Starbound

Starbound

Borderlands 2 Random and Unique Shields
 This topic has been pinned, so it's probably important
FelmastProMcLane  [developer] Mar 29, 2021 @ 10:21am
Changelog V5.0 : The Damage Update
Base:
  • Reduced capacity (67 -> 19), Starbound's armor grants plenty of health unlike BL2, so the shield is meant to be a simple "bonus", more enfasis on functions and abilities instead of survivability.
  • Relative recharge rate slightly increased. (11% -> 16%) (BL2 parity)
  • NPCs still give less slag bonus, 50% less bonus than the player.
  • Reverted last slag change, wasn't working as intended.
  • Fixed "Explosive" element from Manufacturer's Touch not working after separating uniques into separate files.
  • Added "healthLost" as damage absorbed by a shield.
  • Changed how "Elemental Resistance" for shields work:
    • No longer applies direct resistances.
    • The resistances ONLY apply for the shield.
    • Augments and other resistance buffs no longer apply to shields.
    • Resistances on shields are multiplicative(each shield resistance applies itself independantly), not aditive.
    • Shields apply Difficulty/Part/Adaptive resistances individually, no imminuty unless one is +100%.
  • Part's elemental resistances reduced to 10% from 30%. (Augments are 25% and shields are free slots, they should only grant DOT immunity anyway, but this gives them some extra value)
  • Changed base monster health used by shields from "largebiped" to "smallbiped". (Damage Nerf, Shields were way too strong because of this)
  • Fixed "Part Notifier" not displaying intrinsic shield stat modifiers.
  • Added a "self.data.disableRecharge" to disable the recharge of shields if desired. (Has to be done via code)
  • Added a "self.data.startRecharge" to skip recharge delay.
  • Working "penguins" when "Pandora's Box" is installed.

Interface:
  • Fixed "Poison Resistance" not showing.
  • Added suport for penguin's shield slot inside "Crew Customization +" interface.
  • Fixed shield bar display issues with certain combinations of options while using "The Rough Rider".

Damage Balance:
  • Damage from shields rebalanced again, lower capacity means that some shields will get different amount of use:
  • Amp & Roid: Now deal a separate instance of damage instead of adding damage multiplier. (BL2 parity) (Also a decent buff)
  • Amp & Roid: Bonus damage is affected by user's power multiplier.
  • Amp: Only drains shields on succesful hits. Bonus damage is now applied on ANY damage dealt by you (while using ranged weaponry), only once per target(shotguns only count as 1 hit per target). (Bug, hitting a shield doesn't trigger AMP damage)
  • Novas: Quicker to deplete now and hits all targets in a large radius, strong still, damage reduced.
    • Maliwan: 35% -> 25%
    • Torgue: 45.5% ->32.5%
    • Scaling increased: 2% -> 5.5%
  • Spikes: These are only viable against single monsters and can only score about 3 hits on average, so damage increased. (15% -> 45% Maliwan/Torgue)
  • Turrets: They are quite good, able to kill over 2 enemies in one charge, longest range and high damage distribution efficiency. Decided to lower max damage scaling a bit (it could reach about 6 monsters worth of damage, reduced to ~4 because it can be single target dps unlike novas), also RoF now scales inversly with grades, ie: More damage means less bullets, a good turret was too effective, but average ones were in a good position already.
    • Damage scaling: +9.5% -> + 7.5%,
    • RoF: 2/s -> 6.25/s,
    • RoF Scaling: -0.01s -> 0.015s,
    • Min range: 10 tiles -> 16 tiles.
    • Efficiency: 45% -> 50%.

Unique Shields:
  • One Man Army: Adjusted damage and RoF to new changes, shoots faster, 5% less damage, given the lowest base range.
  • Rainbow Factory: Increased damage by 29%, Lowered RoF
  • Fixed: "Deadly Bloom", "Love Thumper", "Order" and "Cracked Sash" having extra stats due to them being purple rarity.
  • Slightly increased "Whisky Tango Foxtrot" grenade launch distance.
  • Black Hole: Singularity scales in size and also visually shows how far the explosion and gravity goes. (May be hard to see past it)
  • Overkill: Changed to use the bonus Amp damage instead of multiplier, now drains half% when missing and full% when hitting; Drain now scales inversly from multiplier. Base Drain: 10% -> 12%, Base mult: 5x -> 8x. Damage Scaling: 0.05 -> 0.015, Mult scaling: 0.5 -> 0.18518. Fixed an error that granted +1 hidden multiplier.
  • Hide of Terramorphus: Nova and Spike changes applied, roid damage not changed. (Because it wouldn't affect NPCs)
  • Love Thumper: Roid changes applied, Nova has never triggered when used by NPCs. Nova is now 40% of roid damage. (BL2 parity)
  • The Bee: Due to the changes, it is now 1/20 of normal AMP power but keeps the unique effect of not running out when shooting. Fixed bonus recharge delay.
  • Pun-chee: Fixed "recharge delay" bonus from 3% to 30%.
  • Cracked Sash: Fixed recharge delay grade from 138 to 150.
  • Chain Reaction: Base damage: 55% -> 15%, Scaling: 0.12% -> 0.35%, Secondary damage percentage is now affected by special grades, also increased: 25% -> 50%.

Addons:
  • Added "blshieldaddons" tag inside "base.config".
  • An addon should add a random number to this list so that the shields recognize that a new addon is (un)installed and force an update.
Last edited by FelmastProMcLane; Jan 18, 2022 @ 3:25pm