Windows Nerd Tats, Stun Baton 2.5exp

Version
Experimental
Platform
Windows
Uncertain if this is a bug or new intended feature.

Attacking enemies while under the effect of the buff from nerd tats causes enemies to ragdoll and fly away as though you had the repulsor mod equipped with every hit instead of just causing the stated shock in an aoe. This results in a 90% DPS loss due to a constant inability to accurately hit enemy heads and renders attack speed useless as they fly away on hit(unless you are lucky enough to send them into a corner).

While amusing and potentially a buff for scavenger/adventurer difficulty its a severe nerf/DPS loss for mid-late game play on the higher difficulty's.
 
Reproduction Steps
Have stun baton(without repulsor mod)
Consume nerd tats
Smack zombie
Link to Logs
https://pastebin.com/
Link to Screenshot/Video
https://pastebin.com/
might be intended to trim down the OP baton. With tats all you have to do is keep hitting. Espcially with intellect mastery maxed. Zeds just cant touch you. They keep being shocked until you headbashed them all to death. But thats a guess.
 
Verified files to double check that its still happening.
While the ragdoll effect is much weaker than the one provided by the repulsor it still flings them about with each hit.

Armor would have been either biker set or Nerd helm, Raider chest, Raider gloves, Nomad boots. Effect was present on both.
Skills would be any level of electrocutioner, calculated attacks and physician. Intellect mastery was maxed for perma charged batons.
I am carrying two stunbatons, one with the repulsor and one without.

I was able to undo the change and return to the expected behavior by deleting the following lines in items.xml:
<triggered_effect trigger="onSelfPrimaryActionRayHit" action="Ragdoll" target="otherAOE" range="1.1" duration="@stunBatonDuration" force="350" target_tags="zombie,animal">
<requirement name="CompareItemMetaFloat" operation="Equals" value="5" key="charge"/>
<requirement name="HasBuff" buff="buffmodMeleeStunBatonRepulsor,buffDrugNerdTats"/> <!-- if you have buffDrugNerdTats, use stun duration so zombies get up after stun is finished -->
</triggered_effect>
<triggered_effect trigger="onSelfSecondaryActionRayHit" action="Ragdoll" target="otherAOE" range="1.3" duration="@stunBatonDuration" force="350" target_tags="zombie,animal">
<requirement name="CompareItemMetaFloat" operation="Equals" value="5" key="charge"/>
<requirement name="HasBuff" buff="buffmodMeleeStunBatonRepulsor,buffDrugNerdTats"/> <!-- if you have buffDrugNerdTats, use stun duration so zombies get up after stun is finished -->
</triggered_effect>
 
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