If you've got a different system of modelling the power of each bump in speed, I'm interested, but I can't figure out a good way to incorporate the removal of double moves into the model other than averaging across a range of speeds which quickly gets back each speed being a linear improvement.
ie
Which +speed puts you at their speed? It's dependant on what your other items are. The tick of speed that gives the big power boost due to the change from potential double to never double isn't clear cut. If you analyze it on a continuous scale, the effects are as I described. Even though it's not continuous, the continuous case provides a good model for assessing the impact of discrete steps.
Show me a way to price items that makes things more expensive when they "put a character's total speed at +10 or more", "put a character's total speed at +20 or more", and "put a character's total speed at +30 or more". It's just not possible to price singular items as such (unless the rule of "item that gives the most speed is the only one that applies and different items don't add" is used). You're left with approximating power with the continuous case as you can't tell for certain where the discontinuities occur.
A +9 ring has a 90% chance of crossing the threshold (only if the prior speed ended in a 0 does it not occur, yes you could analyze how often speed ends in each digit, a +1 ring a 10% chance, etc, looks like the value of the threshold is spread evenly over each plus.
PS It's probably safe to assume that the most common ending digit is 0 since speed starts at +0. After that I don't know, but that would optimal give prices per +n speed of n * k1 + (if n > 10 then k2 else 0) + (if n > 20 then k3 else 0) + if n > 30 then k4 else 0). It just depends how much of the +10/+20/+30 speed advantage you want to spread over digits ending in 1 to 9 and how much to lump in on digits ending in 0. It all depends on the assumption of how common various speed modifiers on all other items are, I'd simplify and assume equally likely. I'd also probably incorporate the randomization of monster statistics that affect hp to include armor/hitroll/speed/etc, moving quickly might mean +8 to +12 or some other range around 10 which would make the bump in power spread out over a range of speed.
ie
Which +speed puts you at their speed? It's dependant on what your other items are. The tick of speed that gives the big power boost due to the change from potential double to never double isn't clear cut. If you analyze it on a continuous scale, the effects are as I described. Even though it's not continuous, the continuous case provides a good model for assessing the impact of discrete steps.
Show me a way to price items that makes things more expensive when they "put a character's total speed at +10 or more", "put a character's total speed at +20 or more", and "put a character's total speed at +30 or more". It's just not possible to price singular items as such (unless the rule of "item that gives the most speed is the only one that applies and different items don't add" is used). You're left with approximating power with the continuous case as you can't tell for certain where the discontinuities occur.
A +9 ring has a 90% chance of crossing the threshold (only if the prior speed ended in a 0 does it not occur, yes you could analyze how often speed ends in each digit, a +1 ring a 10% chance, etc, looks like the value of the threshold is spread evenly over each plus.
PS It's probably safe to assume that the most common ending digit is 0 since speed starts at +0. After that I don't know, but that would optimal give prices per +n speed of n * k1 + (if n > 10 then k2 else 0) + (if n > 20 then k3 else 0) + if n > 30 then k4 else 0). It just depends how much of the +10/+20/+30 speed advantage you want to spread over digits ending in 1 to 9 and how much to lump in on digits ending in 0. It all depends on the assumption of how common various speed modifiers on all other items are, I'd simplify and assume equally likely. I'd also probably incorporate the randomization of monster statistics that affect hp to include armor/hitroll/speed/etc, moving quickly might mean +8 to +12 or some other range around 10 which would make the bump in power spread out over a range of speed.
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