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#1 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Relative worth of stuff
I didn't really want to muck up the 'what should we revert' thread with a discussion of this, but I really wanted to discuss this topic. Mainly I want to discuss Magnate's post:
Quote:
I'm going to make an assumption. The assumption is that the cost should be based off of what a character who needs it the most would pay. Speed: Magnate's estimate is +5 speed = +30 damage. I'm going to assume that +10 speed = +60 damage. Assuming that a mid-game character is going to be the one to be most desperate for speed. This character is likely to be doing something like 50 damage per blow. +10 speed essentially doubles the damage output, so from a raw damage standpoint, +10 speed is probably around 50 damage per blow. Less than Magnate's estimate. However, +10 speed has numerous more advantages than just damage output. It allows you fight monsters you would be afraid of otherwise. It allows you to avoid getting double moved. It makes you 10 times more likely to survive teleporting into a room of gravity hounds. It makes you much more likely to sneak by a sleeping monster. And many more. For these reasons, I'd actually double the value of speed and set it at least 100 damage per blow for +10 speed. Extra shots: Magnate's estimate (unknown) This is easy, assuming that you are doing around 250 damage per missile, extra shots doubles that output. Assuming a 5 blow character, this gives 50 damage per blow for extra shots. Since ranged attack damage should probably we worth more than melee, extra shots should be bumped up a little to 75 dpb. Extra might: Magnate's estimate (unknown) Doing the same as extra shots, extra might will add about 60 damage. Dividing that by 5 gives us 12 dpb. Giving it the missile bonus, and we get somewhere around 20 dpb. Telepathy: Magnate's estimate: 35 dpb If the choice for me was how much damage would I need to be adding from a =dam for me to wear that over a fictional =telepathy. I really have trouble answering this. I might start considering it at +50 to_dam. Maybe +35, but probably not. However, if you instead ask, if I was at 0 speed, how much of a speed ring would I trade telepathy for, the answer is probably somewhere like +7 - +8. Which means, if you buy any of my speed analysis, telepathy should actually be valued something like +75 dpb. Magnate says he's reworking resistances so I won't try to mess with these. |
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#2 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,769
Donated: $40
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With things like ESP vs damage, it's not either-or; I would definitely carry a swap if I could get an additional +35 damage/blow by giving up ESP. I would definitely not carry a swap if I could get +35 damage/blow by giving up +5 speed (unless I had speed > +15 to begin with.)
You are trying to measure things that are incommensurate. There's just no way to do it. |
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#3 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
The other thing I was thinking of is a log base scale instead of a linear one. I dunno what the base should be though, nothing really put out such great numbers. |
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#4 |
Swordsman
Join Date: Nov 2008
Posts: 434
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This is a very tricky issue. The amount of damage you are willing to give up to get a certain attribute is heavily dependant on how much damage you have. If i'm doing 35 dpb would I give up 35 to get ESP? No. In my experience what I'm willing to give up to get something new, whether it's damage or resisitance or ability is whatever I have a bunch/too much of.
I propose a new selling pricing structure, 1 AU per ability, resistance, AC, avg damage, charge ![]() |
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#5 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Quote:
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#6 |
Swordsman
Join Date: Feb 2010
Posts: 405
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The root problem IMO is trying to fit everything into a single equivalence class, especially across all item types. And as Pete and J_B are suggesting, the value of any ability depends on what else you have.
So, it seems like the better approach is to consider a 'typical' near-end-game equipment set. Is ESP on a weapon, worth +20 damage in this construction? No, because in most cases you'll have ESP from something else. Also, damage is *mostly* determined by the weapon, with the exception of off-weapon extra swings. Yes, Hammerhand + Fingolfin means +19 damage, and sure, that's nothing to sneeze at...but in an end-game kit, this is probably only about 20%, from *2* slots. The weapon's still 80%. With an off-weapon brand, the tricky part is assessing how often it will apply. If I've got a weapon with 2 or 3 slays and brands, the off-weapon brand is frequently redundant. (This also points out why an off-weapon extra blow is so strong. Worst case, it's +16% from one slot, and it *always* applies.) Similarly, while +5 speed on a weapon is wonderful through the mid-game, by somewhere around DL 60 or so, it's losing luster. However, we'll still consider a +10 speed weapon for an end-game kit, even if the damage is marginal in itself, because it will improve flexibility in other slots. (Oh, a huge note here: as long as archery is so overpowered, +10 speed on anything but your shooter, is highly valuable.) |
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#7 |
Swordsman
Join Date: Jul 2008
Posts: 308
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I like the new pricing system. I also think the old prices were OK (with the exception of ridiculously expensive =Speed). Prices are always going to be arbitrary; as others have already pointed out, you can't really quantify "usefulness" as it depends too much on context.
In fact, I think any arbitrary pricing system will work, provided that prices fall into a reasonable range of affordability which is appropriate for an item's depth and/or rarity. I think that the range of "reasonable" is pretty wide, too. The price of an object is just another variable which factors into how useful it is to you in your present situation. |
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#8 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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I'm not by any means proposing an overhaul of the pricing system. It's not at all broken. Instead I'm just proposing some introspection into how prices are set, leaving the door open for a couple tweaks.
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#9 | |
Angband Devteam member
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Quote:
To answer Tiburon again, yes, the assumption has always been for 'near endgame' kit - that's why we assume five blows per round for melee. I don't mean to be rude, but I haven't thought about this quite as little as you think I have. |
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#10 |
Swordsman
Join Date: Feb 2010
Posts: 405
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And you're missing the major point we're all making. The value of an ability is HIGHLY dependent on context. The whole point of a near-endgame kit is to make assumptions that will usually be true. THAT means, I've got ESP from a ring, amulet, or helm...so ESP *on my weapon* is of VERY low value.
It is NOT true that an ability is always worth the same amount, regardless of item type. It is also true that an ability's value is *not* constant, again with a high correlation to the slot. That is: see invis is a nice property for an early-game weapon...but becomes valueless late. So, on a weapon, if the weapons value *as a weapon* (that is, considering damage, blows, and speed ONLY) then see invis and many other abilities, carry full value. But if it's high, then they add much less. So proper valuation has to take a lot more into account. And a lot of this is there, at least in some fractional form. You already have a sense of classifying the power boost into low resists, high resists, and miscellaneous within the use of ADD_POWER2, and damage and (I assume, can't see it just at the moment) speed have their own evaluation sections. Great. That's useful. What I'm suggesting is, *rather than combining them all the way through*...you track them separately. So you get ratings for damage, stat bonuses, defenses (resists/immunities/sustains), miscellaneous, and speed. Final value is derived as a combination of everything, *but* the weights applied to each factor are slot-dependent: Weapon: damage 100%, stats 40%, defenses 30%, misc 20%, speed 50% Armor: damage 20%, stats 50%, defenses 100%, misc 80%, speed 30% Hands: damage 50%, stats 50%, defenses 50%, misc 50%, speed 50% And so on. |
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