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#11 | |||
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Angband Devteam member
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#12 | |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,732
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This is from 2.9.3 tables.c: * First, from the player class, we extract some values: * * Warrior --> num = 6; mul = 5; div = MAX(30, weapon_weight); * Mage --> num = 4; mul = 2; div = MAX(40, weapon_weight); * Priest --> num = 5; mul = 3; div = MAX(35, weapon_weight); * Rogue --> num = 5; mul = 3; div = MAX(30, weapon_weight); * Ranger --> num = 5; mul = 4; div = MAX(35, weapon_weight); * Paladin --> num = 5; mul = 4; div = MAX(30, weapon_weight); * * To get "P", we look up the relevant "adj_str_blow[]" (see above), * multiply it by "mul", and then divide it by "div", rounding down. * * To get "D", we look up the relevant "adj_dex_blow[]" (see above), * note especially column 6 (DEX 18/101) and 11 (DEX 18/150). * * The player gets "blows_table[P][D]" blows/round, as shown below, * up to a maximum of "num" blows/round, plus any "bonus" blows/round. */ const byte blows_table[12][12] = { /* P/D */ /* 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11+ */ /* 0 */ { 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3 }, /* 1 */ { 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 4 }, /* 2 */ { 1, 1, 2, 2, 3, 3, 4, 4, 4, 5, 5, 5 }, /* 3 */ { 1, 2, 2, 3, 3, 4, 4, 4, 5, 5, 5, 5 }, /* 4 */ { 1, 2, 2, 3, 3, 4, 4, 5, 5, 5, 5, 5 }, /* 5 */ { 2, 2, 3, 3, 4, 4, 5, 5, 5, 5, 5, 6 }, /* 6 */ { 2, 2, 3, 3, 4, 4, 5, 5, 5, 5, 5, 6 }, /* 7 */ { 2, 3, 3, 4, 4, 4, 5, 5, 5, 5, 5, 6 }, /* 8 */ { 3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6 }, /* 9 */ { 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6 }, /* 10 */ { 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6 }, /* 11+ */ { 3, 3, 4, 4, 4, 4, 5, 5, 6, 6, 6, 6 }, }; Relevant factors: 240 points from STR, weapon weight divider is weapon weight in lbs*10, STR points get multiplied by class-dependent multiplier. Best case is then warrior with biggest multiplier: Warrior: 240*5/400 = 3. max blows in row index 3 is 5, so one blow short of max. Second best would be ranger/paladin 240*4/400 = 2 (rounded down) . Those two did get max blows with DEX of 18/130. Rogue an Priest are next 240*3/400 = 1 (rounded down). Rogue or priest didn't get five and even getting four was not granted (needed that 18/130 DEX, which OTOH was easy to get with rogue, not so easy with priest). Mage gets 240*2/400 = 1 which is same. BTW, it felt wrong then and still feels wrong that rogue is weaker melee-fighter than ranger. IMO ranger should be nearly as weak as mage for melee, it has excellent shooting ability and nearly all mage spells to compensate that, while rogue has weakest set of spells of all spellcaster classes. edit: added missing end tt tag. |
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