See(?): On the subject of Absolver Beam rebalance
Done. Too many variables have changed – must check performance and revisit this in the next update. Key variables have been exposed for experimentation
Notes:
- Exposed “damageSharing”, “timeToCharge”, “initialHeatCost”, and “heatDrainRate” in Excel.
Beam damage is equally split among all hit targets.Controlled by “damageSharing” (0=each target receives full damage, 1=damage is equally split, fractional values are a mixture of the two). Default =50%due to an oversight, this is 0% in v.53.- Fully charged beam width now depends on power (30-50 native px radius).
- Re-mixed firing sound effect.
- Each charge level now has a separate sound effect.
- Reduced charge duration from 0.450s to 0.350s (can fire 5 shots back-to-back until overheat – note that heat sink affects this, so ~10 shots for best+rarest heat sink).
- Damage progression is linear with increasing charge levels (was previously 75% quadratic+25% linear).
- Damage 300-900 (uncharged), 5000-15000 (fully charged)
- Higher one-off heat (10%), lower heat drain (8%)
- Pushes back feathers 3x as hard.