Movement Speed?
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"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).Leave a comment:
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IIRC it was introduced for druid shapechanges, and then added to the odd item.Leave a comment:
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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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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?Leave a comment:
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Did some testing in wizard mode and its working fairly consistently for me.Leave a comment:
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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%.
I don't know how else to explain 4 failed attempts in a fairly empty hallway. No, no extra ignored-items in the hallway.Leave a comment:
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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...?
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.Leave a comment:
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Finally replicated the No Clone Event.
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...?Leave a comment:
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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.Leave a comment:
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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.Leave a comment:
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