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Edit: @Cassielu provided better findings, Thank you.

Based on my testing, the newly added electric shock is inconsistent. At present, players have the following types of “Electric attacks” at their disposal, but each one operates under its own set of rules. This is probably why there is some confusion among us now. I'm not sure if this is a bug or a feature, but I thought I'd share it.

  • Morning Star, Electric Dart, (Charged)Elding Spear's Dash Attack, Shockscrap Shots

It will always shock or ignite the target, whether it is wet or not.

image.jpeg.a5448c2476a84d4de04f9064b748f05e.jpeg

  • (Charged)Elding Spear's Normal Attack

It will shock or ignite the target only wet.

image.jpeg.c8fdefa17621695a9f69814ebc6a991f.jpeg

  • Volt Goat Chaud-Froid, Electrification Circuit

It will not shock or ignite the target, whether it is wet or not.

image.jpeg.58df9d6c290e4cf9919bf95f98ad799a.jpeg

 

Edited by SilverSpoon
  • Like 10

tbh id like elding spear and volt goat jelly to not cause electrocution (elding spear's dash attack being a strong attack causing it does make sense) since those are basically passives and doesnt allow for canceling boss attacks or delaying bosses' special attacks

if electrocution didnt spread to other players, shockscrap doing stun would at least give walter some ability to help melee teammates to mitigate some damage and can work as a safe stun to save someone (for example being stunlocked by armored bearger against an edge)

  • Like 1
1 hour ago, IAmAFurrz said:

tbh id like elding spear and volt goat jelly to not cause electrocution (elding spear's dash attack being a strong attack causing it does make sense) since those are basically passives and doesnt allow for canceling boss attacks or delaying bosses' special attacks

if electrocution didnt spread to other players, shockscrap doing stun would at least give walter some ability to help melee teammates to mitigate some damage and can work as a safe stun to save someone (for example being stunlocked by armored bearger against an edge)

I could agree that separating "electrocution electricity" and "non-electrocution electricity" for game balance. But if that’s the case, it is necessary to clarify which is electrocution electricity. For example, could it be an effect like a lightning strike what familiar to DST players as the classic kind of electrocution electricity? In this way, also players will be able to understand in advance the danger that it cause fire to Plant Mobs.

Edited by SilverSpoon

I think a good way to have the fires from a weapon is to have a threshold (~500 total electrified damage) to start controlled fires followed by one (~700 total electrified damage) to turn that into a regular one.

Worser is compared with other electrical damage, the differences among these weapons are relatively small and follow certain patterns...

28 minutes ago, Cassielu said:

I did some simple tidying up. The following table showing all the "electricity damage" and their effects in current build.

That was a disaster, it really need a unification.

Electricity_damage.png?a7d3e1

 

  • Like 5
  • Thanks 2
  • Big Ups 1
1 hour ago, Cassielu said:

Worser is compared with other electrical damage, the differences among these weapons are relatively small and follow certain patterns...

1 hour ago, Cassielu said:

I did some simple tidying up. The following table showing all the "electricity damage" and their effects in current build.

That was a disaster, it really need a unification.

Electricity_damage.png?a7d3e1

Expand  

 

Thank you for the additional investigation and for putting together those charts, Cloudmate. Who can really read DST’s code like you are truly invaluable.

As for this whole electric shock mess… all I can say is, Oh No.

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