Are wands of teleport other necessary after finding a rod of teleport other?
-TA
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Another important reason is that the wand has a lower failure rate. The difference in rates can be large. If a monster is particularly nasty, I use a wand even if I have a charged rod available. -
The first reason is to have the ability to use it multiple times in a few turns. After a big summons, you might want to use it several turns in a row.
Another important reason is that the wand has a lower failure rate. The difference in rates can be large. If a monster is particularly nasty, I use a wand even if I have a charged rod available.takkaria whispers something about options. -more-Comment
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Eddie, are you the "Eddie" that wrote up tales of the bold rogue?Now playing Abasorix, half-troll warrior in V-4.0.5.Comment
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To begin with, there are some basic issues.
Should the worst class/race combo at C_Level 50 and 18/200 INT have a 50% chance to activate the toughest item? Perhaps 0% or 90% would be better. Should a starting char have somewhere near a minimum 5% chance to activate PDSM?
Should there be the equivalent of "critical hits" upon activation? Perhaps a very high skill could lead to a fair chance of criticals with low level items.
As to integer percentages, if you do not allow for 100% activation, then there is no improvement beyond 99%, except perhaps improved criticals. Should there be 100% activation rates for sufficiently skilled chars? Should you allow 100% for some object types but not others, e.g. rods vs wands?
I could just answer these questions myself and produce something, but while I have opinions I don't have any strong feelings about any of them. People with arguments to support their opinions should definitely chime in. These decisions will definitely affect gameplay qualitatively.
Maybe this discussion is worth a thread of its own.
[and yes, I did write the tales of the bold]Comment
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Do you want an algorithm to convert 0-100% into the "best" X in Y chance?
EDIT: I just missed Eddie's reply. I would still be interested in coming up with a way of representing percentages, if necessary.Comment
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I haven't read the code carefully, but it seems to me that many of the classes that need rods/staves/wands the most are probably the "worst" classes in terms of failure rates. How does this fit in that?Comment
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Code:# W: depth : rarity : unused (always 0) : experience for kill
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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I suppose I should give an example of what I consider an obvious default approach to activation rates, on the assumption that 0% and 100% activation rates are not possible.
Let the player skill be S and the device skill required be R.
if (S < R)
succeed 1_in_(R+1-S)
else
fail 1_in_(S+3-R)
I would start with something similar to that, but everything would need to be rescaled so that activation percentages get higher faster.Comment
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The solution to that is to make the items needed by a warrior have a lower skill level compared to luxuries for a deep mage. E.g. one could make a rod of teleport other have half the skill level of a wand of annihilation. Required skill level should be divorced from item depth, as mentioned elsewhere.Comment
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