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Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Eringya's Employee
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jejorda2 wrote:Make conjurations' range a function of strength, with the the idea being that you conjure up the damaging mess in your hand and then have to throw it. Maybe the double the square root of your strength is the number of spaces your conjurations can go, but never past the current limits? Go ahead and do the same thing for launchers.
At the same time, make it so a level N spell's spellpower and hunger isn't affected by any INT over 3*N. That way, there will be less reason to raise INT, there will be more room for more STR, and there is more reason to train spell schools to pick up low level spells. It would take high spellcasting to cast blink without translocations, since your effective intelligence would never be above 6.
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Lasty wrote:jejorda2 wrote:Make conjurations' range a function of strength, with the the idea being that you conjure up the damaging mess in your hand and then have to throw it. Maybe the double the square root of your strength is the number of spaces your conjurations can go, but never past the current limits? Go ahead and do the same thing for launchers.
At the same time, make it so a level N spell's spellpower and hunger isn't affected by any INT over 3*N. That way, there will be less reason to raise INT, there will be more room for more STR, and there is more reason to train spell schools to pick up low level spells. It would take high spellcasting to cast blink without translocations, since your effective intelligence would never be above 6.
This is a joke, right? If so, I don't really get it. If not, that would do a pretty good job of ensuring that all characters are primarily melee.
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Snake Sneak
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ebarrett wrote:chei isn't bad because he doesn't let you use haste, chei is bad because you are fuckin' slow while you move around and get murdered; being blocked off from haste exacerbates this but it's still a marginal factor compared to not being able to simply walk away from 99% of things in the game even when any other char doesn't even have sources of haste. if your char doesn't need to move when there are monsters around, chei is actually pretty great. so plz everyone stop turning every chei discussion into a haste discussion, for some purposes chei even gives you a sort of reasonable haste replacement anyway (bend time)
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CommanderC wrote:As usual, crate is right. Ok, let's keep the thread on topic. Here is my proposal (probably too radical).
1. Remove stat bonuses and movement delay penalty.
2. As you piety increases, Cheibriados increases the base delay of all your actions by a factor A: 1 < A < 3/2 (3/2 at full piety).
3. As you piety increases, Cheibriados increases all your outcoming damage (melee, spells, ranged) by a factor B: 1 < B < 3/2 (3/2 at full piety).
4. As you piety increases, Cheibriados decreases all the incoming damage (melee, spells, ranged) by a factor C: 2/3 < C < 1 (2/3 at full piety).
IMO, as long as Chei has stat bonuses it will be very difficult to achieve a balanced solution. The reason I removed the movement delay penalty is just because it is completely redundant after adding the penalty to your base delay.
I'm not sure what to do with Bend Time: remove it, or make it a very expensive ability (piety cost > 10). I want to hear your opinions.
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Jeremiah wrote:What if he also made it possible to be stealthy even in heavy armour? I'm not completely sure how it works now, but I've always assumed that heavy armour kills your stealth to such an extent that it's not worth training on heavy fighters.
While slowing your movement, Chei could also deaden the noise made by your plate clanking etc.
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Steel Neuron wrote:This sounds interesting but also extremely specific. Chei shouldn't be only useful to characters which want to be heavy armored AND stealthy... It sounds like a limited demographic.
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minmay wrote:Weren't those stepdowns smoothed already?
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galehar wrote:minmay wrote:Weren't those stepdowns smoothed already?
Yes they were. All stepdowns have been because hhe function stepdown_value has been changed.
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tasonir wrote:How does the new stepdown work?
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galehar wrote:tasonir wrote:How does the new stepdown work?
stepdown(x, step) = step * log2(1 + x/step)
Um, actually int has enormous stepdowns because the spellpower formula does.
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tasonir wrote:galehar wrote:tasonir wrote:How does the new stepdown work?
stepdown(x, step) = step * log2(1 + x/step)
At what value does that start?
Without knowing x or step I can't calculate that.
For example there's the much easier to follow explanation of spell power: halve the part over 50, halve the part over 100, halve the part over 150, and plain cap at 200. The outdated formula for dex used to be: halve over 24, halve again over 34. Can you put the new formula in those terms?
tasonir wrote:Um, actually int has enormous stepdowns because the spellpower formula does.
True, but that's just for spellpower.
Halls Hopper
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Halls Hopper
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minmay wrote:Martyr of Zot wrote:Improved hearing (because your breathing and heartbeat have slowed right down, and because you move so slowly you get to filter out the ambient noise). I include this because I take Ritalin, and for me Chei is also the god of taking Ritalin. Hearing well over background noise is one of the first things I noticed when I first took it.
I don't think speed quite fits with the current flavour of cheibriados
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galehar wrote:For spellpower, it's simple, the step is 50. The evasion formula calls the old stepdown function: stepdown_value(you.dex(), 10, 24, 72, 72). This means that the stepdown has a step of 10 but only starts at 24.
galehar wrote:tasonir wrote:Um, actually int has enormous stepdowns because the spellpower formula does.
True, but that's just for spellpower.
And the dex stepdown is just for evasion.
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