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Auxiliary attacks

PostPosted: Tuesday, 4th June 2013, 14:08
by Konedar
Another of my game mechanics questions:

I can't find anywhere the formula for the chance of doing aux attacks. The bot explain the dmg but not the chance to perform them. I'd guess it's around 20 or 30%, maybe even more.
I think I've read somewhere that there is a relation with the stats, but I could be wrong. I think if I have 3 aux attacks the triggering of each is independent from the others.
I think they can happen everytime I attack in melee, so they are more useful with a quickblade than with an exec axe for example.
Anybody has more info about?

Re: Auxiliary attacks

PostPosted: Tuesday, 4th June 2013, 15:45
by daggaz
I believe minotaur horn attacks have a chance to proc every time you dodge an attack.

Re: Auxiliary attacks

PostPosted: Wednesday, 5th June 2013, 14:38
by Konedar
Retaliation is different, when u dodge an attack u have str+dex % chance to retaliate.

Re: Auxiliary attacks

PostPosted: Wednesday, 5th June 2013, 18:27
by ElderVIII
Not sure, but I thought it was a 1 in 5 shot of each aux attack activating.

Re: Auxiliary attacks

PostPosted: Thursday, 6th June 2013, 21:26
by tasonir
Konedar wrote:Retaliation is different, when u dodge an attack u have str+dex % chance to retaliate.


it's based on your strength and dex, but not simply the sum of the two of them. Dex adds slightly more chance than str, but it's not really that important.

Re: Auxiliary attacks

PostPosted: Friday, 7th June 2013, 20:38
by IronJelly
I seem to recall your unarmed combat skill affecting them. to some extent. maybe only certain ones.

Re: Auxiliary attacks

PostPosted: Saturday, 8th June 2013, 06:01
by pratamawirya
tasonir wrote:
Konedar wrote:Retaliation is different, when u dodge an attack u have str+dex % chance to retaliate.


it's based on your strength and dex, but not simply the sum of the two of them. Dex adds slightly more chance than str, but it's not really that important.

Where did you get that from?

Re: Auxiliary attacks

PostPosted: Saturday, 8th June 2013, 12:04
by jejorda2
Is the formula for retaliation still 5*STR + 7*DEX > rand2(600)?

Unarmed combat skill does not increase damage or frequency for auxiliary attacks. It used to, but then the attacks were pretty much worthless if you didn't train, so they didn't make people pick different armour sets.

Re: Auxiliary attacks

PostPosted: Monday, 10th June 2013, 08:43
by Sandman25
  Code:
bool melee_attack::_extra_aux_attack(unarmed_attack_type atk, bool is_uc)
{
    // No extra unarmed attacks for disabled mutations.
    if (_tran_forbid_aux_attack(atk))
        return false;

    if (atk == UNAT_CONSTRICT)
        return (is_uc
                 || you.species == SP_NAGA && you.experience_level > 12
                 || you.species == SP_OCTOPODE && you.has_usable_tentacle());

    if (you.strength() + you.dex() <= random2(50))
        return false;

    switch (atk)
    {
    case UNAT_KICK:
        return (is_uc
                 || player_mutation_level(MUT_HOOVES)
                 || you.has_usable_talons()
                 || player_mutation_level(MUT_TENTACLE_SPIKE));

    case UNAT_PECK:
        return ((is_uc
                 || player_mutation_level(MUT_BEAK))
                && !one_chance_in(3));

    case UNAT_HEADBUTT:
        return ((is_uc
                 || player_mutation_level(MUT_HORNS))
                && !one_chance_in(3));

    case UNAT_TAILSLAP:
        return ((is_uc
                 || you.has_usable_tail())
                && coinflip());

    case UNAT_PSEUDOPODS:
        return ((is_uc
                 || you.has_usable_pseudopods())
                && !one_chance_in(3));

    case UNAT_TENTACLES:
        return ((is_uc
                 || you.has_usable_tentacles())
                && !one_chance_in(3));

    case UNAT_BITE:
        return ((is_uc
                 || you.has_usable_fangs()
                 || player_mutation_level(MUT_ACIDIC_BITE))
                && x_chance_in_y(2, 5));

    case UNAT_PUNCH:
        return (is_uc && !one_chance_in(3));

    default:
        return false;
    }
}

Re: Auxiliary attacks

PostPosted: Tuesday, 11th June 2013, 23:56
by tasonir
That mino formula looks like the one I saw before, yes.

Also apparently having a tentacle spike on an octopode is considered a 'kick' attack. I always figured it was an attempt at giving them claws, guess not ;)

if (atk == UNAT_CONSTRICT)
return (is_uc
|| you.species == SP_NAGA && you.experience_level > 12
|| you.species == SP_OCTOPODE && you.has_usable_tentacle());


bolded change is worst change ever ;)