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Sunday, 17th October 2021, 19:58

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: OgAE^Chei (0.27) 15 runes, new combo & CBRO high score

Replies: 0

Views: 2317

YAVP: OgAE^Chei (0.27) 15 runes, new combo & CBRO high score

Storm-formed polar-vortexing slow-moving big-rock throwing OgAE of Chei. Close to dying only once: when trying to Maxwell zap Ereshkigal she got off silence just after a Doom Hound howled, and Maxwell's zap hit some rando monster. In statue form, I slammed 10 potions of healing while fighting off 7i...

Thursday, 30th April 2020, 15:48

Forum: Dungeon Crawling Advice

Topic: Triple defense hypothesis

Replies: 24

Views: 10297

Re: Triple defense hypothesis

hmmm you may be onto something, the cumulative distribution would be s-shaped and where it flattens after inflection might be a threshold. it can't be negative because it's discrete (you can't count negative apples!) you can see the second plot just starts to flatten at 20 where AC=damage, if it sta...

Thursday, 30th April 2020, 13:48

Forum: Dungeon Crawling Advice

Topic: Triple defense hypothesis

Replies: 24

Views: 10297

Re: Triple defense hypothesis

a simple simulation for function damage(AC, dam) -> "damage recieved" damage(19, 20) <mean 3.52> damage(20, 20) <mean 3.32> (plot included to show Poisson shape) +--+------------+-------------+------------+------------+--+ | * | 0.5 + * + | * | 0.4 + * + | * | 0.3 + * + | * | | * | 0.2 + *...

Thursday, 30th April 2020, 01:55

Forum: Dungeon Crawling Advice

Topic: Triple defense hypothesis

Replies: 24

Views: 10297

Re: Triple defense hypothesis

what are the thresholds? it depends. besides min-delays and penalty-removals, other thresholds exist based upon repeated "tests". I suspect playing with a binomial distribution (or repeated Bernoulli trials) could reveal thresholds in success rates for AC, EV, and SH tests that would mini...

Wednesday, 29th April 2020, 23:54

Forum: Crazy Yiuf's Corner

Topic: DCSS is unrealistic

Replies: 24

Views: 10970

Re: DCSS is unrealistic

my explanation for stairs is that they are wormholes between dungeon floors. The reason monsters can only follow you when adjacent is because only then are they close enough to be entangled with you, and follow you through the wormhole. Unentangled monsters would visit the dungeon floor in their rea...

Monday, 27th April 2020, 03:49

Forum: Game Design Discussion

Topic: concepts for equipment/evo god

Replies: 2

Views: 1621

Re: concepts for equipment/evo god

thanks for the questions. I've kept in mind from the start this must be a god I'd enjoy playing and having in the game. I'm going to offer a couple of specifics to have something to look at through different game stages. Let's say this god grants +1 to all equipment-enchantment sources of AC, EV, an...

Sunday, 26th April 2020, 16:47

Forum: Game Design Discussion

Topic: concepts for equipment/evo god

Replies: 2

Views: 1621

concepts for equipment/evo god

I've been brainstorming on equipment/evo god concepts. multiple evo gods have come and gone and it's clearly a gap in the pantheon. Inspired somewhat by Hephaestus, I've sought concepts that exercise game mechanics untouched by all or most gods. * enhance equipment (bonus to magical AC/EV bonuses, p...

Saturday, 25th April 2020, 20:27

Forum: Dungeon Crawling Advice

Topic: Triple defense hypothesis

Replies: 24

Views: 10297

Re: Triple defense hypothesis

crawler is a game of thresholds. theres a point where EV is high enough to avoid significant damage in shorter fights. having 20 EV makes a big difference over 16 or even 17/18 EV, although on paper it doesn't look so. Due to the way the game doles out experience it also feels like the impact of arm...

Friday, 7th February 2014, 20:50

Forum: Game Design Discussion

Topic: make cards ammo with limits, remove legendary/etc. types

Replies: 3

Views: 2256

Re: make cards ammo with limits, remove legendary/etc. types

your suggestion of a god deck is also good. if I understand you correctly, you would keep plain/ornate/legendary qualities but make them a feature of the cards, not the deck. this would be essentially a random bonus to card power, based on whatever determines nemelex's distribution of quality; havin...

Friday, 7th February 2014, 05:01

Forum: Game Design Discussion

Topic: make cards ammo with limits, remove legendary/etc. types

Replies: 3

Views: 2256

make cards ammo with limits, remove legendary/etc. types

the idea behind this proposal is to reduce tedium. for a (very) old discussion on allowing players to combine decks see: https://crawl.develz.org/tavern/viewtopic.php?f=8&t=3144 the basic critique of combinable decks was that nemelex was (is still?) overpowered, and limiting access to cards via ...

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