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Tregonsee February 22, 2011 17:24

Info in Monster Descriptions
 
While reading the new Vanilla 3.2 monster descriptions, I see notations like "produce water balls (104)". What does the 104 mean? Is there any importance in the color coding of the descriptions?

fyonn February 22, 2011 17:35

the 104 will be the HP damage that the spell causes

Derakon February 22, 2011 17:42

I'm pretty sure this is average damage, not max damage, at least when it comes to spells. Breath weapons should be max since there's no random component. Could someone please verify?

myshkin February 22, 2011 19:23

Quote:

Originally Posted by Derakon (Post 49064)
I'm pretty sure this is average damage, not max damage, at least when it comes to spells. Breath weapons should be max since there's no random component. Could someone please verify?

You are correct for both breath weapons and spells. How the damage varies around the average differs depending on the spell; for example, mana storms are 10d10 + 5*monster level. If you have the source, you can see the various formulae in monster/constants.h (look for the _DMG macros).

Tiburon Silverflame February 22, 2011 19:43

And I believe the color coding correlates to resistances, at least where that's possible.

Hey, Tregonsee, I hear there's a cache of thionite on DL 19....

Timo Pietilš February 23, 2011 05:03

Quote:

Originally Posted by Derakon (Post 49064)
I'm pretty sure this is average damage, not max damage, at least when it comes to spells. Breath weapons should be max since there's no random component. Could someone please verify?

Breath weapons have a random component, but it doesn't come from breath calculation directly: Monster HP is slightly random. AFAIK only uniques have completely fixed HP now.

That means that even that AMHD shows something like 650 for elemental breaths, it might be able to do a bit more (or less). It depends of the monster how much more (or less).

Tregonsee February 23, 2011 16:23

So breath weapons are random based on a variety of factors (chief is current HP of monster) and spells are pretty constant?

Or do spells have a range? If so, why not post that instead?

I sent Spike after the thionite...

Derakon February 23, 2011 16:49

Monster breath raw damage is based solely on the monster's current HP, and is thus not random beyond that monster HP is itself random (and may I say I don't really like how monster.txt no longer accurately tells you how many HP a monster can have?). Certain resistances (e.g. nether resistance) reduce incoming damage by a semi-random factor though.

Spell damage is always a range, and in fact I'm fairly certain that every spell that does damage deals some variation of K + XdY. Monster memory should probably show this range, if only so players don't get surprised by Morgoth getting a lucky manastorm.

fizzix February 23, 2011 20:17

Quote:

Originally Posted by Derakon (Post 49102)
Spell damage is always a range, and in fact I'm fairly certain that every spell that does damage deals some variation of K + XdY. Monster memory should probably show this range, if only so players don't get surprised by Morgoth getting a lucky manastorm.

would you settle for an upper bound?

Tiburon Silverflame February 23, 2011 20:20

Max is probably more useful than average.


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