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feat(balance): dial back nerf to skill impact on butchery a bit #4136

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Jan 20, 2024
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6 changes: 3 additions & 3 deletions src/activity_handlers.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -432,7 +432,7 @@ void activity_handlers::burrow_finish( player_activity *act, player *p )
static bool check_butcher_cbm( const int roll )
{
// Success rate for dissection rolls, simple percentage roll
// +10% per fine cutting quality, +10% per 2 levels of first aid, +10% per 4 levels of electronics
// +10% per fine cutting quality, +10% per 2 levels of first aid and electronics
// Additional, small randomized bonus/penalty if dexterity is above/below average
// Roll is reduced by corpse damage level (up to -4), minimum of 10% success chance
add_msg( m_debug, _( "Roll = %i" ), roll );
Expand Down Expand Up @@ -1166,14 +1166,14 @@ void activity_handlers::butcher_finish( player_activity *act, player *p )
return;
}

int skill_level = p->get_skill_level( skill_survival ) / 2;
int skill_level = p->get_skill_level( skill_survival );
int factor = inv.max_quality( action == DISSECT ? qual_CUT_FINE :
qual_BUTCHER );

// DISSECT has special case factor calculation and results.
if( action == DISSECT ) {
skill_level = p->get_skill_level( skill_firstaid ) / 2;
skill_level += p->get_skill_level( skill_electronics ) / 4;
skill_level += p->get_skill_level( skill_electronics ) / 2;
skill_level += inv.max_quality( qual_CUT_FINE );
add_msg( m_debug, _( "Skill: %s" ), skill_level );
}
Expand Down
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