Angband. y u no give numerical damage output?

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  • Scraper
    Apprentice
    • Mar 2011
    • 99

    Angband. y u no give numerical damage output?

    I'm sure this has been asked/ covered before, but I was just wondering why there is no numerical value given for damage. Something as simple as
    You poison the Snaga (50). etc.
    17 Hill Giants shudder (78) etc.

    I know I can check the average damage per round from inspecting the weapon, but when whacking monsters with it, I'd love to see how hard I'm whacking. It would also be nice to see big numbers pop up when I get a critical hit.

    As an aside, and I know I'm probably putting my neck out, but I think using the ****** for a health bar is a little antiquated. Again I'd like to see actual numbers there. I know this obseletes probing and makes it easier for noobs like me (I still haven't won a game), but it's just something I would like to see so I can monitor my progress when taking on big monsters and uniques.
  • Timo Pietilä
    Prophet
    • Apr 2007
    • 4096

    #2
    Originally posted by Scraper
    I'm sure this has been asked/ covered before, but I was just wondering why there is no numerical value given for damage. Something as simple as

    As an aside, and I know I'm probably putting my neck out, but I think using the ****** for a health bar is a little antiquated. Again I'd like to see actual numbers there. I know this obseletes probing and makes it easier for noobs like me (I still haven't won a game), but it's just something I would like to see so I can monitor my progress when taking on big monsters and uniques.
    I think game gives already too much exact numbers as information. Especially monster health is something you should not have exact data, even that health bar is a bit too much. Verbal status info could be better a'la Frog-Knows.

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by Timo Pietilä
      I think game gives already too much exact numbers as information. Especially monster health is something you should not have exact data, even that health bar is a bit too much. Verbal status info could be better a'la Frog-Knows.
      I agree with this. If you want to know exact damage numbers, turn on wizard mode.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • dos350
        Knight
        • Sep 2010
        • 546

        #4
        i dont like all this secrecy, rofl jst make it say, pm me 4 a patch
        ~eek

        Reality hits you -more-

        S+++++++++++++++++++

        Comment

        • Timo Pietilä
          Prophet
          • Apr 2007
          • 4096

          #5
          Originally posted by dos350
          i dont like all this secrecy, rofl jst make it say, pm me 4 a patch
          I usually have some clue what you are babbling about, but this time I'm lost.

          Can someone with more knowledge about yeek language translate?

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #6
            Originally posted by Timo Pietilä
            I usually have some clue what you are babbling about, but this time I'm lost.

            Can someone with more knowledge about yeek language translate?
            He's offering the OP a patch which will make the game provide full numerical details about damage (and presumably other stuff as well).
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • d_m
              Angband Devteam member
              • Aug 2008
              • 1517

              #7
              I see both sides of the argument.

              If we can get useless options removed, I'd like to use the slack to add one for revealing exact numbers. I'm not sure it'd ever be canonical, but I think it's something that's useful to have, and I think it helps players who don't want to read spoilers, ask for advice on oook, or source dive, but who want to get a better feel for e.g. damage calculation.
              linux->xterm->screen->pmacs

              Comment

              • Starhawk
                Adept
                • Sep 2010
                • 246

                #8
                One thing I'd really like to know is how much damage my spells, wands, etc are doing.

                I've heard anecdotally on the forums that level, INT, and magic-device skill somehow influence it. But I still look at a Rod of Lightning Bolts listed as doing 4d6 or whatever... and compare it to my 100 DPR melee weapon, and ask "why would I ever use/carry this?"

                Even something in the "I"nspect screen that displays current average damage, like for melee/missile weapons, would be appreciated.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #9
                  I would like to see your device skill multiplier added to the item description for wands, staves, etc. It's not hard to calculate, but it changes depending on the item -- the multpilier is 1 + (your device skill - object level) / 100. Device skill is given as a number on your character sheet, so you don't need to calculate that (it derives from INT, class, and race though); the object level is in object.txt.

                  Comment

                  • Tobias
                    Adept
                    • Dec 2009
                    • 172

                    #10
                    I would like to have exact damage done to me reported. This was not even in wizard mode last time I checked.

                    I also would like the ability to assign colors to the "The Monster resists my spell" and "The monster is killed by my spell".
                    My Angband videos : http://www.youtube.com/view_play_lis...385E85F31166B2

                    Comment

                    • fizzix
                      Prophet
                      • Aug 2009
                      • 3025

                      #11
                      Originally posted by Derakon
                      I would like to see your device skill multiplier added to the item description for wands, staves, etc. It's not hard to calculate, but it changes depending on the item -- the multpilier is 1 + (your device skill - object level) / 100. Device skill is given as a number on your character sheet, so you don't need to calculate that (it derives from INT, class, and race though); the object level is in object.txt.
                      IMO this would be a useful improvement. It may not be too hard to add, I'll look into it. The question is what is a more useful display?

                      option 1: "...a lightning bolt that does 6d6 * 1.35 damage"

                      option 2: "...a lightning bolt that does an average damage of 28.35"

                      option 3: "...a 6d6 lightning bolt that does adjusted average damage of 28.35"

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        #12
                        Currently, the damage information for devices is hardcoded into the description string for the device (IIRC). So it'd probably be easiest to have a separate line that says "Your damage multiplier for this device is 1.35".

                        Barring that, I'd go with the first option, to make it clear how much of the damage is from the device and how much is from the user being awesome with the device.

                        Comment

                        • fizzix
                          Prophet
                          • Aug 2009
                          • 3025

                          #13
                          Originally posted by Derakon
                          Currently, the damage information for devices is hardcoded into the description string for the device (IIRC). So it'd probably be easiest to have a separate line that says "Your damage multiplier for this device is 1.35".

                          Barring that, I'd go with the first option, to make it clear how much of the damage is from the device and how much is from the user being awesome with the device.
                          but the problem is that it then requires the player to do a calculation on their own, which is a bit of a pain. It's certainly better than nothing, but far from ideal.

                          edit: you're correct, the descriptions are hardcoded in. That does indeed make things difficult...

                          Comment

                          • dos350
                            Knight
                            • Sep 2010
                            • 546

                            #14
                            making it say like ~

                            You hit the Floating eye (2.3)

                            The Floating eye gazes at you (-2)

                            get the number from the hit and add like that ok ,
                            ~eek

                            Reality hits you -more-

                            S+++++++++++++++++++

                            Comment

                            • Nomad
                              Knight
                              • Sep 2010
                              • 958

                              #15
                              Originally posted by fizzix
                              Originally posted by Derakon
                              Currently, the damage information for devices is hardcoded into the description string for the device (IIRC). So it'd probably be easiest to have a separate line that says "Your damage multiplier for this device is 1.35".

                              Barring that, I'd go with the first option, to make it clear how much of the damage is from the device and how much is from the user being awesome with the device.
                              but the problem is that it then requires the player to do a calculation on their own, which is a bit of a pain. It's certainly better than nothing, but far from ideal.
                              How about amending the hard-coded line to make it clear that it's not a flat damage rate, and then adding an additional line to explain the multiplier? Something like this:

                              Code:
                              When aimed, it fires a lightning bolt with minimum damage 6d6.
                              Your chance of success is 90%
                              
                              With the 1.35 multiplier from your magic device skill your average damage with this device is 28.35.
                              Maybe even some lines the equivalent of the "with +1 STR/DEX you would get X blows" you get on weapons to show what stat boosts would increase the multiplier, if that's feasible? I have to admit how most of the skills work is entirely opaque to me. (It's entirely news to me that there's a damage multiplier! I thought device skill was just to do with fail rate.)

                              In fact, it would be great if there was a skills page in the knowledge menu or somewhere showing what stats you need to boost to get an increase, e.g. "With +1 WIS you would get a saving throw of X". Everything I understand about skills I've picked up from reading this forum, since the in-game help says nothing about how they're calculated or what actions they influence.

                              Comment

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