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回報翻譯問題
Shock mauls got cleave bumps on the light vanguard attacks and cleave downward on the strikedowns, shotgun base shells got more cleave in general so Zarona and Accatran hits 3 poxwalkers and Agripinaa hits 2 poxwalkers, arbites pump shotties do between 5.3 and 5.7 depending on the mark (so 4 pox walkers on non Havoc).
The other big to do in the guide is it turns out Havoc has a bunch of stagger threshold and hit mass modifiers that mucks up the conventional caclulations - I should have an update ready this weekend!
https://www.playdarktide.com/news/nightmares-visions-patch-notes
In the meantime, forgot to respond to the 2/7/2025 comment on stagger immune times, it looks like from psykhanium testing you can override staggers with different categories of stagger (e.g. light into heavy into explosion), you just can't override big staggers with littler staggers (e.g. heavy into light) - this is easily seen on the Karsolas Pickaxe push into bash on to a crusher!
scripts/utilities/attack/stagger_calculation.lua
and what happens on Stagger is in this LUA:
scripts/utilities/attack/stagger.lua
The second one has the behaviors on immune time - if an attack would stagger during a stagger immunity time, while it doesn't go trigger a new animation it does increase stagger count by +1 which affects blessings like No Respite.
Pool is separate from the stagger count - each attack adds its impact to the pool then it's compared to see if a new stagger should be recorded.
Hit mass affects cleave, not subsequent staggers - that's a different interaction.
Stagger immunity is based on the breed.LUA of the enemy in question specifying how long immune time is based on the stagger animation.
If you keep attacking during the immune timer, the stagger's not wasted, it just won't pop until the timer's over.
The stagger pool accumulates 50% of any impact that doesn't cause another stagger, and starts to decay after 0.2 seconds of no hits. The decay is linear over one second of no hits and the timer resets after a hit. This matches your experimental findings since waiting past that second the pool is at 0 and you have to do a full stagger again. It's easy to see this too on a push into hit combo like on a crusher where the push does a light stagger and the hit does a medium or heavy stagger.
Crushers have impact reduction per hit which reduces the efficacy of lots of little hits so big heavy hits are more likely to stagger as are special attacks with weak_spot stagger reduction like the Psyker Deimos Force Sword thrusting second heavy.