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Fix Solace torpedo damage #6522

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@Tagada14 Tagada14 commented Nov 9, 2024

In #5725 the number of child projectiles was accidentally increased from 2 to 3 resulting in increased total damage (6k rather than 4k). The damage is now properly split between child projectiles as well. To compensate the original damage was multiplied by the number of child projectiles.

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  • Changes are annotated, including comments where useful
  • Changes are documented in the changelog for the next game version

In FAForever#5725 the number of child projectiles were accidentally increased from 2 to 3 resulting in increased total damage (6k rather than 4k). The damage is now properly split between child projectiles as well. To compensate the original damage was multiplied by the number of child projectiles.
@Tagada14 Tagada14 requested a review from lL1l1 November 9, 2024 12:58
@Tagada14 Tagada14 added area: balance related to units balance type: bug labels Nov 9, 2024
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The UI uses the projectile's Fragments field to multiply damage per projectile, but I guess that's poor design: it causes inconsistent damage amounts if the projectile doesn't split before hitting, and is harder to edit since you have to pay attention to 2 files just to change damage. I would be on board with changing it for the other projectiles that use the Fragments field, but in a separate PR.

Using the SplitComponent and changing the projectile damage data (that is then passed to the children) upon entering the water would be the correct way to do this without using Fragments. Like in the Seraphim torpedo script.

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- (#6522) In #5725 the number of child projectiles was accidentally increased from 2 to 3 resulting in increased total damage (6k rather than 4k). This change was reversed and the damage is now properly split between child projectiles as well. To compensate the original projectile damage was multiplied by the number of child projectiles.
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Suggested change
- (#6522) In #5725 the number of child projectiles was accidentally increased from 2 to 3 resulting in increased total damage (6k rather than 4k). This change was reversed and the damage is now properly split between child projectiles as well. To compensate the original projectile damage was multiplied by the number of child projectiles.
- (#6522) In #5725 (version 3777, December 2023) the number of child projectiles for the Solace was accidentally increased from 2 to 3 resulting in increased total damage (6k rather than 4k). This change is reversed, and the damage is now properly split between child projectiles as well. To compensate, the original projectile damage is multiplied by the number of child projectiles.

In addition, the technical details about how the projectile damage is split may not be necessary, since the noticeable gameplay change is that the projectiles now deal full damage if they hit an enemy before entering the water.

self.DamageData.DamageAmount = self.DamageData.DamageAmount / numProjectiles

-- create child projectiles
for i = 0, (numProjectiles - 1) do
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This confused me at first, could you do this?

for i = 1, numProjectiles do

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