Open AzureWoof opened 4 months ago
I'd agree with making range bonuses appear consistently in descriptions, though showing percent numbers might be nice. The Disciplinary Action's range is extended by 70% (1.7) for instance, and it uses the single-purpose melee_range_multiplier
attribute. The is_a_sword
weapons, though, use some kind of "all singing, all dancing" attribute set to 72, which has the range and draw/holster times all rolled into one attribute with somewhat vague text.
Edit, some small findings:
In the game's source, the melee cast length is 48 by default, 128 with the flag when you begin charging with a shield, and 72 if your weapon has the is_a_sword
attribute. The control flow is also a bit backwards-looking, probably more reflecting the order these features were added than anything else. In other words, is_a_sword
would stack with the existing range multiplier attribute (128, 72, or 48 player model scale range multiplier), and it being set to 72 in the schema serves no purpose since the value is hardcoded at 72 anyway. Any nonzero value would have the same effect.
Seeing as some missing information has been added for the Buffalo Steak Sandvich's stats during the latest summer update, I figured that I'd throw my hat into the ring.
The Disciplinary Action has the largest melee range out of any melee weapon in the game, even moreso than the swords. Yet the weapon's stats never mention this:
For comparison, here's the Half-Zatoichi, which also has an increased melee range:
Since the Disciplinary Action doesn't have any holster speed penalty, just some text that says "This weapon has a VERY large melee range" should suffice.