I was one shotted by Kavlax. What just happened?

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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #16
    Originally posted by Amnekian
    Help me out what am I reading here:
    Suggestion: put this stuff in [ code ] blocks so that it'll be formatted nicer. There's a description of the meaning of the entry at the top of monster.txt, though, so I've just copied that in.

    Code:
    # === Understanding monster.txt ===
    
    # N: serial number : monster name
    # T: template name
    # G: symbol 
    # C: color
    # I: speed : hit points : vision : armor class : alertness
    # W: depth : rarity : unused (always 0) : experience for kill
    # B: attack method : attack effect : damage
    # S: spell frequency
    # S: spell type | spell type | etc
    # F: flag | flag | etc
    # -F: flag | flag | etc
    # D: Description
    # drop: tval : sval : percent drop chance : min : max
    # drop-artifact: name
    # mimic: tval : sval
    Also, none of this indicates its breath damage.
    Yeah, breath weapon damage is based on the monster's current HP; I believe it's min(damage cap, monster HP / 3). The damage cap is different for different elements: 1600 for the base 4, 800 for poison, and anywhere from 250-550 (or something like that) for the high elements.

    Comment

    • LostTemplar
      Knight
      • Aug 2009
      • 670

      #17
      1600 is for fire, frost, lightning and acid. I suppose anyone who know what "base elment" means in Angband already knows damage cap.

      Comment

      • Nick
        Vanilla maintainer
        • Apr 2007
        • 9647

        #18
        Originally posted by Derakon
        Yeah, breath weapon damage is based on the monster's current HP; I believe it's min(damage cap, monster HP / 3).
        Actually it's this for acid, cold, lightning, fire, poison and (oddly) time. For all other things it's min(damage cap, monster HP / 6).
        One for the Dark Lord on his dark throne
        In the Land of Mordor where the Shadows lie.

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #19
          Originally posted by Nick
          Actually it's this for acid, cold, lightning, fire, poison and (oddly) time. For all other things it's min(damage cap, monster HP / 6).
          Okay, we seriously need to simplify element handling because this is ridiculous.

          After the refactor.

          Comment

          • Amnekian
            Apprentice
            • May 2013
            • 65

            #20
            So for exemple, fire can deal, at most 1600 damage while nexus can dish out 250-550 damage?

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #21
              Looking at the source (in monster/list-mon-spells.c), the damage cap for nexus is 400. More generally,
              Code:
              acid: 1600
              lightning: 1600
              fire: 1600
              frost: 1600
              poison: 800
              nether: 550
              light: 400
              darkness: 400
              confusion: 0
              sound: 500
              chaos: 500
              disenchantment: 500
              nexus: 400
              time: 150
              inertia: 200
              gravity: 200
              shards: 500
              plasma: 150
              force: 200
              raw: magic 1600
              Not all of these can be resisted, and resistance for the high elements tends to be variable. Note that this applies only to breath attacks; spells don't have damage caps. On the flipside, spells don't tend to hit for anywhere near as much damage as breaths do. Late-game manastorms, darkness storms, and nether storms can do several hundred damage, but I'm pretty sure they never hit for more than 600.

              Comment

              • donalde
                Apprentice
                • Jun 2007
                • 86

                #22
                Originally posted by Derakon
                Code:
                raw: magic 1600
                Which monster breaths raw magic?

                Comment

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9647

                  #23
                  Originally posted by donalde
                  Which monster breaths raw magic?
                  None, but the option is there - I have no idea why.
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • Mondkalb
                    Knight
                    • Apr 2007
                    • 982

                    #24
                    Originally posted by Amnekian
                    So how do I know what monsters ditch these insane amounts of damage? Or should I back off from uniques around DL30 until I have a lot of resists?
                    Since nobody cared to mention it: There are staffs and rods of probing. You can use them to get full monster info of monsters in line of sight.
                    It's the only way to acquire full knowledge (besides dying very often ) without cheating.
                    My Angband winners so far

                    My FAangband efforts so far

                    Comment

                    • Amnekian
                      Apprentice
                      • May 2013
                      • 65

                      #25
                      Originally posted by Mondkalb
                      Since nobody cared to mention it: There are staffs and rods of probing. You can use them to get full monster info of monsters in line of sight.
                      It's the only way to acquire full knowledge (besides dying very often ) without cheating.
                      And now I feel silly.

                      Comment

                      • Mondkalb
                        Knight
                        • Apr 2007
                        • 982

                        #26
                        Well, don't!
                        They still don't tell you everything, but at least something which would make you careful.
                        In general, the game has some mechanics you can't know about whithout experiencing dangerous situations or death. Nothing tells you about how much damage certain spells or breaths can do and how resistances work.
                        My Angband winners so far

                        My FAangband efforts so far

                        Comment

                        • Magnate
                          Angband Devteam member
                          • May 2007
                          • 5110

                          #27
                          Originally posted by Nick
                          None, but the option is there - I have no idea why.
                          It's the stuff of magic missile and manastorm. You can give it as a breath to monsters if you want ... it's unresistable, of course
                          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                          Comment

                          • LostTemplar
                            Knight
                            • Aug 2009
                            • 670

                            #28
                            None, but the option is there - I have no idea why.
                            Some monster should. It is piti that Angband have no single allways kill attack.

                            Comment

                            • Derakon
                              Prophet
                              • Dec 2009
                              • 9022

                              #29
                              Originally posted by LostTemplar
                              Some monster should. It is piti that Angband have no single allways kill attack.
                              You mean a monster that would never be worth fighting by anyone without abusing LOS shenanigans? Remember that in order to hit that damage cap the monster would have to have enough HP to survive many rounds of attacks from the player (unless you made the "divisor" for mana attacks be something like .25 so that a 400HP monster could hit the cap).

                              I'm fine with having monsters that most classes don't want to deal with, but a monster that's literally "if you try to fight this thing you are risking instant death every turn, no matter who you are, no matter what level you are, no matter what gear you have" does strike me as a design flaw.

                              Comment

                              • Philip
                                Knight
                                • Jul 2009
                                • 909

                                #30
                                Wouldn't that be unnecessarily cruel to those who don't have detection and monster removal abilities? Not denying that it would be fun, but warriors sort of get the short end of the stick in a lot already.

                                Comment

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