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Old June 7, 2012, 01:04   #31
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Originally Posted by Derakon View Post
This will get trickier if we decide to start making monster powers more exotic. For example, how do you consider the power of a monster whose melee attacks have a 10% chance of setting off a radius-2 fireball?
That's actually an easy example because it equates to 10% of the fireball's damage ... but the real issue is, is there a better metric than converting things to damage-equivalent values. You're right that we'll need to equate a lot of wonderful but not directly damaging effects.
More generally, there's nothing that says that the minimum rarity must be 1. Pyrel supports floating-point, so we could have values ranging from e.g. .001 to 1000 and still have that "common thing is a million times more common than rare thing" range. If ints are needed code-side then the code can simply apply a constant scaling factor based on the smallest value used in the data file.
Well yes, but the original context was an allocation table - your random number line. The minimum number of entries on such a line is one, so something a million times more common must have a million entries.

But yes, there's no reason your number line can't use intervals of 0.00001 or whatever.
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