![]() |
#1 |
Rookie
Join Date: Aug 2014
Location: Los Angeles
Posts: 17
![]() |
![]()
I took a look at www.thangorodrim.ne and I got good information from there regarding a couple questions I had in the vein I'm asking here.
Specifically, I want further understanding, that i might make better decisions regarding weapons to keep and weapons to drop. To a lesser extend armor as well. Total noob question; really appreciate your responses. Yesterday I defeated Bullroarer and got an axe, then later today I found a sword. [Between them I got Wormtonuge's Crossbow of Power (x3) (+11, +15) , yay] Code:
Bullroarer's Battle Axe of Acid (2d8) (+7, +6) acid branded resistance to acid 1.1 blows/rnd +3 STR +0DEX gets 1.3 Avg dmg/rnd: 48.4 vs acid resistant, 25.8 others Executioners Sword of Slay Giant (4d5) (+1, +6) <+2> +2 STR; sustains strength 1.1 blows/rnd +5 STR +0 DEX gets 1.3 blows Avg dmg/rnd: 60.7 vs giants, 30.1 others Also, could you clarify this for me? "+5 STR and +0 DEX gets 1.3 blows." How does this +5 manifest itself? Does it mean, "if I have '+5' added to my strength?" Pertaining to the sword, its got 4d5. 20 possible points from the die. Yet its average is 30.1. Could you explain how its calculated, along with the bonuses? And, what does the <+2> apply to for the axe? Can't seem to find that out, though I'm sure its right there. Been ages since I've played AD&D, and its revealing my memories have gotten foggy on this stuff (tho' ATM I am rereading Spelljammer and Dark Sun ![]() Its these little details I am unsure of, and it irks me that I'm not sure what I'm looking at. Other question of this nature, these small details, I'd like to read more about. Thanks, fellows... |
![]() |
![]() |
![]() |
#2 | ||||
Adept
Join Date: Jan 2008
Posts: 135
![]() |
Quote:
Quote:
Quote:
Quote:
|
||||
![]() |
![]() |
![]() |
#3 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
![]() |
Here is how to read item labels in Angband:
Rake of Gardening (3d4) (+9, +10) [+11] <+4>
Slingshot of Annoyance (x3) (+6, +16) <+1>
Helmet of the Fireman (+2, +3) [10, +7] <+2>
Ring of Decoding (+1, +2) [+13] <+3>
The label will not tell you which resistances (if any) the item gives you, or which stats are increased. But hopefully this will help you learn to read the item labels at a glance. One thing is that these formats have changed (slightly) over the years, so labels in older dumps may look a little bit different. (I created these custom items to try to show all possible fields for the major types. If I've made a mistake please correct me. Edited to fix a typo and include a ranged weapon.) Last edited by d_m; August 19, 2014 at 05:21. |
![]() |
![]() |
![]() |
#4 |
Rookie
Join Date: Aug 2014
Location: Los Angeles
Posts: 17
![]() |
Zyphyr, d_m,
Thank you for that, makes complete sense to me now; and I'll take a look at the code. |
![]() |
![]() |
![]() |
#5 |
Swordsman
Join Date: Jun 2012
Posts: 257
![]() |
Note also that the way the numbers work, light weapons are heavily favored early on. It is quite possible that a measly dagger 1d4 (+2,+3) will give you more damage output than the acid axe you posted simply because you can get say 3 blows per round. The maximum number of blows you can get is 4-6 and depends on class, but as long as you are below that cap your number of blows depends only on your strength and dex. That is with the same strength and dex, same weapon a HT warrior and a gnome mage will do the same damage.
|
![]() |
![]() |
![]() |
#6 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
![]() |
Close, but not quite. Melee skill affects that too, and warriors are better at hitting things than mages and races affect that too. Other than that damage is same.
|
![]() |
![]() |
![]() |
#7 | ||
Knight
Join Date: Sep 2013
Posts: 527
![]() |
Quote:
Quote:
|
||
![]() |
![]() |
![]() |
#8 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
![]() |
Quote:
For example The Cat Lord is pretty tough one to kill in melee because it just is very hard to actually hit. Against it you probably get more damage using high-value skill ring instead of dam ring. Average damage / blow assuming all blows hit doesn't change with skill but what actually happens does. You can test it by looking at the numbers before and after drinking potion of heroism. It changes. Not much, but it does. |
|
![]() |
![]() |
![]() |
#9 |
Adept
Join Date: Jul 2014
Location: Belarus, Minsk
Posts: 104
![]() |
I think I can ask this question here.
What is the difference between "Game turns" and "Standart turns"? I believe, "Standart turns" displays how many times I pressed any control buttons. What displays "Game turns"? |
![]() |
![]() |
![]() |
#10 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
![]() |
Quote:
Standard turn is a turn you act + turns you use resting. Resting turns are self-explanatory, however if you rest for 10 turns, game counts 9. I think it doesn't count turn giving order to rest as resting turn. |
|
![]() |
![]() |
![]() |
Tags |
stats, weapon, weapon stats |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
enchant weapon or armor capped at 9 or 10? | fbas | Vanilla | 22 | August 30, 2014 09:17 |
Armor/Armour class question | Jay | Vanilla | 4 | March 5, 2013 09:51 |
Beginners Question | Gockel | AAR | 6 | September 7, 2010 00:47 |
Need some Weapon and Armor advice. | marteo | Vanilla | 14 | February 10, 2009 13:25 |
question about armor imposed mana points penalty | tg122 | Vanilla | 4 | December 17, 2007 17:17 |