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Old November 6, 2010, 12:42   #1
fph
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dmg/turn instead of dmg/blow

Feature request: the chardumps and the 'I'/'x' command could report dmg/turn (assuming all blows hit) for melee weapons instead of dmg/blow. So that we can all save a multiplication.
Or is there an actual use for dmg/blow that does not require multiplying it by the number of blows/turn?
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Old November 6, 2010, 12:55   #2
Timo Pietilš
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Quote:
Originally Posted by fph View Post
Feature request: the chardumps and the 'I'/'x' command could report dmg/turn (assuming all blows hit) for melee weapons instead of dmg/blow. So that we can all save a multiplication.
Or is there an actual use for dmg/blow that does not require multiplying it by the number of blows/turn?
Maybe also have monster memory reflect the actual expected damage / turn if you know the AC of the monster. For example Cat Lord is a much tougher opponent than you would expect it to be because it has really high AC.
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Old November 6, 2010, 13:38   #3
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Quote:
Originally Posted by Timo Pietilš View Post
Maybe also have monster memory reflect the actual expected damage / turn if you know the AC of the monster. For example Cat Lord is a much tougher opponent than you would expect it to be because it has really high AC.
We could go so far as to show your % chance to hit this monster in melee, in the monster memory (once you know the monster's AC). That would save everybody working out their total melee score and doing the calculation themselves ...
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Old November 6, 2010, 15:03   #4
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We could go so far as to show your % chance to hit this monster in melee, in the monster memory (once you know the monster's AC). That would save everybody working out their total melee score and doing the calculation themselves ...
I think this is the place for dmg/round. In the monster memory, once you know the AC, 'with your current weapon, you will do an average of xxx damage against this foe'
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Old November 6, 2010, 15:42   #5
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Originally Posted by fizzix View Post
I think this is the place for dmg/round. In the monster memory, once you know the AC, 'with your current weapon, you will do an average of xxx damage against this foe'
Good point. While we are at it, would dmg/100 energy be better? I can think of arguments supporting both.
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Old November 6, 2010, 18:03   #6
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Quote:
Originally Posted by fizzix View Post
I think this is the place for dmg/round. In the monster memory, once you know the AC, 'with your current weapon, you will do an average of xxx damage against this foe'
But do you want that calculation to assume that all attacks hit, or to multiply by the probability of each hit? For multiple blows the calculation of average damage gets quite complicated if you take misses into account. IMO it would be much simpler to show the % chance to hit and the average damage per hit (with energy per blow shown elsewhere).
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Old November 6, 2010, 18:15   #7
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Originally Posted by Magnate View Post
But do you want that calculation to assume that all attacks hit, or to multiply by the probability of each hit? For multiple blows the calculation of average damage gets quite complicated if you take misses into account. IMO it would be much simpler to show the % chance to hit and the average damage per hit (with energy per blow shown elsewhere).
i would want it in average damage per round including hit percentage. Probability of hitting is currently the most important calculation that is opaque to the player. There's absolutely no indication of how much +20 to hit increases your chance to hit vs +10. Or how difficult it is to hit something with an AC of 75 vs something with an AC of 25.
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Old November 6, 2010, 19:08   #8
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Originally Posted by fizzix View Post
i would want it in average damage per round including hit percentage. Probability of hitting is currently the most important calculation that is opaque to the player. There's absolutely no indication of how much +20 to hit increases your chance to hit vs +10. Or how difficult it is to hit something with an AC of 75 vs something with an AC of 25.
That's right - which is why I support adding "you have a X% chance to hit this creature with your current weapon" to the monster memory. That's only a dozen or so additional lines of code. Calculating the average damage from N blows is quite a bit more hassle for little more gain.
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Old November 6, 2010, 21:15   #9
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I'd be content with chance to hit.
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Old November 7, 2010, 19:32   #10
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What I have been thinking of doing is change all mentions of blows/round into either energy/blow or damage/100 energy. Also will change extra hit into -% energy/blow cost so can forget blows/round for good ...

With current system I'd love a simple avg dmg / 100 energy value shown so can compare weapons, and that hit chance on monster recall sounds great too. Those are enough, no need for the combined hitchance * avg dmg to be honest...
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