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Change melee damage consistency?

PostPosted: Monday, 26th September 2016, 21:45
by VeryAngryFelid
I find it very weird that it takes me many turns (17 attacks!) to kill Ynoxinul (HP 21-44, AC 3, EV 10) when I have

  Code:
Level 17.5 Fighting
Level 14.1 Armour
Level 22.1 Unarmed Combat
Str 20
Dex 15



and am not even wearing heavy armour or shield.

A ynoxinul comes into view.
The ynoxinul bellows!
The ynoxinul gestures.
You barely miss the ynoxinul. You feel sick.
You are no longer poisoned.
Damage: -1%(-1hp) hp: 99%(168hp)
You hit the ynoxinul.
The ynoxinul is lightly wounded.
The ufetubus misses you. The ufetubus completely misses you.
The ynoxinul barely misses you.
You hit the ynoxinul but do no damage.
The ynoxinul is lightly wounded.
The ufetubus closely misses you.
The ufetubus hits you but does no damage.
The ynoxinul gestures at you.
The iron shot misses you. The iron shot hits the ufetubus.
The ufetubus dies!
Your pearl dragon armour prevents you from hitting the ynoxinul.
The ynoxinul is lightly wounded.
You hit the ynoxinul. Your punch misses the ynoxinul.
The ynoxinul is moderately wounded.
The ynoxinul hits you but does no damage.
You barely miss the ynoxinul.
You punch the ynoxinul, but do no damage.
The ynoxinul is moderately wounded.
You hit the ynoxinul.
The ynoxinul is moderately wounded.
The ynoxinul hits you but does no damage.
You punch the ynoxinul!
The ynoxinul is severely wounded.
The ynoxinul closely misses you.
You hit the ynoxinul but do no damage.
The ynoxinul is severely wounded.
You barely miss the ynoxinul.
The ynoxinul is severely wounded.
The ynoxinul gestures.
You closely miss the ynoxinul.
The ynoxinul is severely wounded.
You hit the ynoxinul.
The ynoxinul is severely wounded.
The ufetubus hits you.
The ufetubus hits you but does no damage.
The ynoxinul hits you.
Damage: -3%(-6hp) hp: 97%(164hp)
You barely miss the ynoxinul.
The ynoxinul is severely wounded.
The ufetubus hits you but does no damage.
The ufetubus barely misses you. The ynoxinul barely misses you.
You punch the ynoxinul!
The ynoxinul is almost dead.
The ufetubus completely misses you. The ufetubus misses you.
Your pearl dragon armour prevents you from hitting the ynoxinul.
The ynoxinul is almost dead.
The ufetubus barely misses you.
The ufetubus hits you but does no damage.
The ynoxinul hits you but does no damage.
You barely miss the ynoxinul.
The ynoxinul is almost dead.
The ufetubus completely misses you. The ufetubus closely misses you.
You pummel the ynoxinul!!
You kill the ynoxinul!

Fsim
  Code:
           AvHitDam | MaxDam | Accuracy | AvDam | AvTime | AvSpeed | AvEffDam
Attacking:     19,8 |     63 |      72% |  14,4 |    59  |  1,69 |     24,4


Any ideas how we can "fix" it?

Re: Change melee damage consistency?

PostPosted: Tuesday, 27th September 2016, 04:22
by tabstorm
I don't know, I think you just had bad luck here. My last character was killing named demons in 3-4 hits.

Re: Change melee damage consistency?

PostPosted: Tuesday, 27th September 2016, 04:25
by goodcoolguy
You pretty much need weird spiky damage for crawl combat to work.

Re: Change melee damage consistency?

PostPosted: Tuesday, 27th September 2016, 12:24
by VeryAngryFelid
tabstorm wrote:I don't know, I think you just had bad luck here. My last character was killing named demons in 3-4 hits.


Yes, and I am asking if it is a good idea to reduce the randomness a bit.

goodcoolguy wrote:You pretty much need weird spiky damage for crawl combat to work.


Do we need that much randomness? People keep complaining about too long crawl and too many keypresses and I agree if it takes 17 keypresses to kill a popcorn...

Re: Change melee damage consistency?

PostPosted: Tuesday, 27th September 2016, 12:28
by goodcoolguy
There is a solution, but it is proprietary gcg technology.

Re: Change melee damage consistency?

PostPosted: Tuesday, 27th September 2016, 12:31
by VeryAngryFelid
goodcoolguy wrote:There is a solution, but it is proprietary gcg technology.


What is gsg here?

Re: Change melee damage consistency?

PostPosted: Tuesday, 27th September 2016, 17:00
by Siegurt
Fwiw conjurations are much less spiky than melee, so i dont know that the spikiness is actually essential (there are even a whole set of things explicitly written to give devs control over "spikiness"), whether it would be good to make it less spiky is a different question entirely