Closed GoogleCodeExporter closed 8 years ago
Makes perfect sense. I agree with this. Makes life harder for us Human Warriors
though :)
Original comment by djaban...@gmail.com
on 12 Nov 2010 at 7:02
Actually, I think the relative melee strength is an illusion in Hengband, at
least for the final battle with The Serpent. The problem with casters is
[1] Ergonomics. Melee is simply move in a direction (your hands are already
their anyway, since you are moving the player around). Wham, all of your
attacks go with a single keystroke. Spells are press 'm'. Press book key.
Press spell key. Choose target (How many keystrokes is that when the targeting
system is choosing closest but you want farthest [dragon breath] or strongest
[unique] or middle [mob])? Generally, I tire of fighting this, and macro up
\e*tmae or whatever, targeting my spells suboptimally but getting the one key
ergonomics.
[2] Getting There. Melee is *much* more powerful in the CL30 to CL40-5 range.
A mage waits til CL40 to get a magic rocket, which does 180 or so with a 20-30%
fail rate. Its not really reliable until CL45. Until then? Well, I figured
out how to level up by switching to Craft for my second realm, stair scumming
the Dragon's Lair, and using the Poison Needle. In contrast, that sort of
damage output would make a warrior laugh in the the mid CL30s. And warriors
can fight all day, while the mage gets 5 or 6 casts before running away to
fight the RNG with the unreliable Eat Magic.
In Hengband, an endgame Mana Storm beats most any melee character, hands down.
Its not even close! In a way, Mages have earned this (unless they scummed
their way up, like me :).
In Chengband, we've changed things a bit:
[1] Spell Power makes end game spell casters more advantageous. They can
probably only suck up +4 with an awesome equipment set though. But that moves
Mana Storm from 500 to 700.
[2] New Monster AI might totally reverse the power differential, giving melee
guys the upper hand. I've learned that The Serpent is rather weak with
distance attacks (So is The Unicorn, and I'm speaking relatively here ...
Relative to say, Morgoth). No Mana Storm, for instance. Still, he does tend
to Dispel Magic and Summon a bit, so we'll have to see how the next brave
caster fares. And his Rocket hurts. His breathe Nether, Chaos, Toxic Waste
and Disenchantment are all middle of the road, damage wise. And his Hand of
Doom often fails against casters (Monsters will have to learn about that after
a few tries).
[3] New Monster Spell: Antimagic (Not done yet). This will really annoy
casters ... but I'm just guessing on that one ;) Since it is not done, here is
what I am planning. Every monster with Dispel Magic will get this. Monsters
will look at the player, and judge whether or not this might be worthwhile. It
will happen frequently, but not too frequently (Dispel Magic is 1 in 2, maybe 1
in 4 for this). If the player is in an Antimagic field, the monster will not
cast this again. It will last 2 or 3 turns.
So, its not clear who will be on top in Chengband. Getting Mages up to CL50 is
really, really hard (tedious!), and I've removed the main ways of doing it.
Forcing Mages to choose Craft and melee until they are mid 40s is definitely
not what I have in mind. I was hoping to remedy this with the Spell Power, but
I have yet to see whether or not this works.
Original comment by ckou...@gmail.com
on 12 Nov 2010 at 3:19
Andrew, thanks for the support!
Probably warriors won't be too affected by improved monster AC--rather, it'll
be the marginal warriors like Warrior-Mages, Imitators, etc. that have the most
trouble.
Yeah, I was thinking we probably needed to renormalize AC so that 200 is the
new 150. But that would also go well with improved AC effects of DEX.
Chris - I agree with you that mages need more mid-game power though. This
might be as simple as lowering the levels for some mid-game spells, like
Starburst and Darkness Storm. Other than Doom Bolt and Disintegrate, there
aren't really any other offensive mage spells between clvl 20 and 32 (not
counting Fireball and Nether ball, because just about everything resist those
two). Honestly, should a 200 damage ball spell really be level 40?
Original comment by caltech....@gmail.com
on 12 Nov 2010 at 4:00
Original comment by caltech....@gmail.com
on 13 Nov 2010 at 6:31
Help me out on this. I completely agree that their is a lack of symmetry
between the player and every one else. But I am really worried that this sort
of change could completely break game balance, so I want to be careful.
[1] If monster AC begins to reduce player damage, especially by up to 60%, then
many of the marginal melee winners will be reduced to the shame of -Rockets
scumming :) Many characters currently top out at 400hp damage or so, and that
is about the margin for taking on The Serpent with melee, in my opinion. If we
knock that down to 160hp, then these guys are in real trouble!
[2] If we add this mechanic, and then rescale monster AC down, a couple things
might happen. (1) Monsters will be easier to hit then they were before this
change. (2) Players will be back to similar deadliness so the change will
essentially be a wash. Of course (2) depends on the amount of rescaling. If
we scale so that the damage reduction exactly compensates for the increased
accuracy, then what is the point?
[3] If we keep AC as is and add a new monster stat for damage reduction, that
might be easier. But dropping damage by more than, say, 20% seems too much
(Even that has me worried).
I think this request is a lot of work to rebalance all the monsters, for all
the players, and all the various playstyles. Melee is too strong for dual
wielding big boys, but what about Mindcrafters? Weaponsmiths? Rangers? Warrior
Mages? etc. I'm worried we will break some of the classes unless we are
careful. The problem is there is a wide range of melee damage, from 300 to
2000+. I don't see how to biff melee without making the weak guys unplayable.
Thoughts?
BTW, Why does player AC drop damage? Shouldn't dodging be enough? I'm not
suggesting we change that either for similar reasons of breaking game balance
until all the monsters have their damage output reduced. I'm just wondering
where that mechanic comes from ...
Original comment by ckou...@gmail.com
on 13 Nov 2010 at 10:38
Original comment by ckou...@gmail.com
on 13 Nov 2010 at 10:38
Original comment by ckou...@gmail.com
on 13 Nov 2010 at 10:44
So, one question is whether some of the marginal melees should be melee
characters at all. For example, the Nature High Mage, I wouldn't feel too bad
if that's no longer viable as a melee. Same thing with Bard and Ranger; they
have other ways of doing damage. And we're going to power up Weaponsmiths
anyway.
The ones we actually need to be careful about are Imitator, Red-Mage,
Warrior-Mage, Tourist, Mindcrafter, and Ninja. But my feeling is that a little
alpha testing will allow us to fix most of the imbalances pretty quickly. It
could be as simple as giving them a bit of a Melee skill boost.
We could potentially also reduce monster HP to adjust for the damage reduction
of Armor.. although that would make Mages comparatively more powerful. (I also
suspect that +10% spell damage per (+1) pval of Spell Power is too much; 6-8%
per pval should be more than enough.)
Another observation: Since we're also thinking of buffing the player's ACs,
this could potentially just mean that melee takes more rounds than before,
without really changing the balance. Sure, your damage on the Serpent is
reduced by 1/2, but his damage on you is also reduced by 1/2 because of your
improved AC. Of course, the Serpent's spells throw a wrench in this analysis...
Original comment by caltech....@gmail.com
on 13 Nov 2010 at 11:10
Or we could make dual wielding less effective. Any 5 attack character that is
single wielding would be pleased to get 400hp damage output. Paladins and
Chaos-Warriors that don't dual wield are in this boat. Also, playing with a
weaker race ...
Maybe we shouldn't be increasing player AC? Perhaps we could scale that down
to compensate instead? We could roll thru the high end arts and drop AC by 5
on each. Also, Dragon armor used to be 30 base, but got bumped to 40 in 1.7.0,
I think. Why not bump that back down to 30? Melee is a heck of a lot tougher
if your AC is below the 200 mark ...
I guess I'm just not convinced melee is broken at the moment. I suppose I can
add damage reduction and we'll see what happens ... I've been wrong before :D
Original comment by ckou...@gmail.com
on 13 Nov 2010 at 11:33
Really? (Looks at dumps on Oook...)
Dunharrow, Spectre Ranger: 656 /rnd
Ryoko, Draconian Ranger: 598 / rnd
Anabasis, Archon Paladin: 595 / rnd
Destroyer, Golem Magic-Eater: 880 / rnd
Paranoia, Dunadan Magic-Eater: 408 / rnd
Max, Amberite Mindcrafter: 504 / rnd
Gaffer, Hobbit Mindcrafter: 495 / rnd
Bug Brain, Klackon Mindcrafter: 612 / rnd
Wey, Barbarian Priest, 511 / rnd
Halfheart, Archon Priest, 1072 / rnd
Bark Naked, Ent Priest, 648 / rnd
Black Arts, Zombie Cavalry, 603 / rnd
Lancer, Half-Titan Cavalry, 700 / rnd
So, marginal melee types are getting around 600 damage, with some outliers.
Chopping it down by 60% to 240 is a bit much, but my feeling is that at 400,
it'll be fine (so -33%). But if we're going to do monster AC affects damage
reduction, we might as well implement it symmetrically, even though this will
require some AC tweaks.
Original comment by caltech....@gmail.com
on 14 Nov 2010 at 12:49
Hey, I remember Gaffer! He was stuck for a long time unable to do The Serpent
until he lucked into Shiva's Jacket, giving him a 5th attack. No fair counting
your characters :D Or lazy characters as they are deceptive.
OK, you did the stats, so this is going in there. Player AC reduction only
works against some types of melee attacks. The calc was:
damage -= (damage * ((ac < 150) ? ac : 150) / 250);
Now it is:
damage -= (damage * ((ac < 200) ? ac : 200) / 333);
This only works against SUPERHURT, HURT and SHATTER attacks.
Monster damage reduction will use a different system, since players and
monsters don't share a common attack system (Where is my SUPERHURT attack?).
Original comment by ckou...@gmail.com
on 14 Nov 2010 at 6:17
Monster calculation is:
k -= (k * ((r_ptr->ac < 200) ? r_ptr->ac : 200) / 600);
This applies to all melee attacks by the player, including attack mutations.
Monster hit chances against the player have also been adjusted by a factor of
3/4.
All changes made in 0.0.9.
Original comment by ckou...@gmail.com
on 14 Nov 2010 at 6:26
(Dave's C coding skills are rusty.)
What do the "?" and ":" operators mean? Is this some sort of shorthand for IF
THEN ELSE? If (ac < 200) THEN ac ELSE 200?
What's the difference between HURT and SUPERHURT? Just damage, or is these
some other effect (like Earthquake from SHATTER?)
Original comment by sherryxi...@gmail.com
on 14 Nov 2010 at 7:03
Oops! That was me. (Was on my girlfriend's account because she wanted me to
look at one of her essays.)
Original comment by caltech....@gmail.com
on 14 Nov 2010 at 7:04
Sorry, its easier for me to just cut and paste from code.
x ? y : z is "if x then y else z" ... you nailed that one! Really, we just
want MIN(AC, 200), but for some reason, I always make the error and code as
MAX(AC, 200) when I mean MIN ... probably because we want to use AC until a max
of 200, and you need to use the min function to do that.
So, new damage reduction by player AC scales linearly as AC/333, until AC
exceeds 200 when reduction is just 60%.
So, new damage reduction by monster AC scales linearly as AC/600, until AC
exceeds 200 when reduction is just 33%. (Combat Echizen has AC350 ...)
SUPERHURT is just like HURT, but occasionally gives critical hits for double
damage. You get the message "It was a critical hit!"
Original comment by ckou...@gmail.com
on 14 Nov 2010 at 7:22
What about the Death Scythe? Return blows from the Death Scythe, why doesn't
that get damage reduced by your AC value?
Original comment by caltech....@gmail.com
on 14 Nov 2010 at 9:31
Well, the Death Scythe cuts thru your invulnerability barrier, so it just
laughs at your normal armor! Seriously, though, I think the Death Scythe is
supposed to be a joke item ... I wouldn't want to make it actually usable. 60%
damage reduction might do just that.
Original comment by ckou...@gmail.com
on 14 Nov 2010 at 11:23
Original issue reported on code.google.com by
caltech....@gmail.com
on 8 Nov 2010 at 10:40