User talk:Tungtn/Physical damage analysis

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Revision as of 03:28, 29 October 2014 by Chris (talk | contribs) (formatting)
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Hello!

dNethack also gives higher bonuses for higher strength scores: +6 for 19-21, +7 for 22-24, and +8 for 25.

It also doubles the strength bonus for two-handed weapons (possibly through slightly different code, as it was an independent implementation).

Rapiers in dNethack also get 1/2 the usual strength bonus, but add (dex-11)/2 to damage.

UnNetHack and dNethack both also try to reduce the influence of luck on to-hit by reducing the likelihood that a character has max luck. In both games, luckstones only cause luck to time out more slowly, they don't stop it timing out altogether (dNethack got this from UnNetHack, but changes the timeout to be more rapid). Both games also feature (different sets of) enemies that can reduce luck.

I also recently fixed the to-hit bonus for monks making unarmed attacks. There are a few ways to boost unarmed attack damage in dNethack, as well. Most notably, the Gauntlets of Spell Power add silver damage to unarmed attacks, and the Premium Heart makes unarmed attacks do 2x damage (both artifacts are also gauntlets of power).

After reading this series, I'm planning to increase the damage bonus for Expert weapon skill to +5, and lower the damage modifier for Expert two-weapon combat to +0. I may also do something to reduce the strength bonus to attacks during two-weapon combat, but haven't decided what yet.

---Chris (talk) 18:41, 27 October 2014 (UTC)

Though this is not directly relevant to physical attack damage, dNethack also attacks the "late game hits will never miss" problem from two different angles:

1) dNethack recently adopted Base Attack Bonus from DnD, which is the rate at which your to-hit bonus increases as your level increases.

  • Barbarians, Convicts, Knights, unarmed Monks, Pirates, Samurai, and Valkyries are all full BAB roles (add level to-hit).
  • Archeologists, Binders, Cavemen, armed Monks, Nobles, Priests, Rogues, and Rangers are all 3/4 BAB roles (add 3/4 level to-hit).
  • Healers, Tourists, and Wizards are all 1/2 BAB roles (add 1/2 level to-hit).

(Fractions are rounded down).

2) dNethack also takes a stab at fixing the AC of late-game monsters:

  • -8 AC for the Wizard of Yendor.
  • -25 AC for the Riders (Death, Pestilence and Famine).
  • -27 AC for Archons and Solars
  • -20s to -30s AC for advanced demons:
    • -33 AC for an armed Marilith
    • -23 AC - pit fiend, ancient of ice, balrog
    • -36 AC - shayateen
    • -40 AC - nessian pit fiend, ancient of death
  • -20 to -38 AC for the demon princes:
    • -20 AC - Fierna, Daughter Lilith
    • -23 to 30 AC - Bael, Zuggtmoy, Kostchtchie, Baphomet, Yeenoghu, Mammon, Malcanthet, Belial, Leviathan, Mephistopheles, Verier
    • -32 to 38 AC - Juiblex, Mother Lilith, Graz'zt, Baalzebub, Orcus, Crone Lilith, Dispater, Baalphegor, Dagon, Demogorgon
    • -44 AC - Shaktari (armed), -4 unarmed
    • -6 to -66 AC - Pale Night (randomized each turn)
    • -9 to -99 AC - Asmodeus (randomized each turn)

3) dNethack also changes the XP per level curve so that characters can reach level 30 simply from combat XP. This occurs sometime during the descent through gehennom, if the character doesn't drink any potions of gain level.

---Chris (talk) 03:27, 29 October 2014 (UTC)