Monster AC -> absorption + evasion
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I'm also thinking about this idea. If I did this, I would have absorbtion be flat, and I'd keep the automatic 5% to hit/miss. Also, I think if this was done, then it would also be best to implement some kind of partial element resists for monsters (which is already done for 1.3.0 in DAJ), so that most (or all) spells could also have damage reduction applied, but it would be another type of damage reduction.
EDIT: DAJ sprites will be really hard to hit...Last edited by will_asher; December 24, 2010, 23:53.Will_Asher
aka LibraryAdventurer
My old variant DaJAngband:
http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)Comment
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Light weapons are also mostly cheaper and lower level than heavy ones, so shouldn't really be equal in power anyway.Comment
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I have a bit difficult time figuring out what has changed in attitude recently. I suggested this about year ago and then everybody seem to be against changing AC abstraction to absorbion and evasion. Now everybody seem to like the idea. Odd. Nice to see it happening though.Comment
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Another outcome of this is that we can make to-hit bonuses be less opaque. As in each + to-hit increases some flat % to hit.
Current code to hit calculation (for melee) looks like:
Chance = (intrinsic player melee skill) + (bonuses to hit * 3)
if (Chance > (AC * 3/4)) then player hits.
The intrinsic player melee skill is class based for warriors it starts out at 70 and gets +45 every 10 levels. A mage starts out at 34 and gets +15 every 10 levels. Critical hits are calculated later and are a complete mess.
So for the highest AC monster (cat lord, ac = 200) a 40+ level warrior with +50 to hit (fairly common) will have a 150/400 chance of missing or a 5/8 chance of hitting.
Overall, this system is not bad, however it does lose quite a bit with opaqueness. Even if you know the AC of the monster it takes some time to figure out your chance of hitting.
I'm trying to brainstorm new models. Preferably simple ones. Here's what I came up with, after a little thinking.
player rolls 1d100 to hit. If the roll is less than "hit value" then the player hits.
Hit value = intrinsic skill + to-hit bonus - monster evasion score.
Intrinsic scores may need to be modified some (specifically the level dependent part.) I don't think we'll need to mess with to_hit values, though. Priests and Mages may have a lot of trouble hitting in the early game and we may need to bump up their starting skill so that they can fight a little in the beginning.
One side effect of the old system is that buffs like bless and heroism made a much bigger impact on the early game than they will under this new system. If this is an aspect that is worth keeping, we can probably find a way to incorporate it.Comment
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Another outcome of this is that we can make to-hit bonuses be less opaque. As in each + to-hit increases some flat % to hit.
Current code to hit calculation (for melee) looks like:
Chance = (intrinsic player melee skill) + (bonuses to hit * 3)
if (Chance > (AC * 3/4)) then player hits.
The intrinsic player melee skill is class based for warriors it starts out at 70 and gets +45 every 10 levels. A mage starts out at 34 and gets +15 every 10 levels. Critical hits are calculated later and are a complete mess.
So for the highest AC monster (cat lord, ac = 200) a 40+ level warrior with +50 to hit (fairly common) will have a 150/400 chance of missing or a 5/8 chance of hitting.
Overall, this system is not bad, however it does lose quite a bit with opaqueness. Even if you know the AC of the monster it takes some time to figure out your chance of hitting.
(But I agree that a more transparent to-hit formula would be an excellent result of the new combat model.)"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I have a bit difficult time figuring out what has changed in attitude recently. I suggested this about year ago and then everybody seem to be against changing AC abstraction to absorbion and evasion. Now everybody seem to like the idea. Odd. Nice to see it happening though."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I've called the new AC variables eva (evasion) and sorb (absorption) but that's only because I am uncreative with names... Perhaps sorb should just be the old ac name?Comment
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Is there some Angband style rule that says that variables should have names of 5 characters or less? I'd just call them "evasion" and "absorption" myself.
A quick survey of code I've written recently includes delayBeforeImaging, shouldAutoTrack, numDatapoints, numericalDisplays, and other such verbose variable names.Comment
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I think it's more that I'm not sure absorption is a good term. Evasion means exactly what it's supposed to. Absorption seems a bit odd. Just plain armor may be better.Comment
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I have an AC branch now up on github. It has my edited monster list and the changes to the parser, monster race structs, and all calls to r_ptr->ac so the game compiles and runs. I haven't done any tinkering with the to_hit or to_dam calcs yet.
I've called the new AC variables eva (evasion) and sorb (absorption) but that's only because I am uncreative with names... Perhaps sorb should just be the old ac name?takkaria whispers something about options. -more-Comment
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Hydra should lean absorption IMHO because one of their mythical attributes was heads regrowing after they were cut off. I do get the idea that the heads are all snakey and writhing which makes them evasive, but they have a kinda squat, fat reptile body too.Comment
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I'd make them neither evade nor absorb, but regenerate very quickly. At least the Lernian.One Ring to rule them all. One Ring to bind them.
One Ring to bring them all and in the darkness interrupt the movie.Comment
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To some extent absorption works as instant regen though.Comment
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Except this system should work at all points of game. In the end, you have max blows with or without the weapon being light. In the end only heavy weapons would make sense then. Or atleast my view was that the light vs evaders heavy vs armor would be an universal game design, not just prior to maxing your blows per round.Comment
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