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#11 | |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,614
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Quote:
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#12 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,614
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Ok.
Top to bottom : adjusted str to weight ratio Left to right: dexterity band L to R diagonal: both increase R to L diag: the pt blow numbers currently a constant. Almost. adj_str: scales up exponential str adj_dex: the current dex ranges That's how that table works, right? |
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#13 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,614
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The 50 diagonal is 2 blows. The l-shaped bands where it steps up & down in speed - sorta y= -1 / x but in a square table form. (the l-shape not the energy cost)
Last edited by wobbly; July 22, 2018 at 14:03. |
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#14 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,614
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So I think the least disruptive way to create 2 behaviors is to cut off around a specific no. of blows. Then I can mirror or invert the curves to either side & keep the same pattern just reversed on either side of the cutoff.
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#15 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,614
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Ok there are 4 quadrants. 1 blow top left. 6 blows bottom right. 3 along a slightly bent diagonal. So I can probably match or mirror behavior in any of those 4
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#16 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,614
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So went simple. Added curves in the 1-2 blow band then double checked nothing ridiculous happens. Got a character spread carrying a light and heavy weapon that I'll put up when my internet connection decides to behave.
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#17 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,614
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Edit : I have a player-calcs.c file ready for testing. Anyone interested? Where's best to upload?
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#18 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,614
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Stupid question.
If you wanted to map the blows table onto a room template how would you do it? Maybe as a pit or nest. Last edited by wobbly; July 22, 2018 at 21:01. |
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#19 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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It's a 2D dataset, which is tricky to do with monsters. I'd go with monsters that have a few standard variations so you can represent progression. Maybe hydras, hounds, wraiths, dragons, ainur?
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#20 | |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,614
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Quote:
The problem is almost entirely to do with the current 0 line of the table: No mage will ever cross that line with any weapon. Every weapon is the same weight in a starting mages hand. A priest may or may not cross it. Not with a 12lb weapon & for a whip if it's got the str it doesn't have the dex. Some weapon weights will never cross that line. Half-troll warrior or not. As long as something you want to have blows is on that line, it can't be balanced. It's a mage with a dagger & a mage with a zweihander. A warrior with a zweihander. A priest with a mace. |
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