Diona and the Nymphs have been a long time PITA for me, partially due to the shitcode and partially due to way they are not exactly balanced to fit into the game.
The primary issues I have with them are as follows:
A Diona can split at any time, to gain "N-1" full-health nymphs (which can be reformed at a convenient time into a full diona again; N being the number of limbs + torso + head)
Even if they split right before death of the Diona, 5 full-health nyphs are spawned (if they had all their limbs)
When split any negative effects (such as toxins in the system) do not carry over to the nymphs.
The health of the Nymphs exceeds the Health of the Diona by quite a bit.
This allows a "competent" Diona player to survive pretty much anything, as they can always split and fuck off into a nearby vent.
(Yes, that might not be acceptable with lore, but its not mechanically enforced and non-diona players are often unaware of that)
While talking with @Yonnimer about the proposed PR and Diona mechanics in general, I came up with the following points that I would like to see in a Diona Balance PR:
[nymph count]*[nymph max health] = [diona max health]
The max health of a diona cant be higher than the max health of the nymphs its made of
[nymph count]*[nymph health] = [diona health] (when split)
The total health of all nymphs that are created when split, cant be higher than the total health of the diona.
The health the nymphs have when splitting are based on the health of the diona (either proportionally, or based on the location of the damage)
Damage the diona has received must be split among the nymphs spawned by the split either proportionally or based on the location of the damage.
You should no longer have to "pay" for the split with one nymph as that is a bad way of attempting to balance it.
The biggest question that remains is: "What should be the diona max health".
Traditionally the damage threshold for crit was 100 and for death 200.
However that has changed with our implementation of Brainmed.
There is no longer a hard damage threshold that causes mobs to die when reached.
So that number might have to be increased accordingly, to be more in line with what is experienced by "human mobs".
So in the end that leaves us with a maximum health of 33.3 if we go with 6 nymphs and 200 max health of the diona.
The question is, if we should increase the max health of the diona to be more in line with what "human mobs" have.
(Imho it would be time to take a long and hard look at diona code to figure out if it would be better to just rewrite it from scratch.)