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Hitlag, hit effect size, and shieldstun readjustments#454

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techyCoder81 merged 1 commit into
devfrom
engine-parameter-adjustments
Apr 17, 2022
Merged

Hitlag, hit effect size, and shieldstun readjustments#454
techyCoder81 merged 1 commit into
devfrom
engine-parameter-adjustments

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@black-calculus

@black-calculus black-calculus commented Apr 6, 2022

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Specific changes:

  • Global shieldstun modifier reduced 0.9 -> 0.55

  • Base hitlag increased 3F -> 4F

  • Animation speed multiplier during hitlag reduced 0.25 -> 0.01

  • Non-elemental hit effect size scaling per damage reduced 0.037 -> 0.025

  • Non-elemental hit effect base size multiplier reduced 0.52 -> 0.32

  • Non-elemental hit effect minimum size multiplier reduced 0.5 -> 0.3

  • Non-elemental hit effect maximum size multiplier reduced 1.1 -> 0.625

  • Elemental hit effect size scaling per damage reduced 0.04 -> 0.025

  • Elemental hit effect base size multiplier reduced 0.45 -> 0.37

  • Elemental hit effect minimum size multiplier reduced 0.5 -> 0.4

  • Elemental hit effect maximum size multiplier reduced 1.3 -> 0.875

Resolves #447
Resolves #448
Resolves #453

@black-calculus black-calculus added aesthetics Animation, sound, or effect changes engine For working on engine changes semver:patch labels Apr 6, 2022
@github-actions

github-actions Bot commented Apr 6, 2022

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Download the artifacts for this pull request:

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@jobrien97 jobrien97 left a comment

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lgtm, added param entries are in correct order

@jobrien97 jobrien97 left a comment

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I'd like for hitlag adjustment to be separated from this PR, and for it to be its own branch.

I feel base hitlag increase should be kept in a draft PR until we can re-tune all of the per-move hitlag modifiers to feel good with the increase base hitlag

@techyCoder81 techyCoder81 left a comment

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I disagree, I would rather have this change in, and be able to play with it in nightlies and such, and improve the hitlag over time. If the hitlag changes get "kept in a separate branch until we have time", we simply won't end up actually making the time, and it will rot in the corner.

I am also wondering though, what was our shieldstun value originally, 5 months ago before we increased it? 0.9 -> 0.55 seems like a pretty substantial change, and I would expect something in the middle would be more appropriate.

@JoaoAlmeida20

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I like the hitlag, only have some doubts on multi-hits, where a lot of them start to feel slightly syrupy. But I feel like for some of them that's fine, it's not comparable to vannila hitlag where multi-hits become cutscenes, and for ones where it stays a problem (maybe even balance wise because of becoming too trivial to SDI out of them) they can get some personal adjustments eventually
The hit effects are great
Don't have much an opinion on the shieldstun from just fighting CPUs, but I agree with techy that 0.9 to 0.55 seems like a really massive leap

@techyCoder81 techyCoder81 merged commit 058e043 into dev Apr 17, 2022
SkewedAskew pushed a commit that referenced this pull request Apr 6, 2026
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Hit effect size reduction Global shieldstun reduction Global hitlag readjustment

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