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#721 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,431
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Well I don't know about the 50% business but for the rest you're obviously not looking far. Crawl has sword n board vs 2-handers, sil has it, PCB has 2-hander, sword n board & 2-weapon. PCB has the opposite problem for most classes(the damage sucks due to accuracy). Saying it can't be done 'cause too much damage when there's a clear case of the opposite... (after all that, I actually don't like 2-weapons either).
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#722 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,431
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Regarding the blows, seems odd to redo them and not fix the dagger issue. I mean if you aren't doing a major change and rebalance it doesn't matter but once you are you may as well fix some problems rather then just changing it to change it. Over the years I've got the impression people think this means O-combat which they don't like. PCB is however vanilla combat. Chris simply fixed the problematic part of the range.
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#723 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
![]() The dagger issue can be fixed separately, assuming it needs to be fixed. It's a little weird, sure, but I actually kind of like the progression it creates where gradually bigger and bigger weapons become viable to wield. That said, the fact that large weapons are de facto junk in the early game, and especially the fact that weak melee characters want big weapons while strong characters want small ones, are both suboptimal. |
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#724 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,431
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It would certainly be more convenient for some stuff if every class is using the same blows calculation. If I want to re-calibrate to use weapon weights closer to something like Sil this is easy for a single class. The minimum weight for the mage calculation is 4lbs (I'm looking at 4.1.2) or 1 rapier weight. The weight is a straight divisor (of adj_str_blow[]). So perhaps if you hold the ratio of weight to the rapier the same, then you can hold the balance. Then the other classes have different minimum weights and it complicates matters. Maybe a bit, maybe a lot, I haven't done the maths.
Edit: So currently nothing in the 3-9 or 10-17 range of dex matters? or the 7-15 str range? Not sure I like how it is currently at all. hmm... Edit 2: Was looking at the wrong numbers for str. It changes all along the range Edit 3: Str is linear up to 17. Then increases 10/weight per /10 increase after 18 str? Edit zillion: dex (starting at 3) is 7 zeros,7 1s, then 3,2,2,2,2,2,3,3,2,3 (the last is 3 11s) Last edited by wobbly; July 20, 2018 at 14:34. |
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#725 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,431
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Ok so currently it's kinda adjusted str * class / weight across 12 bands of dex with moving a dex band shifting you up 1 str category. the numbers hold along a diagonal in the table. Close to anyway
Edit: Ok I get what that is trying to do now. I'll shuffle it off to it's own thread once I've looked at it a bit more. Edit: Wow. That table is starting to make a huge amount of sense for a game with high str to dex variance (like say dice rolled stats) & an integer no. of blows. Last edited by wobbly; July 20, 2018 at 15:45. |
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#726 | |
Swordsman
Join Date: Aug 2015
Posts: 279
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Quote:
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#727 | |
Knight
Join Date: Sep 2013
Posts: 527
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Quote:
Perhaps the answer lies with accuracy based damage? We already have critical hits that do more damage. Why not have shitty hits do less damage? A character that spends their time training with a weapon (or weapons in general) is going to do a better quality of strike with a given weapon, and the difference between a glancing blow or a low momentum blow and a high quality blow is going to be big in real life. |
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#728 |
Adept
Join Date: Feb 2018
Location: London
Posts: 137
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While on the subject, would it be worth rethinking the enchantment bonuses on weapons? At present, +10ish damage starts appearing very early in the dungeon, especially on artifacts. The base weapon damage almost gets lost in the calculation (except with brands), because the extra bonus from the enchantment and the melee bonus from high Str tend to be far greater.
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#729 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
I would not at all be opposed to making it so that "ego" does not necessarily imply "good" in the early game. A flaming dagger (+0,+0) is still a decent weapon since it does 3*1d4 damage per blow against most enemies, but it's strictly worse than a dagger (+0,+8) and often worse than a dagger (+0,+4). (While we're at it, let's nuke the *thancs back to 1d4 (+4,+6); currently they are ridiculously way too good) |
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#730 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,968
Donated: $40
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Minor note: thancs had been 2d4 (+4,+6) for as long as i can remember, until the bonuses were doubled, but enchantment scrolls were removed from the stores. (+6,+8) or so would be about the right compromise to make up for eliminating easy enchantment.
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