I got mana stormed by Talos plenty, but his speed and the fact that he
doesn't get ticked off make it rather rare. I think just upping his
speed from -5 to +10 will make all the difference. I'm not sure about
the arrows thing ... probably a bug.
BTW, have you had any problems getting to the project site? Its been
quite flaky for me the past few days, going down completely for over
30 minutes a couple of times!
--Chris
On Thu, Nov 18, 2010 at 12:27 PM, Dave Zhang
Its probably the resist all flag. The code assumes if a monster has
this flag, then it is the Metal Babble, and I'm trying to find all of
those hidden assumptions and fix them. I'll look into this before the
next release.
I can't reproduce a problem here ... He gets ticked off when I shoot
him, and the consequences are less than pleasant :) Monsters only get
ticked off if they are more than 1 square distant. Were you by any
chance standing right next to him while shooting? Monsters will still
prefer to melee if they are next to you.
BTW, I'm removing shatter from the normal automatons. What happens is
that Talos summons his minions, and they shatter and entomb Talos,
which is frustrating. Alternatively, I can give Talos kill wall ...
You land a perfect strike against the Spellwarp Automaton.
It was a good hit!
You hamstring the Spellwarp Automaton
the Spellwarp Automaton is dealt a *WOUNDING* strike.
Your Vorpal Blade goes snicker-snack!
You maim the Spellwarp Automaton!
You do 4121 (out of 2268) damage.
Sweet :)
Also, in retrospect, maybe wounding and greater wounding should be fraction of current hp rather than total hp...
Dave
Sent from my iPhone
Dave
Sent from my iPhone
Dave
Sent from my iPhone
This class has a hard time finishing as your damage output decays down
to around, as an example, 70hp/round with Vorpal Blade!
We can either put a floor under monster hp used in the calculation
(say, 500, or perhaps 10% of monster max hp), or we could put a floor
under the calculated damages for each of the wounding strikes.
Thoughts?
--Chris
Wait, do you mean treat the weapon as a normal sharp weapon, which
only cuts 1 in 6, or do you mean *always* score a cut 1 in 1? That
makes a big difference :D
BTW, I'm adding up all damages before application to the monster. So,
if you land a wounding and greater wounding in the same round, you
score 60% of current monster hp before the round began.
I agree ... the vorpal on a rapier seemed rather useless to me. And
if you already had Vorpal Blade, then it was totally useless!
[1] Dueling with a Poison Needle scarcely seems honorable! I made
Poison Needles disrupt talents.
[2] Blows are always capped to 1. Quickthorn, Shiva's Jacket, Rings
of Extra Attacks have no effect.
[3] Unending Pursuit sometimes fails.
[4] Current target is not highlighted (I'm not sure how to do this
...) but it should be pretty clear who your current target is.
[5] Uniques cannot be hamstrung. They can be stunned unless they have NO_STUN.
[6] Seems too powerful so far ... I'll let you play test before making
changes. But a 40% shot at 2k damage just seems too high, especially
as they never miss. The way the RNG works, you get many of these in a
row quite frequently. Still, using wizard mode to gauge game balance
is difficult. I really need to play one to see.
[7] Weapon skills are meaningless since this class never misses.
Still, I tried to theme them for dueling weapons.
[1] Dueling with a Poison Needle scarcely seems honorable! I made
Poison Needles disrupt talents.
[2] Blows are always capped to 1. Quickthorn, Shiva's Jacket, Rings
of Extra Attacks have no effect.
[3] Unending Pursuit sometimes fails.
[4] Current target is not highlighted (I'm not sure how to do this
...) but it should be pretty clear who your current target is.
[5] Uniques cannot be hamstrung. They can be stunned unless they have NO_STUN.
[6] Seems too powerful so far ... I'll let you play test before making
changes. But a 40% shot at 2k damage just seems too high, especially
as they never miss. The way the RNG works, you get many of these in a
row quite frequently. Still, using wizard mode to gauge game balance
is difficult. I really need to play one to see.
[7] Weapon skills are meaningless since this class never misses.
Still, I tried to theme them for dueling weapons.
No, I was just too lazy to code for the Poison Needle, which is a
giant hack anyway. I'll add them if you really want, but I don't
think it adds much to this class. Duels are supposed to be honorable
challenges, no? Though I suppose poison may have been used by
nefarious types ... 50%+ odds of killing your opponent seems too
powerful anyway.
>> [3] Unending Pursuit sometimes fails.
>>
>
> Fails in what way? Following enemy's teleport, or avoiding enemy's teleport
> other, or both?
>
Following a teleport has always failed 1 in 3. I kept those odds in
place for the Duelist. And for the sake of symmetry, I put a 1 in 3
chance of failure when blocking the enemy's teleport other.
>>
>> [4] Current target is not highlighted (I'm not sure how to do this
>> ...) but it should be pretty clear who your current target is.
>>
>
> I was a bit worried that you'll have problems distinguishing who your target
> is if you are marking one monster out of a pack. Let's playtest to see if
> this is actually a problem.
It might be a problem with packs.
>> [6] Seems too powerful so far ... I'll let you play test before making
>> changes. But a 40% shot at 2k damage just seems too high, especially
>> as they never miss. The way the RNG works, you get many of these in a
>> row quite frequently. Still, using wizard mode to gauge game balance
>> is difficult. I really need to play one to see.
>
> They're supposed to be strong in 1v1. How do they fare in a fight vs. 3-4
> monsters? Say, 4 Dracolichs?
Yeah, when Talos summons kin, I reach for the Ctl+A, 'z' command
fairly quickly :) Still, we might consider capping the greater
wounding strike at 1000. Let's play test first, though.
>>
>> [7] Weapon skills are meaningless since this class never misses.
>> Still, I tried to theme them for dueling weapons.
>
> Never misses versus their marked foe. If you're lazily wading through orcs,
> that might matter. Along a similar line of thought: maybe we should make
> it so that the 2x crit from Careful Aim also applies to non-marked foes at
> clvl 30? That way, it's like you have 2 blows vs non-marked monsters.
>
True. Let's hold off on changes for now. I don't find marking weak
targets bothersome at all yet ...
45 - Darting Duel. 50hp. Charge to your target up to 5 squares,
attack, and strafe.
Too powerful? Strafe will probably leave you too far away to repeat.
Its up ... I rushed it out, so I probably made some bugs :D I need to
work on the phase charge a bit. I did a teleport to effect, and
decided I don't like it. For example, I can phase charge my foe on
the other side of a town building ...
Anyway, let me know what issues you find.
Dave
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Dave
Sent from my iPhone
I revise my earlier opinion... CON penalty should be like -3 for balance.
Dave
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Sent from my iPhone
I was just checking line of sight. I added a check for visibility as well.
>> Dead... Got cocky and tried to take on the logrus master at clvl 14. Woulda won, except the loser healed himself!
I *never* do the Logrus Master. ... even at CL30 he has won!
>>
>> I revise my earlier opinion... CON penalty should be like -3 for balance.
OK. My Duelist Mindflayer just got whomped with -5 Con for
Race/Class! Good thing I picked a Patient personality, and have been
choosing Con on every level up :)
>>>> Been trying out the duelist and loving it so far. Quick point... Maybe we should make it obvious to the player if the monster is in charge or acrobatic charge range? Nothing sucks more than coming up 1 distance short, and having your foe bash you the next round...
I added a confirmation prompt if your target is out of range. You can
cancel the charge and not pay any energy costs.
Why this stupid bug? Well, mana casters pay their spell costs up
front (remember your force cyclone experience). But if they cancel
the spell, we need to add back the cost. Originally, I was doing the
same thing for hp casters, but later reversed my decision: hp casters
pay costs after the spell completes.
Anyway, this is only in the new spell code, currently only used by
Archaeologists (normal mana casters) and Duelists (hp casters). I
have yet to migrate all the other casters over to new code.
--Chris
How about this: If you are afraid, you can still attack your foe but
only your foe? Call it Fearless Duel or something.
Yeah (... double checks code ...)
>
>>
>> Possible.. but I'm not sure why this would ever result in having HP higher
>> than max? Also, cost of Charge is only 8 HP, while I was 26 above my max...
Code was: p_ptr->chp += spell->cost;
That'll bump up hp indiscriminately! I get a lot of "You can't charge
since so and so is out of line of sight". That would bump your hp up
as well. As for 26 above max, regeneration probably kicked in, at
which point the screen repainted and you noticed.
Just a theory, of course. There might be another bug some place ...