on Fri, 29 Sep 2000 Peter M. wrote: > I've been trying to advance a character with an average Wis (10) > as a priest in Devourer. I found that the 1st level spell cause > wounds would fail from 50% to 75% of the time. > > I believe this high a failure rate is extreme. I believe it should > be about 25%. Yes, fumbling prayers too often can be a pain in the rare. But then again, Wis 10, that must be something like a soused barbarian with a cursed -Wis ring, hehe :-P > Here is the code: > if( ... && > RANDOM()%100 < s->level*2 - op->level + cleric_chance[op->stats.Wis]- > op->stats.luck*3) { /* You fumble the prayer */ } > > For a level 1 spell and a level 1 char and a 10 wis and 0 luck: > > 2 - 1 + 70 == 71% chance of failing on a level 1 spell. At Wis 18: > 2 - 1 + 20 == 21% chance of failing. > > My comments: > > 1) This is too harsh. > 2) Increasing skill levels in the priest area helps far too little. > I mean, a level 3 priest enjoys a 2% success rate benefit on a 1st > level spell! Sheesh! Yes, but we should keep in mind that increasing skill level makes the prayers more powerful too. I think the old formulae was acceptable, but not very good. > How about: > s->level/(float)MAX(op->level,1) * cleric_chance[Wis] - op->stats.luck *3 > > and changing cleric_chance: > 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 > 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, > > 18 19 20 21 22 23 24 25 26 27 28 29 30 > 12 11 10 9 8 7 6 5 4 3 2 1 0 > > My scheme has these properties: > > 1) No matter how high a level you get, you can still fail a spell > unless you have either luck or Wis 30. > 2) Base failure % of 40 for lev 1, 10Wis chars instead of 71. > For level 2, 20% failure on a level 1 spell. I like your new formulae, I plead for using it. Example: A player with WIS 15 (average for new started characters) casting a level 1 spell (like holy word) without luck bonus: wisdom skill lvl : 1 2 3 4 5 .. 10 .. 20 ... % fumbling chance: 15 8 5 4 3 .. 2 .. 1 ... Just an idea: The step from "player´s level == spell level" to "player´s level == spell level + 1" reduces the fumbling-chance by 50% (ignoring luck bonus), that seems quite much for gaining a single level. What about inserting a square root here: if (RANDOM()%100 < sqrt(s->level / (float)MAX(op->level,1)) * cleric_chance[op->stats.Wis] - op->stats.luck * 3) { /* you fumble the spell */ } exmaple from above ==> wisdom skill lvl : 1 2 3 4 5 .. 10 .. 20 ... % fumbling chance: 15 11 9 8 7 .. 5 .. 3 ... Would that cause too much spell-fumbling? I´m not sure. Andreas V. -- Sent through GMX FreeMail - http://www.gmx.net