[CSYS] PREDICTABLE Update

An update to the Predictable mechanic.

CSYS Update: #1223 - PREDICTABLE UPDATE

GLaDOS
Minor change to predictable as to the way it interacts with blocking. In the initial implementation, a predictable projectile had the two following properties: - Would never inflict a projectile penalty if blocked. - Would give the target a to-hit bonus back if they blocked. This ended up being more punishing for the projectile user than I intended since blocking is a fairly reliable reaction for most characters a lot of the time, which means they stood a good percentage chance at getting a to-hit bonus for blocking any projectile with so much as 1 stack of PREDICTABLE on it. The new change is: - The projectile penalty for blocking projectiles is now reduced by the predictable penalty rather than automatically negated. What this means is that: If you block a projectile with no predictable stacks, you will gain a 10% penalty like always. If you block a projectile with 1 predictable stack, you will gain half the normal proj penalty. If you block a projectile with 2 stacks, you zero out the penalty but also gain no to-hit. If you block a projectile with 4 stacks, you gain 10% for blocking, instead of the 20% you'd get for dodging. So basically, blocking a projectile always results in a 10% worse to-hit situation than if you had dodged it. This is effective immediately. -GLaDOS