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October 21, 2019, 18:44   #51
Chud
Swordsman

Join Date: Jun 2010
Posts: 295
Quote:
 Originally Posted by Tibarius + MORE than LESS books
Fewer, not less....

 October 21, 2019, 22:57 #52 DavidMedley Knight   Join Date: Oct 2019 Posts: 585 Back to the part where this is a thread for my meandering musings... Just had a CL29 Priest get one-shot on DL36 by a L63 Werewolf of Sauron. Not sure how I feel about that. Honestly, I could have done more to avoid it. The fact that this kind of thing can happen keeps the level of suspense high. Makes me realize I don't know the answer to a very important question: How much does resistance to (whatever - nether, in this case) reduce the damage you take? It's a lot, right?
 October 21, 2019, 23:11 #53 DavidMedley Knight   Join Date: Oct 2019 Posts: 585 From https://thangorodrim.net/TANG/index.html "Resistances generally chop off a significant amount of damage, ranging from 1/5 to 2/3." Is that still true?
 October 21, 2019, 23:20 #54 DavidMedley Knight   Join Date: Oct 2019 Posts: 585 Motivation I added a little detail about my motivation to my very first post in this thread: I'm also a software and game developer. I am considering committing significant resources to developing something with Angband-like features. My only published game to date is a card game that you can learn about here: http://ratherfungames.com/ Not trying to shill my game; I'm actually out of stock atm anyway. Just giving a little insight into my motivation for exploring the mechanics of Angband.
 October 21, 2019, 23:30 #55 Pete Mack Prophet   Join Date: Apr 2007 Location: Seattle, WA Posts: 5,698 Donated: \$40 Most high resists are not reliable: they do anywhere from 1/7 to 1/2 reduction (X=1d6; reduction = X/(6+X) ). However, light and dark are an exception, having minimum of 1/2 reduction. These are reliable.
October 21, 2019, 23:55   #56
Nick
Vanilla maintainer

Join Date: Apr 2007
Location: Canberra, Australia
Age: 54
Posts: 8,245
Donated: \$60
Quote:
 Originally Posted by Pete Mack Most high resists are not reliable: they do anywhere from 1/7 to 1/2 reduction (X=1d6; reduction = X/(6+X) ). However, light and dark are an exception, having minimum of 1/2 reduction. These are reliable.
Actually this has changed as of 4.2.0 so that damage reduction is between 1/3 and 1/2 for all high resists (except poison, which is 2/3). Pre-resist breath damage (at close range) is 1/3 of HP for the basics and poison, 1/6 for others, capped at 1600 for the basics, 800 for poison, 600 for nether and chaos, 400 for nexus, and 500 for the rest.

These details are all from projection.txt - which could do with being documented better...
__________________
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.

October 22, 2019, 01:26   #57
Derakon
Prophet

Join Date: Dec 2009
Posts: 9,023
Quote:
 Originally Posted by DavidMedley I added a little detail about my motivation to my very first post in this thread: I'm also a software and game developer. I am considering committing significant resources to developing something with Angband-like features.
Cool! The world can always use more roguelikes. What do you mean by "Angband-like features" though? Because that could mean a lot of very different things...

October 22, 2019, 02:13   #58
DavidMedley
Knight

Join Date: Oct 2019
Posts: 585
Quote:
 Originally Posted by Derakon What do you mean by "Angband-like features" though?
Permanent consequences almost certainly. Probably more than in Angband, which has basically only death, slight disenchantment, and occasional theft or destruction of inventory items. (Did I miss any?)

October 22, 2019, 02:14   #59
DavidMedley
Knight

Join Date: Oct 2019
Posts: 585
Quote:
 Originally Posted by Nick These details are all from projection.txt - which could do with being documented better...
Or at all, for that matter But this one paragraph guide helps me decipher it. Thanks!

Last edited by DavidMedley; October 22, 2019 at 02:38.

 October 22, 2019, 02:38 #60 DavidMedley Knight   Join Date: Oct 2019 Posts: 585 Documentation for projection.txt Here's a shot at it # === Understanding projection.txt === # Format: #code:computer code for this #name:human readable name for this #type:element|environs|monster the latter two define what this projection affects #desc: #player-desc:how this is described to the player when he can see the monster using it #blind-desc:how this is described to the player when he cannot see the monster using it #lash-desc: #numerator:if defender resists, multiply the damage by this amount #denominator:if defender resists, divide the damage by this amount #divisor:divide the attacking creature's HP by this to determine damage #damage-cap:max damage regardless of mon HP, before resistance is applied #msgt:computer code for this effect #obvious:0|1 effects? #color:displayed color

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