Changes
- Bosses can be hit multiple times (by all nodes).
- Chain instantly extends to full length (configurable in Excel).
- Multi-hit reduces damage of additional hits (beyond first) to 60% (configurable in Excel).
Overheat time: Done
Damage: Done, but a +20% boost has been applied to compensate for less-than-expected buff (due to instant chain extension). Must collect updated impressions. Hopefully tweaking a combination of base damage multiplier and “multi-hit penalty” will be sufficient.
See :CIU weapon balance program - Part 10: Lightning Fryer - #17 by GgWw1175
See for “chaining rework”: On the subject of Plasma Rifle and Positron Stream reworks
Notes:
- Finally managed to get “multiple hits per target” working using a fan of rays.
- The closer you are to the target (and the bigger the target), the more rays will hit.
- Once a beam hits a boss, it can never move onto another enemy.
- Client simulation is not 100% accurate (no information about bounce angles), which will cause transient glitches (they’re only cosmetic).
- Potentially, all rays (=chains) will hit. Excessive damage? From tests, this is usually not a problem because either (i) targets are small, so subsequent rays generally miss or (ii) smaller enemies interfere so there isn’t a clear shot. Exception: Yolk-Star. Also, could this be a problem even with other bosses if you’re point-blank (being closer is more dangerous, but is it a sufficient trade-off)? Fixed(?) via applying penalty to multi-hit damage.