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#1 |
Swordsman
Join Date: Sep 2009
Posts: 252
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Suggestion...
I forget if I ever saw this suggestion or not, but what about implementing the equivalent of "critical hits" with spells, based on the spellcaster level, INT/WIS and the level of the spell. Some spells seem like they do too much damage (ie Priests who use OOD all game instead of melee). This may allow you to drop the damage to some spells, with the chance of a 50% bonus to damage, keeping the average damage relatively the same.
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#2 |
Knight
Join Date: Sep 2010
Location: nimbin, australia
Posts: 546
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please, no
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#3 |
Swordsman
Join Date: Feb 2010
Posts: 405
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Or just limit the crits to single-target and beam spells. On a beam, the crit would only apply to the first victim. This would help make those spells attractive for a longer period; the area spells, as a rule, do more damage to your primary target, and you get the collateral damage as well.
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#4 |
Angband Devteam member
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Sangband has critical hits with spells and devices, and they work well. Added to #534
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#5 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I suggest making crit chance a function of (caster INT score + character level - spell level). That is, smarter characters crit more often, and spells that have been "mastered" are more likely to crit. When you've just learned a spell, though, your crit chance is very low.
The biggest problem I have with that approach is that it ties into character level, which I generally don't like doing...but learning spells as a whole ties into character level, so oh well. |
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#6 | |
Prophet
Join Date: Mar 2008
Posts: 2,725
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Quote:
That said, if you insist on going for criticals, the obvious approach is to calculate failure rates without any minima [from class or stat], allowing even negative numbers. Then make the critical chance a function of the failure rate. Mastery of a spell would correspond to a negative failure rate. |
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#7 | |
Angband Devteam member
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Quote:
I quite like some of your suggestions (still). It would be better all round if they weren't framed by confrontational words like "insanity" and "attack". It's not clear what you think is wrong with the current development of items, nor how this is related to effects. But don't feel a need to enlighten me in that kind of language. Contrary to your assertion about design intent up to 3.0, magic missile was always the most mana-efficient mage spell right through the game - at least until the big mana cost revamp in 3.1.1 - it never became obsolete.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#8 |
Knight
Join Date: May 2007
Location: US
Age: 45
Posts: 730
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#9 |
Knight
Join Date: Sep 2010
Location: nimbin, australia
Posts: 546
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nn 4 rage, headshots work in counterstrike why not angband, understand that angband isnt sangband,, i dont want rage but nn 2 reduce dmg then add crit, why not just add crit anyway, just4fun or leave it , its good as is !~~~
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~eek Reality hits you -more- S+++++++++++++++++++ |
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#10 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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I'd pay attention to your posts if a) I could actually make sense of them, and b) the pieces I could decipher actually made some sense. Here, you propose a change and then abandon it in the same sentence. What's the point?
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