I've compiled some stats on stealth, using the information Derakon supplied.
In this table I'm using the model that you are walking at a distance of 20 steps from any given monster. This means that each time a monster is disturbed (100/20 =) 5 is subtracted from that monsters sleep value. At 0 stl (stealth), and at equal speed, it would then take 140 turns before a monster with 700 sleep would wake up. Using the stats from Derakon's table a character with 6 stl would disturb a monster on average 25% of it's turns, i.e. on average he could stay 4 times as long on the level. At 12 stl that would be 16 times, and at 18 stl 64 times as long (well actually it's a bit less, closer to 60 at 18 stl, but clean multiples of 2 are nice). The stealth number I'm talking about here is the combined value of 1 + race + class + eq. The range of stealth excluding eq is 0-10.
For ease of conversation I'm designating values close to 0 stealth as bad, 6 stealth as average, 12 stealth as good, and 18 stealth as insane.
Some ways of achieveing these values:
10 vigilance seems to be a breaking point. There are 152 monsters with 10 vigilance, there are none with 6-9 vigilance. So, if you can sneak around a dungeon without waking up monsters with 10 vigilance you are set. If you have good stealth you'll probably have more than 200 monster turns (adjust according to your relative speeds to get player turns) before too many of these wake up. And these are monsters that most would consider very vigilant, and probably not much effort put into stealth.
For eq I consider 4+ stealth to be a really good stealth item; e.g. an elven cloak of stealth, which quite often gets +5 stealth. A good stealth item would have 3 stealth.
So after lots of analysis here are some concrete suggestions:
1) Change the +1 that everyone gets in calcs.c to -2. This would cut in half the time that any current character can spend on a level before waking up monsters. If the +1 is there because it's needed to avoid a negative value in the further stealth calculations a safeguard of (if s < 0; s=0) can be used instead.
A cleaner change would be to simply remove the +1 addition, and instead lower both race and class values with 1 each (but keeping humans at 0). Races/classes could of course be adjusted on an individual basis instead of a blank -1.
2) Make sure that no ego items can go beyond 4 in stealth, and 4 should only be for elven cloaks of stealth.
3) Break up the horde of monsters at 10 vigilance a bit.
These changes would lead to the Hobbit/Rogue having to dedicate to stealth to get insane, but with 1 good and 1 really good stealth item would be sneaking along nicely. On the other hand the stealth dedicated Half-Troll/Warrior would be good at stealth, but never insane. Maybe make it a bit easier for the hobbits/kobolds by letting them keep their stealth, while lowering the other races by 1.
If you feel these changes are too severe, any smaller adjustment would help as well. In my opinion the question is not if we need to nerf stealth, just how much we need to nerf it.
Code:
vigil # sleep 0 stl 6 stl 12 stl 18 stl 100+ 22 700 140 560 2240 8960 80-99 72 560 112 448 1792 7168 60-79 51 420 84 336 1344 5376 40-59 76 280 56 224 896 3584 20-39 118 140 28 112 448 1792 10-19 160 70 14 56 224 896 0-9 108 0 0 0 0 0 vigil : The value in monster.txt # : The number of monsters that have vigilance in the given range. sleep : The average size of the sleep value (= vigil*2 + 1d(vigil*10)) (using the lowest value in the range for vigil). 0-18stl : Nr of monster turns you can spend on a level before a given monster wakes up.
For ease of conversation I'm designating values close to 0 stealth as bad, 6 stealth as average, 12 stealth as good, and 18 stealth as insane.
Some ways of achieveing these values:
Code:
Bad stealth Naked Half-Troll/Warrior Average stealth Half-Troll/Warrior with 2 good stealth items Naked Elf/Ranger Good stealth Naked Hobbit/Rogue Elf/Mage with 1 really good stealth item Insane stealth Hobbit/Rogue with 3 stealth items Half-Troll/Warrior with 4 really good stealth items
For eq I consider 4+ stealth to be a really good stealth item; e.g. an elven cloak of stealth, which quite often gets +5 stealth. A good stealth item would have 3 stealth.
So after lots of analysis here are some concrete suggestions:
1) Change the +1 that everyone gets in calcs.c to -2. This would cut in half the time that any current character can spend on a level before waking up monsters. If the +1 is there because it's needed to avoid a negative value in the further stealth calculations a safeguard of (if s < 0; s=0) can be used instead.
A cleaner change would be to simply remove the +1 addition, and instead lower both race and class values with 1 each (but keeping humans at 0). Races/classes could of course be adjusted on an individual basis instead of a blank -1.
2) Make sure that no ego items can go beyond 4 in stealth, and 4 should only be for elven cloaks of stealth.
3) Break up the horde of monsters at 10 vigilance a bit.
These changes would lead to the Hobbit/Rogue having to dedicate to stealth to get insane, but with 1 good and 1 really good stealth item would be sneaking along nicely. On the other hand the stealth dedicated Half-Troll/Warrior would be good at stealth, but never insane. Maybe make it a bit easier for the hobbits/kobolds by letting them keep their stealth, while lowering the other races by 1.
If you feel these changes are too severe, any smaller adjustment would help as well. In my opinion the question is not if we need to nerf stealth, just how much we need to nerf it.
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