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Search: Posts Made By: Polyonymous
Forum: Vanilla April 14, 2009, 13:58
Replies: 2
Views: 2,557
Posted By Polyonymous
The Balance Goal Is...

I'm glad that Vanilla Angband is receiving development. It's getting good work done and there's a desire to push towards the elusive "balance" goal.

As I commented in the object pricing issues...
Forum: Vanilla April 14, 2009, 13:57
Replies: 88
Views: 22,048
Posted By Polyonymous
This was my point earlier. It doesn't matter how...

This was my point earlier. It doesn't matter how self consistent object pricing is. Until the game is "balanced" (against whatever standard), having consistent prices. As long as the selling price...
Forum: Vanilla April 11, 2009, 00:19
Replies: 78
Views: 24,942
Posted By Polyonymous
I've been playing around with it for a while now...

I've been playing around with it for a while now and can discern no major pattern. I've tried best fits of various shapes and sizes. I'm going to guess that the table was generated by a function...
Forum: Vanilla April 10, 2009, 23:22
Replies: 10
Views: 7,242
Posted By Polyonymous
Atlas is the highest melee damage/time monster. ...

Atlas is the highest melee damage/time monster. He hurts. Archery is your friend, especially against him. Where's your stack(s) of store bought arrows?

I'd swap in your Amulet of Trickery as...
Forum: Vanilla April 7, 2009, 03:48
Replies: 43
Views: 16,355
Posted By Polyonymous
+x% attack = +x% defense in angband terms. I...

+x% attack = +x% defense in angband terms. I actually find this much better than a inverse linear relation as it's adaptive and much less likely to get stuck in one of the endpoints.

Granted it...
Forum: Vanilla April 7, 2009, 03:45
Replies: 43
Views: 16,355
Posted By Polyonymous
To provide some numbers to help show how to_hit...

To provide some numbers to help show how to_hit doesn't have much impact, consider an attack at 400 base hitchance (this is a rogue with 46.7 +hit, warrior with +35). +1 to hit increases damage...
Forum: Vanilla April 7, 2009, 03:24
Replies: 14
Views: 5,531
Posted By Polyonymous
Play for turn count. To get to any level for...

Play for turn count. To get to any level for winning a 100% penalty means that you need twice as many kills and need to spend the time regenerating the mana/hp. (racial starting stats as a bonus...
Forum: Vanilla April 3, 2009, 04:06
Replies: 35
Views: 12,246
Posted By Polyonymous
How far are you going? Just tossing out ideas ...

How far are you going? Just tossing out ideas

RES_COLD=10 | ... # assuming 10 = 10%

Do multiple resist sources add? multiply? (two ten percent resists are the same as one 19% resist, as...
Forum: Vanilla April 3, 2009, 03:56
Replies: 35
Views: 12,246
Posted By Polyonymous
If you've got a different system of modelling the...

If you've got a different system of modelling the power of each bump in speed, I'm interested, but I can't figure out a good way to incorporate the removal of double moves into the model other than...
Forum: Vanilla April 3, 2009, 00:05
Replies: 43
Views: 16,355
Posted By Polyonymous
I almost never get jokes (April 1 is my least...

I almost never get jokes (April 1 is my least favorite day of the year because I almost always fall for multiple), but I agree completely with Eddie that the math may as well be redone to remove some...
Forum: Vanilla April 2, 2009, 23:56
Replies: 35
Views: 12,246
Posted By Polyonymous
Prices are only meaning as long as cash is a...

Prices are only meaning as long as cash is a constrained resource for players (given what cash they have, they have to make meaningful choices about what to buy). This is generally true only for...
Forum: Vanilla April 2, 2009, 13:43
Replies: 43
Views: 16,355
Posted By Polyonymous
THAC0 and d20 are basically the same system, the...

THAC0 and d20 are basically the same system, the math is just explained a bit differently, in THAC0 you have a combat table where you look up the math, in d20 you do the subtraction yourself. As I...
Forum: Vanilla April 2, 2009, 00:06
Replies: 43
Views: 16,355
Posted By Polyonymous
Angband's to hit mechanism basically works as...

Angband's to hit mechanism basically works as follows.

You always hit 5% and miss 5% of your attacks.

In the remaining 90% of the time, if your hit is greater than the target's AC (with all the...
Forum: Vanilla April 1, 2009, 23:47
Replies: 35
Views: 12,246
Posted By Polyonymous
I was contemplating a long post where I described...

I was contemplating a long post where I described how there are at least six axes of power and that for the price of an item to accurately reflect it's power it would need to be the product of at...
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