The birth_percent_damage option, which was kind of an experimental stub in 4.2.0, is now (essentially) full-blown O-combat. So, I'll give a brief summary of how this works.
The quick version is that all bonuses in combat (melee, missiles, or thrown weapons) are incorporated into the dice, rather than added on afterwards. To be more precise: +to-dam, slays and brands give extra sides to the weapon's damage dice, and critical hits add extra dice, and then the enhanced dice are rolled to give the total damage. For reference, regular Angband combat rolls the dice first, then multiplies by slays/brands, then adds on the to-dam, then multiplies/adds stuff for critical hits.
I have got this out nice and early in the journey toward 4.2.1 so people can play with it and see how it works, and I can make necessary adjustments. It is intended to lead to pretty similar difficulty of play overall, but with local differences (big-dice weapons tend to be better, slays and brands are more valuable).
I'm keen to hear opinions
The quick version is that all bonuses in combat (melee, missiles, or thrown weapons) are incorporated into the dice, rather than added on afterwards. To be more precise: +to-dam, slays and brands give extra sides to the weapon's damage dice, and critical hits add extra dice, and then the enhanced dice are rolled to give the total damage. For reference, regular Angband combat rolls the dice first, then multiplies by slays/brands, then adds on the to-dam, then multiplies/adds stuff for critical hits.
I have got this out nice and early in the journey toward 4.2.1 so people can play with it and see how it works, and I can make necessary adjustments. It is intended to lead to pretty similar difficulty of play overall, but with local differences (big-dice weapons tend to be better, slays and brands are more valuable).
I'm keen to hear opinions
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