beginners question about weapon stats [armor, too, perhaps]
Collapse
X
-
Happy now?Code:vim monster.txt :%s/:ACID:/:EXP_80:

EDIT: pretty sure saving throws don't apply to experience drain. However, if you have Hold Life (see below; thanks!), then you get 90% protection from experience drain, and the other 10% of the time you only lose 10% as much experience as you would normally.
As for stealth, it just slows down the rate at which monsters wake up. Every 3 points of stealth you have make you roughly twice as stealthy (it's an exponential function). There's no benefit from surprise-attacking monsters, although stealthy characters can sometimes kill off a group of sleeping monsters one by one instead of having to face the entire group at once.Last edited by Derakon; September 19, 2014, 19:45.Leave a comment:
-
Correction: most of the enemies in the early game run up to you and hit to shoot acid.Leave a comment:
-
Yeah, the early game is pretty slow and most of the monsters are just "run up and hit you" types. Frankly a lot of the monsters in the game are primarily dangerous from their melee attacks, but at least later on they start mixing that up with spells or with attacks that do things in addition to simply hurting you.Well I could not ask for better, thanks a lot, I should now play for a moment before coming back to you.
If I remember well a big part of my frustration came at first because I had the feeling lots of the monsters I encountered could be switched. I mean I haven't the feeling 1 mob = 1 different threat, but that I met swarm of quite identical mobs with different names instead, finding difficult to invest myself into the game.
I suggest you roll up a Half-Troll Warrior and then dive. Take every down staircase you see and pretty soon you'll be facing off against more interesting monsters. And then probably you'll die, but hey, maybe you won't.
Leave a comment:
-
Also you notice that instead of lugging stuff for selling you actually use stuff you pick up from dungeon. A ego-weapon that is plain worse than you have currently just gets left behind and (less expensive) wand of annihilation you picked up gets used instead of left behind.You are probably playing with the no-selling option, which is default in the newest version. You can change that, but since it is a birth option, you have to create a new character to do so.
No selling is considered to be more convenient because it frees inventory slots - you don't have to carry stuff to town to sell it, in order to get money. With no selling on, you will find more gold in the dungeon in return.
Makes gaming better in so many ways.Leave a comment:
-
You are probably playing with the no-selling option, which is default in the newest version. You can change that, but since it is a birth option, you have to create a new character to do so.The noobest question ever : I try to sell items, I have read it is done by using the d command. But once I have identified my items, all the others are not worth considering for any merchant.
Is there a secret command to sell an item ?
Extra question : how does stealth work ? Is there a bonus when attacking stealthily a monster ?
No selling is considered to be more convenient because it frees inventory slots - you don't have to carry stuff to town to sell it, in order to get money. With no selling on, you will find more gold in the dungeon in return.Leave a comment:
-
I think paralyzation is only one you get save against. All others do what they do unless you have appropriate resist or protection. Assuming they hit you (high AC helps). With perfect saving throw you don't need Free Action anymore.
[EDIT] I think saving throw also affects XP drain from undead touches, but I'm not sure what the formula is, is it direct block, or does it just get drained less or what. Or maybe it doesn't affect at all.Last edited by Timo Pietilä; September 19, 2014, 13:37.Leave a comment:
-
The noobest question ever : I try to sell items, I have read it is done by using the d command. But once I have identified my items, all the others are not worth considering for any merchant.
Is there a secret command to sell an item ?
Extra question : how does stealth work ? Is there a bonus when attacking stealthily a monster ?Leave a comment:
-
What about things like 'spit to blind' or 'gaze to confuse'? I.e. status ailments from melee attacks rather than elemental attacks.Leave a comment:
-
-
Well I could not ask for better, thanks a lot, I should now play for a moment before coming back to you.
If I remember well a big part of my frustration came at first because I had the feeling lots of the monsters I encountered could be switched. I mean I haven't the feeling 1 mob = 1 different threat, but that I met swarm of quite identical mobs with different names instead, finding difficult to invest myself into the game.Leave a comment:
-
Gobbopathe: unfortunately, Angband's formulae are needlessly complicated. Determining your chance to hit is pretty involved. Fortunately the monster memory does show you your chance to hit with your currently equipped melee weapon. Determining your chance to be hit, though...I don't think anyone actually knows that off the top of their head. Probably monster level (i.e. native depth) plays into it somehow, and of course your AC does as well.
As for saving throws, there's only one kind of saving throw and it's used for everything you can save against. In D&D terms it's mostly a combination Will/Reflex save, but it derives from your WIS, class, race, and level (primarily class and level). Almost all of the really unpleasant effects can be saved against. However, anything that happens as a side-effect of an elemental attack (including inventory/equipment damage, confusion, blindness, stunning, poisoning, etc) cannot be saved against; you need the relevant elemental resistance, or the appropriate status protection, instead.
I hope this is helpful.Leave a comment:
-
Well, since you asked...
P.S. Lots of this is probably out of date by now, but it gives you an idea of the complexity!Code:CALCULATING MELEE COMBAT ABILITY -------------------------------- Many factors are taken into account when considering your character's skill in successfully landing a blow in hand-to-hand combat. The outline for calculating the numerical rating of this skill is as follows: base class ability + racial modifier + level modifier ------------------------------- base melee combat skill strength modifier + dexterity modifier - armor encumbrance penalty + equipment bonuses/penalties - heavy weapon penalty - edged weapon penalty + temporary spell bonus - stunning penalty ------------------------------- bonus to combat skill Overall melee combat skill = base melee skill + (3 * bonus to combat skill) Here follows more detail on each item in the outline: I. Calculating base melee combat skill Use the following table. Begin with the base skill for your character's class. Add your character's experience level times the melee bonus per level. Finally, add or subtract the appropriate race modifier. Base Bonus per Class skill level Race Modifier Race Modifier ------------------- ----------------- ----------------- Warrior 70 4.5 Human 0 Dwarf 15 Mage 34 1.5 Half-Elf -1 Half-Orc 12 Priest 48 2.0 Elf -5 Half-Troll 20 Rogue 60 3.0 Hobbit -10 Dunadan 15 Ranger 56 4.5 Gnome -8 High-Elf 10 Paladin 68 3.0 Kobold -5 II. Calculating the bonus to combat skill The bonus to combat skill appears as the first number of the pair shown for "Melee" on the character statistics screen. The number appearing there may be inaccurate if your character is using unidentified magical equipment. The bonus is calculated as follows: A. Strength modifier Begin by taking the bonus to-hit corresponding to your character's strength. +to +to +to Strength hit Strength hit Strength hit ---------------- ------------------ ------------------ 3 -3 18/90-18/99 4 18/150-18/159 10 4 -2 18/100-18/109 5 18/160-18/169 11 5-6 -1 18/110-18/119 6 18/170-18/179 12 7-17 0 18/120-18/129 7 18/180-18/189 13 18-18/69 1 18/130-18/139 8 18/190-18/199 14 18/70-18/79 2 18/140-18/149 9 18/200+ 15 18/80-18/89 3 B. Dexterity modifier Add in the appropriate dexterity modifier from the following table: +to +to +to Dexterity hit Dexterity hit Dexterity hit -------------- ------------------ ------------------ 3 -3 18/50-18/89 4 18/150-18/159 10 4-5 -2 18/90-18/99 5 18/160-18/169 11 6-7 -1 18/100-18/109 6 18/170-18/179 12 8-15 0 18/110-18/119 7 18/180-18/189 13 16 1 18/120-18/129 8 18/190-18/199 14 17 2 18/130-18/149 9 18/200+ 15 18-18/49 3 C. Armor encumbrance penalty Heavy body armor restricts your character's movement somewhat and can impair combat ability when worn. The negative number enclosed in parentheses before the brackets in the inventory description of heavy body armor describes this impairment; penalize your character's bonus to combat ability accordingly (the penalty may range from -1 to -8). D. Equipment Bonuses Many magical items affect your character's chance to hit when they are equipped. In general, any item that, when identified, shows a pair of numbers in the same manner weapons do (i.e, "(+3,+4)") provides a bonus. The to-hit bonus is the first of the two numbers. (The second number is the to-damage bonus.) Equipment which has a bonus to both to-hit and to-damage include all weapons (and diggers), Handwear of Slaying/Power/Combat, Gloves of Thievery, Rings of Slaying, Amulets of Weaponmastery, and some artifacts. Rings of Accuracy provide a to-hit bonus but no to-damage bonus. E. Heavy weapon penalty Your character is heavily penalized for attempting to equip a weapon (either melee or missile) that is too heavy for him or her to use without difficulty. The following chart gives the upper limit (in pounds) on how heavy a weapon a given strength enables a character to wield without great effort: Str. Limit Strength Limit ----------- -------------------- 3 4 17 28 4 5 18-18/19 30 5 6 18/20-18/29 35 6 7 18/30-18/39 40 7 8 18/40-18/49 45 8 10 18/50-18/59 50 9 12 18/60-18/69 55 10 14 18/70-18/79 60 11 16 18/80-18/89 65 12 18 18/90-18/99 70 13 20 18/100-18/149 80 14 22 18/150-18/199 90 15 24 18/200+ 100 16 26 If your character has equipped a weapon that is too heavy, the bonus to combat skill is reduced by two points per pound that the weapon is overweight. The penalties for wielding both a heavy melee weapon and a heavy bow are cumulative; wielding an overweight bow will adversely affect melee combat skill, and vice versa. F. Edged weapon penalty The gods of the world of Angband generally dislike the shedding of blood. Hence their priests are uncomfortable with the use of edged weapons or polearms, with the exception of blessed weapons which are approved for holy war. (Apart from generic Blessed Weapons, blessed weapons also include Holy Avengers, weapons of *Slay* Evil, and some artifacts.) If a priest is wielding an unblessed edged weapon/polearm, subtract 2 from his or her bonus to combat skill. G. Temporary spell bonus Several spells and enchantments can provide a temporary boost to one's skill in fighting. Here is a table of these magics, and their numerical effects: Spell +to hit --------------------- Blessing +10 Heroism +12 Berserk Strength +24 H. Stunning penalty If your character is stunned, he or she will be less able to successfully inflict damage in combat. If your character is heavily stunned (the stun counter is between 51 and 100 inclusive), subtract 20 from the cumulative total of the bonus to melee skill. If your character is stunned but not heavily stunned (the stun counter is between 1 and 50 inclusive), subtract 5. III. Calculating the overall melee combat skill To calculate your character's overall melee combat skill, simply add three times the total bonus obtained in section II above to the base melee combat skill obtained in section I. CALCULATING THE PROBABILITY OF SUCCESSFULLY LANDING A BLOW ---------------------------------------------------------- Once you have made the calculations in the previous section, you can now calculate the probability of hitting any monster whose armor class is known. First of all, your character will always miss a monster 1 in 20 times, and will always hit a monster 1 in 20 times. This is true regardless of the skill of the character or any armor protection the monster may possess; it reflects the randomness of combat and the fact that (un)lucky breaks can and do occur. In the other 90% of cases, begin with the rating for overall melee combat skill. (If this is non-positive, then your character can only hit a monster (any monster) the minimum 1 in 20 times.) It is much harder to hit a monster that you cannot see (which can occur if you are blind, if you have no light, or if the monster is invisible); if this is the case, divide by 2, rounding up. Call the resulting visibility-modified rating K. Then the chance of successfully hitting the monster is: (K-(3/4 of the monster's AC)) in K. For example, say that your character's overall melee combat skill is 150, and he is trying to hit a Drolem (AC 130). The possible outcomes are: 5% - automatic hit 90% - hit (150 - 97.5)/150 = 35% of the time, else miss 5% - automatic miss The net probability to hit is thus 36.5%.Leave a comment:
-
Hi, welcome to Angband!
Sorry, not really. There are probably lots of tables and arrays somewhere.Could you just tell me where I could find any information about the dice rolls when attacking, searching, saving throws ?
It is written '28,+1' because your character has +28 to hit, and your equipment (or DEX bonus??What does "to hit 28, +1" mean ? Why is it not written +29 on this dwarf character sheet I have just started since the +1 does not seem to be a +1 damage since I can read above "melee 1d4, +3"
) gives you an extra +1.
As for what this means exactly...I suspect no-one really knows.
It is certainly not +1 to dam, as you say.
You get that roll to save against all sorts of things, e.g. damaging curses, nexus stat scramble, ceiling collapse and I think attacks that blind, confuse etc..The 36% saving throw concern what kind of attack I could experienced, since there are various flavors ?Leave a comment:
-
Hello, I am a total beginner to Angband (but not to roguelikes). To be honest I tried one year ago but could not find my pleasure at the time.
I want to try again, since I loved Sil.
Could you just tell me where I could find any information about the dice rolls when attacking, searching, saving throws ? I like to understand the mechanics behind the scene.
About the basics, attack rolls : is it a d20 roll to hit against AC ? If equal, does the attacker wins or the defender ?
What does "to hit 28, +1" mean ? Why is it not written +29 on this dwarf character sheet I have just started since the +1 does not seem to be a +1 damage since I can read above "melee 1d4, +3"
The 36% saving throw concern what kind of attack I could experienced, since there are various flavors ?
Thanks a lot, and I hope this thread is appropriateLeave a comment:
Leave a comment: