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#61 |
Swordsman
Join Date: Jan 2017
Location: Pennsylvania, United States
Posts: 273
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Was looking into Mana Burn, but noticed something about crits in general that I'm confused by.
player-attack.c, line 804 seems to imply that melee and throwing share the same crit tiering (and consequently that shooting has a different tiering). However, the critical_shot function starting at player-attack.c, line 435 seems to imply that shooting and throwing share a crit tiering (and that consequently melee has its own). Do melee, throwing, and shooting have differences or limitations in which crits they can get? Or is this just the result of obtuse/old code comments resulting in me having the wrong idea? (Also, and I'm pretty sure this has been brought up before, probably even by me, but are crits in fact working as intended?)
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Everything you need to know about my roguelike playstyle: I took nearly two years to win with a single character in PosChengband. Last edited by MITZE; April 22, 2022 at 04:31. Reason: Grammar fix. |
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#62 |
Apprentice
Join Date: Mar 2021
Location: NL, Canada
Posts: 82
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For the "Evasion" special ability, do shields count towards the weight to be considered lightly armored?
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#63 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 58
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Yes, armor is used in the broad sense - so body armor, cloaks, shields, boots, gloves, hats.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#64 |
Apprentice
Join Date: Mar 2021
Location: NL, Canada
Posts: 82
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#65 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 58
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#66 |
Apprentice
Join Date: Mar 2021
Location: NL, Canada
Posts: 82
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#67 |
Swordsman
Join Date: Jan 2017
Location: Pennsylvania, United States
Posts: 273
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Everything you need to know about my roguelike playstyle: I took nearly two years to win with a single character in PosChengband. |
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#68 |
Swordsman
Join Date: Jan 2017
Location: Pennsylvania, United States
Posts: 273
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I could have sworn that resistances stacked multiplicatively, with diminishing returns (i.e. 50% + 50% = 75%) and that vulnerabilities were applied last, multiplicatively, to the resistance total (so if you have 80% resistance and 50% vulnerability your actual resistance is 40%).
However, Eriloth has a character with rCold (50%, 34%, -55%, 40%, 10%, 35%) which tallied up to ~83%, which seemed too high to me. Did it work differently in FA1, and I'm remembering from that?
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Everything you need to know about my roguelike playstyle: I took nearly two years to win with a single character in PosChengband. Last edited by MITZE; September 7, 2022 at 01:47. Reason: Fixed formatting. |
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#69 | ||
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Quote:
Code:
.5 * .66 * 1.55 * .6 * .9 * .65 ~= .17 Quote:
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#70 |
Swordsman
Join Date: Aug 2019
Posts: 412
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In obj-design.c's get_property() the handling of OBJ_PROPERTY_MOD and OBJ_PROPERTY_STAT seems suspicious. According to line 235, the passed in value is being treated as an increment to the current value, but the calculated cost for the adjusted value (from line 224) only accounts for the increment and does not include the current value. There's something similarly suspicious about the handling of OBJ_PROPERTY_ELEMENT.
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