A Few Questions/Observations From an Old Player

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Oramin
    Swordsman
    • Jun 2012
    • 371

    The question was what effect Disenchantment would have on Wormtongue's weapon values and I believe you just answered it (no effect).

    Comment

    • Derakon
      Prophet
      • Dec 2009
      • 9022

      Oramin was talking about the boots of Wormtongue, not the monster.

      As far as I'm aware, your saving throw is always a straight "is 1d100 less than the percentage shown on your character sheet". It is never adjusted by the skill of the monster.

      Comment

      • Oramin
        Swordsman
        • Jun 2012
        • 371

        This was the text I was talking about:

        A Saving Throw is the ability of a character to resist the
        effects of a spell cast on him by another person/creature.
        This does not include spells cast on the player by his own
        stupidity, such as quaffing a nasty potion. This ability
        increases with the level of the character, but then most
        high level creatures are better at casting spells, so it
        tends to even out. A high wisdom also increases this abil-
        ity.


        And, yes, Derakon was correct that I was talking about the boots.

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          A quick scan of the code turns up this bit in mon-spell.c:
          Code:
                      /* Allow saving throw if available */
                      if (re_ptr->save &&
                              randint0(100) < p_ptr->state.skills[SKILL_SAVE]) {
                          msg("You avoid the effect!");
                          continue;
                      }
          Looks like monsters have no actual skill at casting spells. They just pick nastier spells to nail the player with. This is part of why CONF, SCARE, BLIND, etc. are "wasted turns" for most late-game monsters; even a warrior will have at least a 60% saving throw, so odds are decent they'll avoid the effect via saving even if they aren't immune.

          Comment

          • DaviddesJ
            Swordsman
            • Mar 2008
            • 254

            Yeah, modifying the saving throw based on the monster level would make sense, but it's never been part of the game, as far as I know.

            Comment

            • wobbly
              Prophet
              • May 2012
              • 2633

              The text Oramin quotes from the help file does read that way though & could do with changing to be clearer.

              Comment

              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9647

                O/FA have the facility to vary the save depending on the monsters, but it is only done rarely, and mostly for the nastier effects (eg confusion, hallucination, paralysis) of poison, cold, fire etc. attacks from powerful spellcasters.
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Patashu
                  Knight
                  • Jan 2008
                  • 528

                  Originally posted by Oramin
                  Yes, it is an importance detail but it is only becomes important if the game has implemented saving throws in the proper manner.

                  Specifically, suppose that most monsters have a penalty to their casting ability such that 26 percentage points are added to your saving throw. Then 70% is changed to 96% and 74% is changed to 100%.

                  I would appreciate it if you wouldn't correct me when I understand what I'm saying and you clearly didn't.
                  This is my bad. My intuition of how Angband works under the hood (studying the monster definition files, etc) makes it obvious to me that there's no such thing as a monster spell strength or in fact any kind of factor that could be included into saving throw to make it anything but a straight %, but to someone who hasn't looked at Angband the same way I have it is not obvious. I completely was unaware of how you look at Angband, and I apologize for this misunderstanding.
                  My Chiptune music, made in Famitracker: http://soundcloud.com/patashu

                  Comment

                  • Oramin
                    Swordsman
                    • Jun 2012
                    • 371

                    That's okay, but you do realize that any spell caster level compensation factor doesn't need to be directly coded into the monster definition files? It could just as easily have used something like the current level of the dungeon or the native spawn level of that particular monster.

                    Comment

                    • Patashu
                      Knight
                      • Jan 2008
                      • 528

                      It could have, but I know Angband doesn't do anything like that either. Again, I'm really sorry to misunderstand you.
                      My Chiptune music, made in Famitracker: http://soundcloud.com/patashu

                      Comment

                      • Oramin
                        Swordsman
                        • Jun 2012
                        • 371

                        Don't worry about it. You're familiar with the code, assumed I was too, and concluded that I therefore didn't understand the implications of the math. It happens.

                        Comment

                        • Oramin
                          Swordsman
                          • Jun 2012
                          • 371

                          Hmm, looks like Hurin, which is 18 lbs, also tops out at 5.8 attacks/rd with my Kobold Warrior.

                          Dang it, I want my full 6.0 attacks/rd with the heavier weapons.

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            Yeah, for some reason warriors can't get full blows with all weapons. Everyone else can -- though everyone else also tops out at 4 or 5 blows, not 6.

                            Comment

                            • Timo Pietilä
                              Prophet
                              • Apr 2007
                              • 4096

                              Originally posted by Derakon
                              Yeah, for some reason warriors can't get full blows with all weapons. Everyone else can -- though everyone else also tops out at 4 or 5 blows, not 6.
                              I have suggested this before and I suggest it again: give warriors extra blow at some level like rangers get extra shots, and use paladin, rogue or ranger blow calculation for warrior.

                              Comment

                              • MattB
                                Veteran
                                • Mar 2013
                                • 1214

                                Originally posted by Timo Pietilä
                                I have suggested this before and I suggest it again: give warriors extra blow at some level like rangers get extra shots, and use paladin, rogue or ranger blow calculation for warrior.
                                Makes sense to me.

                                Comment

                                Working...
                                😀
                                😂
                                🥰
                                😘
                                🤢
                                😎
                                😞
                                😡
                                👍
                                👎