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Old July 25, 2020, 06:01   #111
Sphara
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Quote:
Originally Posted by bughunter View Post
OK, since we're discussing speed, somepne please patiently explain to me like I'm a n00b what is happening with my extra moves, attacks, etc. (Because I'm only one or two ranks higher than n00b.)

I picked up Sting a while ago, "+3 speed" and "+2 attack speed," and then the Pair of Leather Boots of Wormtongue just dropped, "+1 movement speed."

I noticed that the boots do not alter the "Fast (+3)" on the Angband main window. The plus three is from Sting, obviously.

I also noticed that the number of blows jumped to 3 per turn. Again, that looks like Sting's +2 attack speed.

What are the boots doing?

Also, wrt slow, my Wand of Slow Monster and my Staff of Slow Monsters appear to behave differently, especially against faster mobs. Specifically, the staff appears to have about half the effect of the wand. Are these accurate observations?

Char dump attached. I hope.
As far as I understand it:
If you have +3 Speed and +1 movement speed, your speed is +13 WHEN YOU ARE WALKING. As long as you do ANY OTHER action (attack, eat, zap a wand), your speed is +3.

For slowness items, staves can be resisted but zap from a wand of slow monster cannot. Monster is either completely immune to slowing (very rare: trees, aether things, kavlax resist it) or is affected.

People who know the code, please correct me if I happen to be wrong.
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Old July 25, 2020, 06:18   #112
wobbly
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Speed is the energy regained in a game tick. If it's +0 you gain 10 energy/tick, +3 you gain 13 energy/tick, -10 it's 5 energy/tick.

Move speed reduces the energy cost of moving. A normal action takes 100 energy. At +1 move it costs 50 energy (only movement not other actions), +shots on a bow work the same.

They stack in the sense that if you have both you gain energy faster & use less.
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Old July 25, 2020, 13:47   #113
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Quote:
Originally Posted by mrfy View Post
Windows release version seems to have a bug where damage from ammo isn't calculated correctly. With a longbow of power (+14,+15), ammo of arrows (+0,+0) gives average 15.9 damage. seems awfully low. Has this been fixed in the nightlies? I don't see it in the most recent MacOS version but the Windows build doesn't seem to be working.
AFAIK there shouldn't be any difference between the Windows build and any other version. Has anyone else seen this?
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Old July 25, 2020, 14:25   #114
drquicksilver
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Originally Posted by Nick View Post
AFAIK there shouldn't be any difference between the Windows build and any other version. Has anyone else seen this?
Every time I saw incredibly low damage calculations it was because I was very hungry.
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Old July 25, 2020, 17:13   #115
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Originally Posted by Nick View Post
AFAIK there shouldn't be any difference between the Windows build and any other version. Has anyone else seen this?
I'm wondering if perhaps it was a bug fixed between the release build and the current nightlies. I'm playing the nightlies, but my partner just updated their version and only has Windows.
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Old July 25, 2020, 18:48   #116
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Originally Posted by mrfy View Post
I'm wondering if perhaps it was a bug fixed between the release build and the current nightlies. I'm playing the nightlies, but my partner just updated their version and only has Windows.
In the most recently nightly, there was a change to the displayed thrown damage when inspecting an item, but I don't see a change since 4.2.1 that would explain a difference in the displayed shooting damage.
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Old July 25, 2020, 19:19   #117
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Is the low damage with O combat (birth_percent_damage)? O combat really depends on high dice and slays/brands, so unbranded 1d4 arrows don't do much damage even with a longbow of power. (Even with branded seeker ammo I think O archery is still weaker than normal archery, but regular ammo's where you really feel the pain.)
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Old July 26, 2020, 04:45   #118
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Originally Posted by Sideways View Post
Is the low damage with O combat (birth_percent_damage)? O combat really depends on high dice and slays/brands, so unbranded 1d4 arrows don't do much damage even with a longbow of power. (Even with branded seeker ammo I think O archery is still weaker than normal archery, but regular ammo's where you really feel the pain.)
Turns out he does have it turned on, but didn't mean to. Thanks for the explanation.
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Old July 27, 2020, 11:18   #119
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When I activate an unIDed ring of lightning in the latest V, I learn the RES_ELEC rune. In my variant I don't. I tried to track down the reason, and didn't see anything different in the code until I checked the "use object" code and found out that V uses dir=0 (player spot) when using items that can be aimed while I use a random direction. The problem is: when you use the player spot, you activate the project_p() code with the player as parameter instead of having that parameter NULL. I think this is a bug, as this is not intended to harm the player (which is later on checked in the code) so the "player learn from being harmed by elemental attack" should not been triggered.
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Old July 28, 2020, 02:11   #120
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Quote:
Originally Posted by Sphara View Post
As far as I understand it:
If you have +3 Speed and +1 movement speed, your speed is +13 WHEN YOU ARE WALKING. As long as you do ANY OTHER action (attack, eat, zap a wand), your speed is +3.

For slowness items, staves can be resisted but zap from a wand of slow monster cannot. Monster is either completely immune to slowing (very rare: trees, aether things, kavlax resist it) or is affected.

People who know the code, please correct me if I happen to be wrong.
It is really bad design to have two different things use the same term to describe them. If +3 Speed and +1 Movement Speed are truly different, then one should be renamed, such as +1 Movement Bonus. Although it seems from the above that it should actually be called +10 Movement Bonus.
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