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Buff Medical Due to Shitmed Changes Cherry-Pick #1259
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* Update applicable heal values * Reduced Healing Item DoAfter Delay from 3s to 2s * Advanced brute meds were a bit overtuned. Buffed bloodpack bloodloss heal amount. * Buff max stack amount for applicables and prices accordingly. * Stack amounts were overtuned, reduced down to 15 max stack. Increased caustic healing on ointment. * Slight buffs to burn chems, brute chems, and dylovene. * Reduced bloodpack heal amount, was overtuned.
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I'd also highly consider changing cryo to be better, especially in terms of oppo.
Also, test fails are valid. I like the changes, but do fix the fails.
- type: StackPrice | ||
price: 20 | ||
price: 40 #Was 20, Buffed due to limb damage changes (Goobstation) |
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Maybe put it to 50? Sutures are rare and hard to get outside of getting logi to buy you 30 of them. It's only fair, given the surgery's ability to remove most old "difficult to heal" damage.
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That would increase the sale value which is the problem we're having with the test fails rn.
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That would increase the sale value which is the problem we're having with the test fails rn.
That isn't a massive concern though.
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Fair, but a crate for 3 advanced kits costs $2k with the updates. I think that should be fine.
@@ -43,7 +43,7 @@ | |||
- !type:HealthChange | |||
damage: | |||
types: | |||
Poison: -1 | |||
Poison: -1.5 # Was 1, Slight Buff as it should heal for half the amount as Dip or Stelli(GoobStation) |
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Perhaps look into buffing diphenhydramine and stelli by 1.5-2x? Considering that replacing a liver (incredibly easy) now heals it instantly, you have to think about either nerfing that or changing to match.
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The current state of livers magically healing all poison damage is not intended to be the norm, just a funny and easy replacement for dialysis/blood pumps while i figure out how to deal with the procedures that would depend on a static structure (IV drips, dialysis, respirators, pumps, etc).
But a buff would probably be in order anyway since they will be as efficient as having tend wounds for those specific damage types.
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Diphenhydramine Heals 90 poison per 15u, Stellibinnin Heals 96 poison per 15u. I don't think a buff should be necessary for those at the time being.
Signed-off-by: sleepyyapril <[email protected]>
Signed-off-by: sleepyyapril <[email protected]>
Signed-off-by: sleepyyapril <[email protected]>
To me, this change seems a bit too radical. Buffing most medical items three times (somewhere even 6-7 times) makes them overtuned.
Medical items are sort of "last resort" of you really have no chemicals on the station OR the person is already dead and you have to get the damage below 200 so you can revive them and start applying chems. |
Treat wounds surgery only heals 5 per DoAfter currently and I've had situations on Goobstation and Grimbly Station where I've had to treat people with 500+ damage spread out across their limbs. Even with the buffs, chems, and surgery this is a time consuming process. |
Saving someone beyond 300 damage SHOULD BE time consuming process. Either that or toss them in cryo with whatever works on dead people and hope for the best. |
Even with the buffs this would be a time consuming process yes. Cryo I didn't change at all because it's even more useful now. This is purely to make medications reflect their SS13 counterpart. If the values are overtuned when compared to their SS13 counterpart they can be reduced before merge. |
Personally I think trying to minmax balance at this point is a huge waste of time, especially when we've got pain and other things on the horizon that will absolutely throw any idea of "balancing" or "should" out of the window for 14. |
Funnily enough, I'm fairly sure cryo (at least oppo) is broken. It returns you to rotting too quick for it to be not a bug. |
If anything I'm looking at the values when compared to SS13 rn, the current values I have heal 5 more than their SS13 counterpart. But I have seen people walk into medbay with >100~400 burn damage on each of their limbs. So this is a call by the maintainers. |
Talked to others about it, gonna reduce the values by 5 to reflect their SS13 counterpart more so its properly tuned. |
reduced values to fit their SS13 counterpart. Signed-off-by: Tmanzxd <[email protected]>
There we go, that should fix the tuning. |
Description
Why / Balance
This change was made with the advent of the new Limb Damage system. This PR seeks to achieve making SS14 Medical more equivalent to SS13 Medical when it comes to healing damage values.
This was done as Bruise Packs and Ointment only heal 5 Brute or 5 Burn respectively when applied to a limb. When each limb has a 100 Crit threshold, this can make it extremely hard even with surgery to heal limbs in the absence of Chemicals.
Furthermore on higher pop, this will lead to people burning through applicable meds even faster than before Limb Damage was implemented. It would take 34 bruise packs to heal someone with 170 Blunt spread out across their limbs, with this change it would reduce that to 12 bruise packs.
Full list of numerical val changes:
EDIT: Final values for applicables have been reduced by 5.
TODO
Breaking changes
Should values be overtuned, they can be reduced in a future PR or before this PR is merged.
Changelog
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