Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old August 19, 2014, 02:18   #1
Ehrblast
Rookie
 
Join Date: Aug 2014
Location: Los Angeles
Posts: 17
Ehrblast is on a distinguished road
Question beginners question about weapon stats [armor, too, perhaps]

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
As far as general weapon strength, what is the most important info to judge by? Average damage per round? Dice roll? And blows per round are class dependent, right?

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...
Ehrblast is offline   Reply With Quote
Old August 19, 2014, 03:18   #2
Zyphyr
Adept
 
Join Date: Jan 2008
Posts: 135
Zyphyr is on a distinguished road
Quote:
Originally Posted by Ehrblast View Post
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
As far as general weapon strength, what is the most important info to judge by? Average damage per round? Dice roll? And blows per round are class dependent, right?
Average damage per round is what matters. Blows per round are STR and DEX dependant with caps set by class.

Quote:
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?"
Your guess is correct. If you manage to increase your strength by five through some combination of stat potions and items that increase strength, you will swing the weapon more often and thereby do more damage (in addition to the increased damage that the STR itself will bring).

Quote:
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?
For a full explanation, read the code. The simple version is, it takes the average roll (12 in this case), applies in +Damage modifiers (from STR, the inherent +6 on the weapon, and possibly +Damage from other items you are wearing), modifies all of that by your chance to get a crit (and the potential size of the crit), and then multiples by the blows/round.


Quote:
And, what does the <+2> apply to for the axe? Can't seem to find that out, though I'm sure its right there.
That is the size of the STR bonus.
Zyphyr is offline   Reply With Quote
Old August 19, 2014, 05:15   #3
d_m
Angband Devteam member
 
d_m's Avatar
 
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
d_m is on a distinguished road
Here is how to read item labels in Angband:

Rake of Gardening (3d4) (+9, +10) [+11] <+4>
  • (melee weapon)
  • base weapon damage 3d4
  • +9 to hit
  • +10 to damage
  • +11 to armor class
  • +4 to one or more other stats (e.g. speed, strength, searching, etc.)

Slingshot of Annoyance (x3) (+6, +16) <+1>
  • (ranged weapon)
  • x3 ranged weapon damage multiplier
  • +6 to hit
  • +16 to damage
  • +1 to one or more other stats (e.g. speed, strength, searching, etc.)

Helmet of the Fireman (+2, +3) [10, +7] <+2>
  • (armor weapon)
  • +2 to hit
  • +3 to damage
  • base armor class 10
  • +7 to armor class
  • +2 to one or more other stats (e.g. speed, strength, searching, etc.)

Ring of Decoding (+1, +2) [+13] <+3>
  • (jewelry, in this case a ring)
  • +1 to hit
  • +2 to damage
  • +13 to armor class
  • +3 to one or more other stats (e.g. speed, strength, searching, etc.)

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.)
__________________
linux->xterm->screen->pmacs

Last edited by d_m; August 19, 2014 at 05:21.
d_m is offline   Reply With Quote
Old August 19, 2014, 06:59   #4
Ehrblast
Rookie
 
Join Date: Aug 2014
Location: Los Angeles
Posts: 17
Ehrblast is on a distinguished road
Zyphyr, d_m,

Thank you for that, makes complete sense to me now; and I'll take a look at the code.
Ehrblast is offline   Reply With Quote
Old August 19, 2014, 09:23   #5
quarague
Swordsman
 
Join Date: Jun 2012
Posts: 257
quarague is on a distinguished road
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.
quarague is offline   Reply With Quote
Old August 19, 2014, 10:27   #6
Timo Pietilä
Prophet
 
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
Timo Pietilä is on a distinguished road
Quote:
Originally Posted by quarague View Post
That is with the same strength and dex, same weapon a HT warrior and a gnome mage will do the same damage.
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.
Timo Pietilä is offline   Reply With Quote
Old August 19, 2014, 11:13   #7
Carnivean
Knight
 
Join Date: Sep 2013
Posts: 527
Carnivean is on a distinguished road
Quote:
Originally Posted by Timo Pietilä View Post
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.
If I recall correctly, accuracy isn't part of the damage per round calculation?

Quote:
Originally Posted by d_m
Helmet of the Fireman
This should totally be in the game.
Carnivean is offline   Reply With Quote
Old August 19, 2014, 13:07   #8
Timo Pietilä
Prophet
 
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
Timo Pietilä is on a distinguished road
Quote:
Originally Posted by Carnivean View Post
If I recall correctly, accuracy isn't part of the damage per round calculation?
Game counts that in it too. Criticals as well. Calc itself is a bit too complicated to add here, it includes weapon weights and such as well. Also what game shows you and reality isn't actually same, because monster AC affects the calc, and that can't be included in the average damage shown.

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.
Timo Pietilä is offline   Reply With Quote
Old August 19, 2014, 13:26   #9
Angrist
Adept
 
Join Date: Jul 2014
Location: Belarus, Minsk
Posts: 104
Angrist is on a distinguished road
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"?
Angrist is offline   Reply With Quote
Old August 19, 2014, 14:10   #10
Timo Pietilä
Prophet
 
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
Timo Pietilä is on a distinguished road
Quote:
Originally Posted by Angrist View Post
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"?
Game turns is base time unit of the game: you (and monsters) get some energy / game turn and after your energy goes over 100 you can act. A zero speed player gets 10 energy / game turn, so 10 game turns goes before you act.

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.
Timo Pietilä is offline   Reply With Quote
Reply

Tags
stats, weapon, weapon stats


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
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


All times are GMT +1. The time now is 11:41.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.