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Increased tarantula venom injection #243

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@Unisol Unisol commented Dec 24, 2024

About the PR

This PR quadruples tarantula venom injection for every bite. Giant alien spiders should not be a joke.

Why / Balance

With every bite, tarantulas inject 0.75 units of mechanotoxin that deals 8 poison per unit at a very slow rate; it also slows target by 20% with 2 units present in bloodstream and 60% with 4 units present.

This means that for target to feel the effects of poison tarantula needs to deliver three bites under a second (realistically, four or five considering bite rate of fire and poison being metabolized).

Change in this PR would deliver 3 units of mechanotoxin per bite that would make target feel first stage slowdown effects immediately and second stage if a second bite is landed within five seconds of first. It also changes total poison damage dealt from 6 over 4 seconds to 24 over 15 seconds.

Overall, this change makes tarantulas more dangerous in the extended engagements while underlining their 'slow the target down' approach to combat.

Technical details

Media

Requirements

Breaking changes

Changelog

🆑

  • tweak: tarantulas had their sinuses cleaned

@FluffMe FluffMe added S: Awaiting Changes Reviewer requested changes S: Awaiting Admin Input Discussion by the admin team is required and removed S: Needs Review Review is requested labels Dec 24, 2024
@FluffMe FluffMe added S: Approved by Maintainer and removed S: Awaiting Changes Reviewer requested changes labels Dec 24, 2024
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FluffMe commented Jan 6, 2025

To be revisited and re-discussed after #244 merge

@Blackern5000
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I feel like this makes tarantulas just significantly more deadly than slimes or even snakes, and for no real reason either. Vent critters don't need to be an unstoppable force, or even a major challenge, they're just a sudden, unexpected diversion for security that gives real antagonists a chance to do something evil, or to break up a boring round and give med/sec something to do.

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3 participants