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-   -   Archery Halving Evasion: Broken Mechanic (

DavidMedley January 24, 2020 02:53

My point with -5 evasion monsters is only this: If the half evasion vs archery mechanic were applied to them then they'd actually gain 2-3 points of evasion. I thought this was a good illustration that the mechanic breaks down at very low skill levels, but it appears I only muddied the waters.

Sorry for not being clear and for using a very trivial example when it comes to actual gameplay. Derakon put it well: I was appealing to the "aesthetics of design."

Pete Mack January 24, 2020 03:20

Negative values in programming and math are often treated differently. It isn't an issue I would worry about.

ster January 26, 2020 07:34


Originally Posted by DavidMedley (Post 142632)
In melee, a low level character can blind-fight a low level monster with very little penalty. In melee, a high level character (with likely much higher perception) is brutally hindered when blind-fighting a high level monster.

In my opinion, these halving effects tend to not do enough at the low end and too much at the high end, though someone else can legitimately argue that they should be this way.

Is that why you keep crying about dying to gorcrows? Theorycraft does not equal reality.

DavidMedley January 27, 2020 22:07

No. I was joking about Gorcrows on for entirely different reasons.

Pete Mack January 28, 2020 00:00

So if you want to treat things more believably for archery, don't cut dodging in half for small creatures (unless they're asleep.) So birds, bats, insects ... they get full dodging against archery. /snicker.

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