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Old October 21, 2019, 18:44   #51
Chud
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Originally Posted by Tibarius View Post
+ MORE than LESS books
Fewer, not less....
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Old October 21, 2019, 22:57   #52
DavidMedley
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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?
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Old October 21, 2019, 23:11   #53
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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?
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Old October 21, 2019, 23:20   #54
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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.
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Old October 21, 2019, 23:30   #55
Pete Mack
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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.
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Old October 21, 2019, 23:55   #56
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Quote:
Originally Posted by Pete Mack View Post
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...
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Old October 22, 2019, 01:26   #57
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Quote:
Originally Posted by DavidMedley View Post
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...
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Old October 22, 2019, 02:13   #58
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Originally Posted by Derakon View Post
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?)
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Old October 22, 2019, 02:14   #59
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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.
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Old October 22, 2019, 02:38   #60
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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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