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#1 |
Adept
Join Date: Jan 2009
Age: 64
Posts: 200
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Bug report v4 9feb8de
There seems to be a problem with overflow when finesse/prowess gets too high.
Damage rises at an extreme rate, and then you get to a point where Angband hangs on a hit ( I guess the critical calculation is open ended and the chance of passing is 100%). The current save (attached) exhibits the problem. If you reduce the attack potential by swapping gloves, it works OK (although damage is still ridiculously high). Regards, Jonathan |
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#2 |
Apprentice
Join Date: Feb 2009
Posts: 61
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Ah, you beat me to it! Just found the same problem today.
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#3 |
Angband Devteam member
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Thanks both for the report, and for the savefile. There are several ways to fix this, and I daresay we'll end up trying more than one ...
__________________
"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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#4 |
Adept
Join Date: Jan 2009
Age: 64
Posts: 200
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As I understand it, the issue arises because the critical chance gets over 100% and the same check is repeated for each extra dice until it fails.
May I suggest dropping the percentage to 90% of its previous value for each roll after the first. This will still reward very high finesse and prowess, but cannot become open ended. Regards, Jonathan |
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#5 |
Knight
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Haha, so you can get an infinite damage crit, but as punishment the game locks up on you calculating the damage? Sounds like something out of Dragon Ball... :P
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You read the scroll labeled NOBIMUS UPSCOTI... You are surrounded by a stasis field! The tengu tries to teleport, but fails! |
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#6 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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I did the math beforehand and extrapolated that even an extremely well-equipped warrior shouldn't have had a crit chance above 60% or so (I forget exactly what I ended up with but it was in that region). But clearly I screwed something up there. Those calculations should be fixed. Additionally some kind of safety cap should be put into place to ensure that crit chance is never above 90% or so, but that's just there to make certain the game fails gracefully in unforeseen situations. The cap should never even come close to being hit in practice.
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