dmg/turn instead of dmg/blow

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  • fph
    Veteran
    • Apr 2009
    • 1030

    dmg/turn instead of dmg/blow

    Feature request: the chardumps and the 'I'/'x' command could report dmg/turn (assuming all blows hit) for melee weapons instead of dmg/blow. So that we can all save a multiplication.
    Or is there an actual use for dmg/blow that does not require multiplying it by the number of blows/turn?
    --
    Dive fast, die young, leave a high-CHA corpse.
  • Timo Pietilä
    Prophet
    • Apr 2007
    • 4096

    #2
    Originally posted by fph
    Feature request: the chardumps and the 'I'/'x' command could report dmg/turn (assuming all blows hit) for melee weapons instead of dmg/blow. So that we can all save a multiplication.
    Or is there an actual use for dmg/blow that does not require multiplying it by the number of blows/turn?
    Maybe also have monster memory reflect the actual expected damage / turn if you know the AC of the monster. For example Cat Lord is a much tougher opponent than you would expect it to be because it has really high AC.

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    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by Timo Pietilä
      Maybe also have monster memory reflect the actual expected damage / turn if you know the AC of the monster. For example Cat Lord is a much tougher opponent than you would expect it to be because it has really high AC.
      We could go so far as to show your % chance to hit this monster in melee, in the monster memory (once you know the monster's AC). That would save everybody working out their total melee score and doing the calculation themselves ...
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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      • fizzix
        Prophet
        • Aug 2009
        • 3025

        #4
        Originally posted by Magnate
        We could go so far as to show your % chance to hit this monster in melee, in the monster memory (once you know the monster's AC). That would save everybody working out their total melee score and doing the calculation themselves ...
        I think this is the place for dmg/round. In the monster memory, once you know the AC, 'with your current weapon, you will do an average of xxx damage against this foe'

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        • fph
          Veteran
          • Apr 2009
          • 1030

          #5
          Originally posted by fizzix
          I think this is the place for dmg/round. In the monster memory, once you know the AC, 'with your current weapon, you will do an average of xxx damage against this foe'
          Good point. While we are at it, would dmg/100 energy be better? I can think of arguments supporting both.
          --
          Dive fast, die young, leave a high-CHA corpse.

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #6
            Originally posted by fizzix
            I think this is the place for dmg/round. In the monster memory, once you know the AC, 'with your current weapon, you will do an average of xxx damage against this foe'
            But do you want that calculation to assume that all attacks hit, or to multiply by the probability of each hit? For multiple blows the calculation of average damage gets quite complicated if you take misses into account. IMO it would be much simpler to show the % chance to hit and the average damage per hit (with energy per blow shown elsewhere).
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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            • fizzix
              Prophet
              • Aug 2009
              • 3025

              #7
              Originally posted by Magnate
              But do you want that calculation to assume that all attacks hit, or to multiply by the probability of each hit? For multiple blows the calculation of average damage gets quite complicated if you take misses into account. IMO it would be much simpler to show the % chance to hit and the average damage per hit (with energy per blow shown elsewhere).
              i would want it in average damage per round including hit percentage. Probability of hitting is currently the most important calculation that is opaque to the player. There's absolutely no indication of how much +20 to hit increases your chance to hit vs +10. Or how difficult it is to hit something with an AC of 75 vs something with an AC of 25.

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #8
                Originally posted by fizzix
                i would want it in average damage per round including hit percentage. Probability of hitting is currently the most important calculation that is opaque to the player. There's absolutely no indication of how much +20 to hit increases your chance to hit vs +10. Or how difficult it is to hit something with an AC of 75 vs something with an AC of 25.
                That's right - which is why I support adding "you have a X% chance to hit this creature with your current weapon" to the monster memory. That's only a dozen or so additional lines of code. Calculating the average damage from N blows is quite a bit more hassle for little more gain.
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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                • fizzix
                  Prophet
                  • Aug 2009
                  • 3025

                  #9
                  I'd be content with chance to hit.

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                  • ewert
                    Knight
                    • Jul 2009
                    • 702

                    #10
                    What I have been thinking of doing is change all mentions of blows/round into either energy/blow or damage/100 energy. Also will change extra hit into -% energy/blow cost so can forget blows/round for good ...

                    With current system I'd love a simple avg dmg / 100 energy value shown so can compare weapons, and that hit chance on monster recall sounds great too. Those are enough, no need for the combined hitchance * avg dmg to be honest...

                    Comment

                    • buzzkill
                      Prophet
                      • May 2008
                      • 2939

                      #11
                      Originally posted by Magnate
                      That's right - which is why I support adding "you have a X% chance to hit this creature with your current weapon" to the monster memory.
                      Woo hoo. For me, this will rank right up there with when the breath damage numbers were added.
                      www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                      My banding life on Buzzkill's ladder.

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                      • Tiburon Silverflame
                        Swordsman
                        • Feb 2010
                        • 405

                        #12
                        The converse is also missing: given @'s AC, what's the percent chance that the monster will hit him? IOW, what's the effect of an AC bonus going to be?

                        Beyond that: the whole good/great blows system is obscured. You know you get them, but not their impact.

                        But, I think the simplest and most natural/logical first step is to include the chances to hit (BOTH of them...melee and ranged) and to be hit, in the monster memory. At the character screen, I'd also like to see chances to hit 2 or 3 set ACs, because the character screen's what people check when considering equipment shifts.

                        I'm beginning to think that we want a separate character combat statistics screen. The C screen's "page 2" is resistances; perhaps a "page 3" for combat statistics. Based on current equipment:

                        --percent chances to hit various target ACs
                        --damage per blow that hits
                        --damage per turn (== 100 energy units), which incorporates the percent chances, AND if we're really going for it, the percent chances for good/great hits.

                        On a separate screen or subscreen like this, we could have perhaps as many as 5 AC values (representing very low, low, medium, high, very high) that we use, and monster memory could start by reporting the monster AC category. I'm not sure we want to give exact AC values (or only do so after extensive experience) but a general indicator like this, would let the player make more sound decisions.
                        Last edited by Tiburon Silverflame; November 8, 2010, 18:43.

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