that part out at least. In addition to there either being a cooldown for normal/stagger/knockback reactions OR else they're like Overload (without Neural Shock) where if you "clip" the end of the last casting's effect it won't stun them again, there is one key thing I was forgetting.
In the difficulty level settings, each enemy has all its unique stats (MaxHealth/Armor/Barriers/Shields, PowerThreshold_Normal/_Stagger/_Knockback, GrenadeFrequency, MeleeFrequency, etc.). One of the stats each enemy has is a HitReactionChanceMultiplier. For example, Marauder on Bronze has 0.85f HitReactionChanceMultiplier, but on Gold it has 0.6f. So even with Disciple's 1.0 (100%) chance of a heavy (knockback) reaction, it is first multiplied by the HitReactionChanceMultiplier. So that 100% on Bronze becomes 85%, or 60% on Gold.
Of course, I don't think I've seen anyone bother fully putting all the pieces together to figure out all the relations between hitreactions/hitreaction chance, damage/force, thresholds, hitreactionmultiplier, etc. so this is likely just the tip of the iceberg or an incomplete picture. I haven't puzzled out the order it runs through the possible HitReactions in either (Heavy->Medium->Light? The opposite? The order they're listed in in bioweapon.ini?). But that at least explains why the 100% chance Knockback reaction doesn't happen on every single hit with the Disciple, and I can rest easy without the unexplained phenomenon gnawing at my mind. :V
tl;dr - Disciple is still pretty awesome. Now back to your regularly scheduled on-topic discussions.
Modifié par Iodine, 25 avril 2012 - 05:54 .