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Old June 3, 2018, 04:43   #51
Pete Mack
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You don't have to look very far: just do a triple buff and look at your improvement in to_hit vs some target monster. The game will TELL you what it is. And given how many times various players have recommended carrying a buff at the beginning of the game in case of emergency, the basic value of buffs should be pretty well established here. That said, for the endgame, buffing is usually just a nice thing to have. It's a long way from critical, unless your planning to melee as a bookless mage or something.

Knowing little factoids like this doesn't help repeatability. Nonlinear effects (Like stat gain): those encourage replays.
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Old June 6, 2018, 20:34   #52
EpicMan
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Quote:
Originally Posted by Pete Mack View Post
You don't have to look very far: just do a triple buff and look at your improvement in to_hit vs some target monster. The game will TELL you what it is. And given how many times various players have recommended carrying a buff at the beginning of the game in case of emergency, the basic value of buffs should be pretty well established here. That said, for the endgame, buffing is usually just a nice thing to have. It's a long way from critical, unless your planning to melee as a bookless mage or something.

Knowing little factoids like this doesn't help repeatability. Nonlinear effects (Like stat gain): those encourage replays.
I think this is the problem - Angband provides many numbers like to-hit and AC (which is even printed on the main display all the time) that don't tell you much of anything except maybe more is better. The numbers are more noise than signal.

The raw numbers should be displayed less prominently. Instead of showing AC near the top, put the actual number farther down somewhere and show the miss chance for monsters of the current depth, and maybe the physical damage reduction.

To-hit is harder to find a good value to show on the character screen, showing it on looking at the monster is nice. Bless/Heroism/Berserk consumables should tell you the % boost to your to-hit and to-dam stat so players can more easily realize their usefulness.
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Old June 6, 2018, 21:35   #53
Pete Mack
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But to_hit and the like are not the only numbers it shows. Just look at the monster lore for the particular enemy, and you will see exactly your hit probability. There is nothing at all mysterious about that! Just as for every weapon, it will show total damage per turn, including criticals. to_hit is a useful counter: higher is better, and much higher is much better. But for precision, look at the specific enemy.
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Old June 6, 2018, 22:05   #54
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Quote:
Originally Posted by Pete Mack View Post
But to_hit and the like are not the only numbers it shows. Just look at the monster lore for the particular enemy, and you will see exactly your hit probability. There is nothing at all mysterious about that! Just as for every weapon, it will show total damage per turn, including criticals. to_hit is a useful counter: higher is better, and much higher is much better. But for precision, look at the specific enemy.
Precisely.

My current thinking is that many of the numbers (like to-hit) are not useful in themselves because of the complex things done to them to produce game effects. So as a player you will not be able to do all the calculations involved, but you can see the input (the to-hit number) and the output (chance of hitting specific monsters, damage done by weapon). This gives a basis for decision making.
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