UI: base-to-hit for shoot and melee are not intutitive
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Perhaps allow you to hit the letter for your quiver slot to check values for that particular type of ammo?Leave a comment:
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Which version are you talking about. 3.4.1, current dev version or v4?
Changing colors can certainly be done, and if it's not it's definitely an oversight. However, it might be worth trying to figure out if there was an intuitive way to describe fighting ability that's at least of some use. Currently if you know the monsters AC, you can see your probability of hitting, but if you don't you're out of luck. Perhaps we can do something equivalent like PHAC50 or probability of hitting AC 50?
I'm also of the opinion that AC should be something that's noticeable at first attack on a monster. After swinging at one you know roughly how hard it is to hit it. This would solve some of the problems of the fighting values being less than obvious. Shooting of course is still a problem though. The only reasonable solution here is to either show chance to hit with current arrows in the 0 slot, or remove all to hit bonuses from arrows.Leave a comment:
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UI: base-to-hit for shoot and melee are not intutitive
These are currently shown in cyan. They used to be shown in graded colors. It's only because a long time ago I did angband development that I know that 25.6 is a lousy to-hit. Also, the to-hit displayed is not affected by bless/hero/shero.
[this is a bug.]Tags: None
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