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#21 | |||
Angband Devteam member
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So my first suggestion for balancing this issue would be to double or triple the contribution of finesse to the crit chance (and adjust the scalar so that the total number of crits does not increase too much). Quote:
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- yes, a dagger (1d4) (+0,+0) with a +25% slay against orcs is a long way short of the weakest Slay Orc dagger you'd find in V - but a late game Scythe of Slicing with +225% against dragons and +285% against demons and +150% elec and a couple of others is going to compete very nicely with many artifacts. So what's happened is that the range of slays and brands available has extended in both directions. Note that slays matter slightly more for finesse characters, because they don't boost the prowess damage. The formula is dice_damage * (100 + best applicable brand/slay + prowess bonus)%. So the challenge is to avoid them becoming too powerful for finesse chars or irrelevant to prowess chars.
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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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#22 | |
Adept
Join Date: Apr 2009
Location: Washington, DC
Posts: 112
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for bad potions (sleep/blind) keep the duration reasonably small (say 10 turns). If you're foolish/desperate enough to take an untried potion in the middle of a fight, you might be in trouble, but you should be safe trying it in a little corridor tucked away from the scary monsters. Possibly make these less "junky" by allowing them to be thrown for their effect? I like what was done with mushrooms where they have some very interesting combinations of good and bad effects, but I think that theme is already taken. Curses used to make weapons both junk and sticky. What if they just did one of a few things: make the item sticky (but not bad) reduce player speed slightly (-1 or -2) reduce player stealth slightly random blink (low probability) random aggravate monster decrease light radius (-1) increase vulnerability to elements Rather than a "oops, it feels deathly cold," the presence of the curse would be up to the player to figure out. And, of course, cursed items would show up as "magical". If I were playing the game and I saw a nice weapon of Breaking Heads that would bring my damage way up, it would be possible that I would wield it and get it stuck to me. This wouldn't be instadeath, but I'd definitely be motivated to find some remove curse. At the same time, it would be enough to discourage me from unwielding a good weapon to try out a broken dagger (1,1) {splendid}. In combination with really nice egos, some cursed weapons might even be worth keeping. |
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#23 | ||
Prophet
Join Date: Dec 2009
Posts: 9,024
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The second is that balancing combat this way will require a lot of tweaking, and every tweak will require changing a number, recompiling, and then playtesting for awhile. I don't see that oscillating towards a balanced version very quickly. The advantages of adjusting the dice, by comparison, are: 1) It makes it clear to the player that finesse characters are not being discriminated against. 2) It's far easier to balance -- we know what the proper values should be, by comparison with the prowess weapons 3) It's far easier to change -- just tweak the edit files and rerun the game. So anyone can do it. We needn't lose variety in finesse vs. prowess weapons in this -- finesse weapons get many small dice, while prowess weapons get a few big dice. If you want to make crits more significant for finesse characters, then we can reverse that -- since crits add extra dice, having big dice is an advantage. Quote:
If we changed it to be dice_damage * (100 + best applicable brand/slay) * (100 + prowess bonus) / 10000 then it'd work better. Instead of getting extra dice, your dice get an extra multiplier. A .5x brand deals 50% more damage than a "bare" blow, regardless of what your prowess bonus is. Compare: 6x 1d4 dagger blows with a 50% prowess bonus: 6 * (average dice 2.5) * (100 no slay) * (150 prowess) / 10000 = 22.5 damage/round 1.5x 1d4 club blows with a 500% prowess bonus: 1.5 * (average dice 2.5) * (100 no slay) * (600 prowess) / 10000 = 22.5 Now apply a .5x flame brand to both: 6 * 2.5 * 150 * 150 / 10000 = 33.75 1.5 * 2.5 * 150 * 600 / 10000 = 33.75 Of course, in practice your prowess character will be using a 2d8 battle axe or something instead, and will thus get much more damage, but see the earlier part of this post. |
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#24 |
Angband Devteam member
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Ok, I'm convinced. On iPhone so not typing much. I agree that slays could be multiplied rather than added, which would be both fairer and more meaningful- thanks for spelling out the maths on that. Happy for ppl to change dice for fin weapons and see if that works. Crit dam is included in combat info; it's easy to show crit chance if that helps.
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#25 |
Adept
Join Date: Apr 2009
Location: Washington, DC
Posts: 112
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I was thinking along similar lines re dice.
It feels to me like finesse fighters should successfully hit more frequently with less, but more consistent damage per hit. Prowess fighters should hit less frequently, with more variation in power, but higher average damage. This would work well to the different playstyles as finesse classes (mage, rogue, ranger) tend to have lower HP and want to use melee to finish monsters off and conserve ammo/mana. They want to be pretty confident they can put the final blow on a monster and not screw up. By contrast prowess characters have HP or even heal spells so a miss or relatively ineffective blow here or there is less meaningful than average power. The other thing this would seem to argue to me is that finesse crits might do something different from prowess crits-- rather than dealing extra damage, they might merely reduce the impact of AC (well-placed blow). For lightly armored monsters, this would make prowess more effective, but it would eliminate the severe annoyance of watching my dagger bounce uselessly off a gray snake at Dlvl3. All that said, I don't think finesse and prowess fighters should be equally good at melee. The goal should be to make finesse weapons clearly be better for finesse characters and to make melee a useful part of their combat tactics. Melee for each kind of fighter should feel distinct, just as the rest of the gameplay does. |
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#26 | |
Rookie
Join Date: Mar 2012
Posts: 13
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#27 | ||
Angband Devteam member
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I will think about this. Derakon, you like this too, right? ;-) Quote:
__________________
"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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#28 | |
Angband Devteam member
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I'll tidy up those unnecessary lines at the same time as changing the slay add logic (as described in earlier post). Thanks again.
__________________
"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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#29 | |
Adept
Join Date: Apr 2009
Location: Washington, DC
Posts: 112
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The one thing that strikes me as a bit annoying is that the strong temptation for finesse weapons would be to make them mostly nd1 since a n/2 d 2 weapon will be much more varied. Is there a way we could bring back the +d or mix kinds of dice so some finesse weapons could be e.g. 1d3 + 4. The other thought I had is that if consistency is part of the charm for finesse, it sure would be nice to highlight the variation of damage to the user-- I love being able to see how much damage my weapon will do per round (nice job whoever wrote that). Possibly "against a lightly armored opponent, most rounds you will do between xxx and yyy damage with an average damage per round of zzz" where xxx and yyy are one standard deviation away from the mean. |
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#30 | |||
Angband Devteam member
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That said, I could cope with a single additional number, if we could somehow calculate the std dev (no mean feat in integer arithmetic!). "Your weapon does X damage against A, Y damage against B ..... and Z damage against normal creatures (std dev S)". But all damage info should assume 0 absorption, otherwise we have lots of mess for little gain.
__________________
"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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