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Old January 24, 2020, 03:53   #21
DavidMedley
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My point with -5 evasion monsters is only this: If the half evasion vs archery mechanic were applied to them then they'd actually gain 2-3 points of evasion. I thought this was a good illustration that the mechanic breaks down at very low skill levels, but it appears I only muddied the waters.

Sorry for not being clear and for using a very trivial example when it comes to actual gameplay. Derakon put it well: I was appealing to the "aesthetics of design."
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Old January 24, 2020, 04:20   #22
Pete Mack
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Negative values in programming and math are often treated differently. It isn't an issue I would worry about.
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Old January 26, 2020, 08:34   #23
ster
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Quote:
Originally Posted by DavidMedley View Post
In melee, a low level character can blind-fight a low level monster with very little penalty. In melee, a high level character (with likely much higher perception) is brutally hindered when blind-fighting a high level monster.

In my opinion, these halving effects tend to not do enough at the low end and too much at the high end, though someone else can legitimately argue that they should be this way.
Is that why you keep crying about dying to gorcrows? Theorycraft does not equal reality.
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Old January 27, 2020, 23:07   #24
DavidMedley
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No. I was joking about Gorcrows on Angband.live for entirely different reasons.
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Old January 28, 2020, 01:00   #25
Pete Mack
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So if you want to treat things more believably for archery, don't cut dodging in half for small creatures (unless they're asleep.) So birds, bats, insects ... they get full dodging against archery. /snicker.
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