Horvatii
Unwanted
- Joined
- Dec 15, 2019
- Messages
- 563
> DOUBTI was thinking
You are too dumb to realize that I picked literally every offensive Perk there was, excpet Backstabber - and go ahead giving me tips on builds lol.
Also a cheater. Go larp with health regen somewhere else, noob. The audacity!
Except you cant really utilize it, because its random... You also need to be doing 22 HP dmg past 170 or 230 armor.crippling strike really amazing if you utilize it right. Cut the sinews of two barbarian chosen
I wanted to know, where specific injuries come from. Turns out, its random, from a list, the bigger the list - the more randomness.
Of course not all injuries are created equal. I picked out some that I thought were strong.
One thing that stands out, is that Blunt Head trauma has the shortest list of 4 injuries. 2 of them super nasty.
But the injury threshold is 0.5 or 0.6.
So to headbang a Chosen with 130 hp you need to roll over 81 HP dmg past armor! With Crippling Strikes 130HP * 0.5_threshold * 0.66_cripplstrike * 1.25_head_malus == 54 HP dmg with Cripplign Strikes.
I was trying to stack mods to get as many Concussions as possible, that means Head Hunter and 1h blunt weapon to get more attacks in for more head hits to trigger.
Winged Mace with Duelist has up to 44 HP armor bypass. So we will never actually trigger a Concussion past armor with it, seems like... Need heavier shit.
///// INJURY EFFECTS /////
crushed_finger.nut -- MeleeSkillMult *= 0.95; Blunt Body 25
cut_arm.nut -- MeleeSkillMult *= 0.85; Cutti Body 25
fractured_hand.nut -- MeleeSkillMult *= 0.8; Blunt Body 25
pierced_hand.nut -- MeleeSkillMult *= 0.8; Pierc Body 25
burnt_face.nut -- MeleeSkillMult *= 0.75;
burnt_hands.nut -- MeleeSkillMult *= 0.75;
deep_face_cut.nut -- MeleeSkillMult *= 0.75; Cutti Head 50
pierced_arm_muscles. MeleeSkillMult *= 0.75; Pierc Body 25
deep_chest_cut.nut -- MeleeSkillMult *= 0.65; Cutti Body 50
smashed_hand.nut -- MeleeSkillMult *= 0.6; Blunt Body 50
fractured_skull.nut - MeleeSkillMult *= 0.5; Blunt Head 60
severe_concussion.nut MeleeSkillMult *= 0.5; Blunt Head 50
broken_arm.nut -- MeleeSkillMult *= 0.5; Blunt Body 50
split_hand.nut -- MeleeSkillMult *= 0.5; Cutti Body 50
injured_shoulder.nut - DamageTotalMult *= 0.75; Pierc Body 25
cut_arm_sinew.nut -- DamageTotalMult *= 0.6; Cutti Body 25
broken_arm.nut -- DamageTotalMult *= 0.5; Cutti Body 50
split_shoulder.nut -- DamageTotalMult *= 0.5; Cutti Body 50
burnt_face.nut -- MeleeDefenseMult *= 0.75;
deep_face_cut.nut -- MeleeDefenseMult *= 0.75; Cutti Head 50
fractured_elbow.nut -- MeleeDefenseMult *= 0.75; Blunt Body 25
pierced_leg_muscles.nut - MeleeDefenseMult *= 0.7; Pierc Body 25
cut_leg_muscles.nut -- MeleeDefenseMult *= 0.6; Cutti Body 25
fractured_skull.nut -- MeleeDefenseMult *= 0.5; Blunt Head 60
severe_concussion.nut -- MeleeDefenseMult *= 0.5; Blunt Head 50
crushed_windpipe.nut -- FatigueRecoveryRate -= 10; Blunt Head 50
broken_nose.nut -- FatigueRecoveryRate -= 5; Blunt Head 25
split_nose.nut -- FatigueRecoveryRate -= 5;
pierced_cheek.nut -- FatigueRecoveryRate -= 3;
grazed_neck.nut -- HitpointsMult *= 0.85; Cutti Head PiercHead 25
deep_abdominal_cut.nut -- HitpointsMult *= 0.75; Cutti Body 25
cut_artery.nut -- HitpointsMult *= 0.65; Cutti Body 25
deep_chest_cut.nut -- HitpointsMult *= 0.65; Cutti Body 50
exposed_ribs.nut -- HitpointsMult *= 0.65; Cutti Body 25
stabbed_guts.nut -- HitpointsMult *= 0.6; Pierc Body 50
cut_throat.nut -- HitpointsMult *= 0.5; Cutti Head 50
grazed_kidney.nut -- HitpointsMult *= 0.4; Pierc Body 50
dislocated_shoulder.nut -- ActionPoints -= 3; BluntBody 50
inhaled_flames.nut -- ActionPoints -= 2;
///// INJURY SOURCE AND THRESHOLD /////
gt.Const.Injury.BluntBody <- [
fractured_hand", 0.25,
fractured_ribs", 0.25,
crushed_finger", 0.25,
fractured_elbow", 0.25,
sprained_ankle", 0.25,
bruised_leg", 0.25,
dislocated_shoulder", 0.5,
broken_arm", 0.5,
smashed_hand", 0.5,
broken_ribs", 0.5,
broken_leg", 0.5,
gt.Const.Injury.BluntHead <- [
broken_nose", 0.25,
severe_concussion", 0.5,
crushed_windpipe", 0.5,
fractured_skull", 0.6,
gt.Const.Injury.CuttingBody <- [
deep_abdominal_cut", 0.25,
cut_leg_muscles", 0.25,
cut_arm_sinew", 0.25,
cut_arm", 0.25,
cut_artery", 0.25,
exposed_ribs", 0.25,
split_shoulder", 0.5,
cut_achilles_tendon", 0.5,
split_hand", 0.5,
deep_chest_cut", 0.5,
gt.Const.Injury.CuttingHead <- [
ripped_ear", 0.25,
split_nose", 0.25,
pierced_cheek", 0.25,
grazed_neck", 0.25,
deep_face_cut", 0.5,
cut_throat", 0.5,
gt.Const.Injury.PiercingBody <- [
pierced_leg_muscles", 0.25,
injured_shoulder", 0.25,
pierced_hand", 0.25,
pierced_chest", 0.25,
pierced_side", 0.25,
pierced_arm_muscles", 0.25,
grazed_kidney", 0.5,
pierced_lung", 0.5,
stabbed_guts", 0.5,
injured_knee_cap", 0.5,
gt.Const.Injury.PiercingHead <- [
ripped_ear", 0.25,
pierced_cheek", 0.25,
grazed_neck", 0.25,
grazed_eye_socket", 0.5,
crushed_windpipe", 0.5,
gt.Const.Injury.BurningBody <- [
burnt_legs", 0.25,
burnt_hands", 0.5,
gt.Const.Injury.BurningHead <- [
burnt_face", 0.25,
inhaled_flames", 0.5,
crushed_finger.nut -- MeleeSkillMult *= 0.95; Blunt Body 25
cut_arm.nut -- MeleeSkillMult *= 0.85; Cutti Body 25
fractured_hand.nut -- MeleeSkillMult *= 0.8; Blunt Body 25
pierced_hand.nut -- MeleeSkillMult *= 0.8; Pierc Body 25
burnt_face.nut -- MeleeSkillMult *= 0.75;
burnt_hands.nut -- MeleeSkillMult *= 0.75;
deep_face_cut.nut -- MeleeSkillMult *= 0.75; Cutti Head 50
pierced_arm_muscles. MeleeSkillMult *= 0.75; Pierc Body 25
deep_chest_cut.nut -- MeleeSkillMult *= 0.65; Cutti Body 50
smashed_hand.nut -- MeleeSkillMult *= 0.6; Blunt Body 50
fractured_skull.nut - MeleeSkillMult *= 0.5; Blunt Head 60
severe_concussion.nut MeleeSkillMult *= 0.5; Blunt Head 50
broken_arm.nut -- MeleeSkillMult *= 0.5; Blunt Body 50
split_hand.nut -- MeleeSkillMult *= 0.5; Cutti Body 50
injured_shoulder.nut - DamageTotalMult *= 0.75; Pierc Body 25
cut_arm_sinew.nut -- DamageTotalMult *= 0.6; Cutti Body 25
broken_arm.nut -- DamageTotalMult *= 0.5; Cutti Body 50
split_shoulder.nut -- DamageTotalMult *= 0.5; Cutti Body 50
burnt_face.nut -- MeleeDefenseMult *= 0.75;
deep_face_cut.nut -- MeleeDefenseMult *= 0.75; Cutti Head 50
fractured_elbow.nut -- MeleeDefenseMult *= 0.75; Blunt Body 25
pierced_leg_muscles.nut - MeleeDefenseMult *= 0.7; Pierc Body 25
cut_leg_muscles.nut -- MeleeDefenseMult *= 0.6; Cutti Body 25
fractured_skull.nut -- MeleeDefenseMult *= 0.5; Blunt Head 60
severe_concussion.nut -- MeleeDefenseMult *= 0.5; Blunt Head 50
crushed_windpipe.nut -- FatigueRecoveryRate -= 10; Blunt Head 50
broken_nose.nut -- FatigueRecoveryRate -= 5; Blunt Head 25
split_nose.nut -- FatigueRecoveryRate -= 5;
pierced_cheek.nut -- FatigueRecoveryRate -= 3;
grazed_neck.nut -- HitpointsMult *= 0.85; Cutti Head PiercHead 25
deep_abdominal_cut.nut -- HitpointsMult *= 0.75; Cutti Body 25
cut_artery.nut -- HitpointsMult *= 0.65; Cutti Body 25
deep_chest_cut.nut -- HitpointsMult *= 0.65; Cutti Body 50
exposed_ribs.nut -- HitpointsMult *= 0.65; Cutti Body 25
stabbed_guts.nut -- HitpointsMult *= 0.6; Pierc Body 50
cut_throat.nut -- HitpointsMult *= 0.5; Cutti Head 50
grazed_kidney.nut -- HitpointsMult *= 0.4; Pierc Body 50
dislocated_shoulder.nut -- ActionPoints -= 3; BluntBody 50
inhaled_flames.nut -- ActionPoints -= 2;
///// INJURY SOURCE AND THRESHOLD /////
gt.Const.Injury.BluntBody <- [
fractured_hand", 0.25,
fractured_ribs", 0.25,
crushed_finger", 0.25,
fractured_elbow", 0.25,
sprained_ankle", 0.25,
bruised_leg", 0.25,
dislocated_shoulder", 0.5,
broken_arm", 0.5,
smashed_hand", 0.5,
broken_ribs", 0.5,
broken_leg", 0.5,
gt.Const.Injury.BluntHead <- [
broken_nose", 0.25,
severe_concussion", 0.5,
crushed_windpipe", 0.5,
fractured_skull", 0.6,
gt.Const.Injury.CuttingBody <- [
deep_abdominal_cut", 0.25,
cut_leg_muscles", 0.25,
cut_arm_sinew", 0.25,
cut_arm", 0.25,
cut_artery", 0.25,
exposed_ribs", 0.25,
split_shoulder", 0.5,
cut_achilles_tendon", 0.5,
split_hand", 0.5,
deep_chest_cut", 0.5,
gt.Const.Injury.CuttingHead <- [
ripped_ear", 0.25,
split_nose", 0.25,
pierced_cheek", 0.25,
grazed_neck", 0.25,
deep_face_cut", 0.5,
cut_throat", 0.5,
gt.Const.Injury.PiercingBody <- [
pierced_leg_muscles", 0.25,
injured_shoulder", 0.25,
pierced_hand", 0.25,
pierced_chest", 0.25,
pierced_side", 0.25,
pierced_arm_muscles", 0.25,
grazed_kidney", 0.5,
pierced_lung", 0.5,
stabbed_guts", 0.5,
injured_knee_cap", 0.5,
gt.Const.Injury.PiercingHead <- [
ripped_ear", 0.25,
pierced_cheek", 0.25,
grazed_neck", 0.25,
grazed_eye_socket", 0.5,
crushed_windpipe", 0.5,
gt.Const.Injury.BurningBody <- [
burnt_legs", 0.25,
burnt_hands", 0.5,
gt.Const.Injury.BurningHead <- [
burnt_face", 0.25,
inhaled_flames", 0.5,