The question was what effect Disenchantment would have on Wormtongue's weapon values and I believe you just answered it (no effect).
A Few Questions/Observations From an Old Player
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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.
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A quick scan of the code turns up this bit in mon-spell.c: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.Code:/* Allow saving throw if available */ if (re_ptr->save && randint0(100) < p_ptr->state.skills[SKILL_SAVE]) { msg("You avoid the effect!"); continue; }Comment
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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
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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.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.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashuComment
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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
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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/patashuComment
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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
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