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|ID||Category||Severity||Reproducibility||Date Submitted||Last Update|
|0008477||[DCSS] Patches||minor||have not tried||2014-04-30 08:58||2014-12-21 09:46|
|Status||closed||Product Branch||0.15 ancient branch|
|Summary||0008477: Display success chance in (mr-checking) hex targeters|
Success chance in hex targeters — together with monster MR changes, make this resist more transparent to players. Hexes are mostly binary success/fail.
Introduce SPFLAG_MR_CHECK for spells checking monster MR
Display success chance for targeted MR-checking spells
Also enabled for Banishment right now.
Making this resist more transparent has been the goal of two recent changes
to monster MR: moving from HD multipliers to fixed amounts, and displaying
that amount in monster lookup through x-v.
Hexes in particular are mostly binary success/fail outcome with monster MR
and spellpower as factors. One of these, monster MR, is fully visible
in-game as of recently, and the other is available in a slightly fuzzed
way. Both use bars instead of plain numbers for display purposes.
When implementing the chance display, I considered applying a fuzz to the
displayed chances as well, as to not "leak information". After playtesting
the fuzzed version, I revised my opinion and now believe it is much better
to present the actual not-fuzzed chances right where they belong.
For reference, "fuzzed" here means using the spellpower number corres-
ponding to the highest power bar displayed for calculating chances.
Because this certainly will come up in discussions, here are my thoughts:
Raw spellpower numbers are obfuscated through bars not because knowing
about them would break the game in several ways, but because the numbers
themselves would carry little meaning in the disconnected screen that
currently holds the power bars.
This is different in two ways from showing a chance that aims to correctly
provide players with information relevant to their choices: The number that
is calculated here has a clear and concise meaning (how likely to succeed)
and is presented right where it matters (in the targeter itself).
Of course players can, and some will, use the numbers to calculate their
spellpower - but it's not like that is impossible as of now, and more
importantly they cannot do much more with that information than what the
functionality added with this commit already provides.
Brought to compilation by |amethyst and to correctness by rwbarton, thanks!
Known issues: Possibly some MR-checking single-target player spells have been overlooked when handing out the new spell flag.
Due to the way past patches have been handled by the devteam, I will not maintain these submissions. That boils down to:
Feel free to use whatever you'd like to, edit and expand on the other stuff, reject and discard the rest. I am unable to fix the remaining issues myself.
|Tags||No tags attached.|
|Attached Files||mr-chance.patch [^] (13,287 bytes) 2014-12-05 19:05 [Show Content]|
|Updated patch attached.|
|Added, with some minor bugfixes and adding the functionality for wands as well.|
|2014-04-30 08:58||chris||New Issue|
|2014-10-02 15:25||chris||Note Added: 0027407|
|2014-11-22 06:55||chris||Note Deleted: 0027407|
|2014-11-22 06:58||chris||Note Added: 0027871|
|2014-11-22 06:58||chris||Description Updated|
|2014-11-22 06:59||chris||File Added: mr-chance.patch|
|2014-12-05 19:05||chris||File Deleted: mr-chance.patch|
|2014-12-05 19:05||chris||File Added: mr-chance.patch|
|2014-12-05 19:12||wheals||Status||new => assigned|
|2014-12-05 19:12||wheals||Assigned To||=> wheals|
|2014-12-05 19:14||chris||Description Updated|
|2014-12-21 04:32||wheals||Note Added: 0028112|
|2014-12-21 04:32||wheals||Status||assigned => resolved|
|2014-12-21 04:32||wheals||Fixed in Branch||=> 0.16 development branch|
|2014-12-21 04:32||wheals||Resolution||open => done|
|2014-12-21 09:46||chris||Note Added: 0028115|
|2014-12-21 09:46||chris||Status||resolved => closed|
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