Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old November 8, 2010, 00:59   #11
buzzkill
Prophet
 
buzzkill's Avatar
 
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
buzzkill is on a distinguished road
Quote:
Originally Posted by Magnate View Post
That's right - which is why I support adding "you have a X% chance to hit this creature with your current weapon" to the monster memory.
Woo hoo. For me, this will rank right up there with when the breath damage numbers were added.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.
buzzkill is offline   Reply With Quote
Old November 8, 2010, 17:28   #12
Tiburon Silverflame
Swordsman
 
Join Date: Feb 2010
Posts: 405
Tiburon Silverflame is on a distinguished road
The converse is also missing: given @'s AC, what's the percent chance that the monster will hit him? IOW, what's the effect of an AC bonus going to be?

Beyond that: the whole good/great blows system is obscured. You know you get them, but not their impact.

But, I think the simplest and most natural/logical first step is to include the chances to hit (BOTH of them...melee and ranged) and to be hit, in the monster memory. At the character screen, I'd also like to see chances to hit 2 or 3 set ACs, because the character screen's what people check when considering equipment shifts.

I'm beginning to think that we want a separate character combat statistics screen. The C screen's "page 2" is resistances; perhaps a "page 3" for combat statistics. Based on current equipment:

--percent chances to hit various target ACs
--damage per blow that hits
--damage per turn (== 100 energy units), which incorporates the percent chances, AND if we're really going for it, the percent chances for good/great hits.

On a separate screen or subscreen like this, we could have perhaps as many as 5 AC values (representing very low, low, medium, high, very high) that we use, and monster memory could start by reporting the monster AC category. I'm not sure we want to give exact AC values (or only do so after extensive experience) but a general indicator like this, would let the player make more sound decisions.

Last edited by Tiburon Silverflame; November 8, 2010 at 17:43.
Tiburon Silverflame is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Attn. The GP Fury: option to turn off joke monsters? Therem Harth Variants 1 May 14, 2010 20:53
blows per turn fizzix Vanilla 26 October 30, 2009 18:41
AAR - Don't Forget to Turn Out the Light ShinX3 AAR 3 November 6, 2007 08:09


All times are GMT +1. The time now is 12:50.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.