Movement Speed?

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  • skydyr
    replied
    Originally posted by Nick
    No, that's it. Of course with randarts, all bets are off
    Perhaps a limit on movement speed similar to regular speed would be in order, or at least a maximum that can apply?

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  • Egavactip
    replied
    "Normal speed" should probably rather be called something like action speed, as opposed to movement speed, which is a modification of action speed for one particular type of action (movement).

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  • Nick
    replied
    Originally posted by kineahora
    Any standarts other than Wormtongue?
    No, that's it. Of course with randarts, all bets are off

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  • kineahora
    replied
    Originally posted by Nick
    IIRC it was introduced for druid shapechanges, and then added to the odd item.
    Any standarts other than Wormtongue?

    Also regarding the prior post--well +5 is ridiculous--obviously that is something I would use LOL.

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  • Nick
    replied
    IIRC it was introduced for druid shapechanges, and then added to the odd item.

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  • ewert
    replied
    Originally posted by kineahora
    So it's really good for rogues and range attackers, not so much melee artists.
    I find it amazing on melee characters. You can close distance in 1/steps the time. I think I had something crazy with a druid (pre nukes still melee) once like +5, all other mobs looked to be frozen in time when I was moving. XD

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  • kineahora
    replied
    Originally posted by Nick
    The main thing is it only applies to movement, where Speed +10 applies to all actions.
    Yeah I have to say I'm not a great fan of this new flag--seems overly complicated and hard to understand. Seems like it was a feature mainly needed to balance rogues properly. Obv movement speed for rogues is a big deal. And probably also rangers that can back up firing Parthian shots at monsters way better with +1 movement. Well I guess and mages too. So it's really good for rogues and range attackers, not so much melee artists.

    Using standarts Ive only found one item with movement speed: Boots of wormtongue. I pretty much didnt use them, but left it sitting in my home, thinking at the end game I might find them useful, but then even after I found 2x +15 speed rings, I still felt maxing out speed is best: its very nice to have 4.1 speed when facing a speed 3.0 or especially 3.8 monster (like wiruin)--the last bits of regular speed are a big deal.

    Are there other items that have Movement speed flag that might be better than womtongue?

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  • NCountr
    replied
    Originally posted by wobbly
    Did some testing in wizard mode and its working fairly consistently for me.
    I'll keep watch over this peculiarity, see if I can pin it down further.

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  • wobbly
    replied
    Did some testing in wizard mode and its working fairly consistently for me.

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  • NCountr
    replied
    Originally posted by backwardsEric
    If both grids were available and the cap on the number of monsters on the level hasn't been reached, the probability of the monster cloning with one wand activation is 1 - (7/9)^18 or 98.9%. If only one grid is available and the cap on the number of monster on the level hasn't been reached, the probability of the wand activation cloning the monster is 1 - (8/9)^18 or 88.0%.
    You can see in the messages the wand activation is working, the naga looks even faster. Just a moment prior, I pegged her buddy further back with the same wand. The guardian naga spawns! I then had 4 attempts in-a-row fail, while the newly spawned naga flew towards me at super-sonic speeds. And, I presume there are only 8 squares, max, for a new mob to spawn on around an existing mob. So, I calculate that to be 2 of 8 squares (hallway spots) for new nagas to spawn into. I think the code is not attempting to place new mobs with the same effectiveness as the 3.x code is/was/does/did.

    I don't know how else to explain 4 failed attempts in a fairly empty hallway. No, no extra ignored-items in the hallway.

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  • backwardsEric
    replied
    Originally posted by NCountr
    Okay, sleep has nothing to do with it. My bad.

    Hopefully, my uploads worked and you can see empty hallway before / after the guardian naga, but it is now impervious to spawning while in the hallway. I'm now of the opinion that the spawn code is not looking very hard to find an open grid to place a replicate mob. 75% of the time it fails when it only finds wall...?
    Does one of the two squares adjacent to the naga have an ignored item ('K' in the original keyset or 'O' in the rogue-like keyset would toggle the ignore setting and reveal those items)? For how many of the failed attempts was the other naga in the square adjacent to the naga?

    If both grids were available and the cap on the number of monsters on the level hasn't been reached, the probability of the monster cloning with one wand activation is 1 - (7/9)^18 or 98.9%. If only one grid is available and the cap on the number of monster on the level hasn't been reached, the probability of the wand activation cloning the monster is 1 - (8/9)^18 or 88.0%. With the former, getting one clone in four attempts is highly improbable (.00051% chance of happening). With the latter, it's a bit more believable though still unlikely (.61% chance of happening). Without more information, I would say the code is working as expected (I would guess one of those other factors is coming into play for one or more of the attempts).

    Could the code be better? Likely yes, though the current implementation has an advantage of being very simple; something that would work more reliably and more efficiently would be somewhat more complicated.

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  • NCountr
    replied
    Finally replicated the No Clone Event.

    Originally posted by NCountr
    Just attempted again with a mob in an open room, sleeping, generated as a mob post level creation. I could not repeat the issue. Now I'm flummoxed.
    Okay, sleep has nothing to do with it. My bad.

    Hopefully, my uploads worked and you can see empty hallway before / after the guardian naga, but it is now impervious to spawning while in the hallway. I'm now of the opinion that the spawn code is not looking very hard to find an open grid to place a replicate mob. 75% of the time it fails when it only finds wall...?
    Attached Files

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  • NCountr
    replied
    Originally posted by NCountr
    What if the code considers newly popped mobs to be surrounded (i.e., no open grid squares / yet undefined) no matter how open an area they reside? As soon as the kobold woke up, it was clone-able.
    Just attempted again with a mob in an open room, sleeping, generated as a mob post level creation. I could not repeat the issue. Now I'm flummoxed.

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  • NCountr
    replied
    Originally posted by Nick
    Since the call to place_new_monster() in multiply_monster() doesn't depend on whether the monster is sleeping or not, there must be something else going on. If it moved between unsuccessful and successful uses, and there were ignored objects on the available grids before it moved, that might explain it.
    What if the code considers newly popped mobs to be surrounded (i.e., no open grid squares / yet undefined) no matter how open an area they reside? As soon as the kobold woke up, it was clone-able.

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  • NCountr
    replied
    Originally posted by Ed_47569
    I'm not quite sure what your point is here.
    Moving on.. .

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