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Old February 22, 2011, 17:24   #1
Tregonsee
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Info in Monster Descriptions

While reading the new Vanilla 3.2 monster descriptions, I see notations like "produce water balls (104)". What does the 104 mean? Is there any importance in the color coding of the descriptions?
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Old February 22, 2011, 17:35   #2
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the 104 will be the HP damage that the spell causes
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Old February 22, 2011, 17:42   #3
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I'm pretty sure this is average damage, not max damage, at least when it comes to spells. Breath weapons should be max since there's no random component. Could someone please verify?
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Old February 22, 2011, 19:23   #4
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Quote:
Originally Posted by Derakon View Post
I'm pretty sure this is average damage, not max damage, at least when it comes to spells. Breath weapons should be max since there's no random component. Could someone please verify?
You are correct for both breath weapons and spells. How the damage varies around the average differs depending on the spell; for example, mana storms are 10d10 + 5*monster level. If you have the source, you can see the various formulae in monster/constants.h (look for the _DMG macros).
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Old February 22, 2011, 19:43   #5
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And I believe the color coding correlates to resistances, at least where that's possible.

Hey, Tregonsee, I hear there's a cache of thionite on DL 19....
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Old August 25, 2013, 22:34   #6
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Originally Posted by Tiburon Silverflame View Post
And I believe the color coding correlates to resistances, at least where that's possible.

Hey, Tregonsee, I hear there's a cache of thionite on DL 19....
I did not see this post before- I will send my 'turtle' after it...

I wonder what thionite would do with my stats, I sure would like a sense of perception...
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Old February 23, 2011, 05:03   #7
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Quote:
Originally Posted by Derakon View Post
I'm pretty sure this is average damage, not max damage, at least when it comes to spells. Breath weapons should be max since there's no random component. Could someone please verify?
Breath weapons have a random component, but it doesn't come from breath calculation directly: Monster HP is slightly random. AFAIK only uniques have completely fixed HP now.

That means that even that AMHD shows something like 650 for elemental breaths, it might be able to do a bit more (or less). It depends of the monster how much more (or less).
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Old February 23, 2011, 16:23   #8
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So breath weapons are random based on a variety of factors (chief is current HP of monster) and spells are pretty constant?

Or do spells have a range? If so, why not post that instead?

I sent Spike after the thionite...
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Old February 23, 2011, 16:49   #9
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Monster breath raw damage is based solely on the monster's current HP, and is thus not random beyond that monster HP is itself random (and may I say I don't really like how monster.txt no longer accurately tells you how many HP a monster can have?). Certain resistances (e.g. nether resistance) reduce incoming damage by a semi-random factor though.

Spell damage is always a range, and in fact I'm fairly certain that every spell that does damage deals some variation of K + XdY. Monster memory should probably show this range, if only so players don't get surprised by Morgoth getting a lucky manastorm.
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Old February 23, 2011, 20:17   #10
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Quote:
Originally Posted by Derakon View Post
Spell damage is always a range, and in fact I'm fairly certain that every spell that does damage deals some variation of K + XdY. Monster memory should probably show this range, if only so players don't get surprised by Morgoth getting a lucky manastorm.
would you settle for an upper bound?
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