Relative worth of stuff

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  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #31
    Originally posted by Derakon
    Or were you asking a different question?
    I was indeed. Currently, the multipliers I listed are applied to the base damage of the weapon or ammo (so yes, they increase the power by more for bigger dice). For launchers we assume a certain standard of ammo (non-seeker ammo enchanted to +9), but otherwise the same applies.

    My question was based on Tiburon's novel idea that certain slays are actually more (or less) useful on launchers than on melee weapons - his example was slay animal for taking out Qs at range. I'm interested in a way of defining a set of criteria which I could then use as the basis for a separate calculation of the value of a slay on launchers. For example, if we decided that summoners are half as difficult with archery as with melee, I would double the monster rating for anything with a SUMMON_ spell when calculating the value of slays on launchers or ammo, and the value of the things that slay summoners would be higher.

    That's not terribly clear either. Let me know if you want me to have another go.
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #32
      Ah. Yes, that is different. Here's my set of rules for when to take out monsters with ranged instead of melee combat. I'm sure other people would feel differently:

      * Nasty melee attacks, including charges drain, stat drain, heavy damage compared to others of its level, stun/knockout potential, or disenchantment (but not acid damage, lifedraining, light absorption, etc.)
      * Immobile spellcasters
      * Moves too erratically to easily close to melee range
      * Breeders

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