On 16-Sep-01 Andreas Vogl wrote: > That's just what i said above. I don't see where I need to enlighten > you any further Tim. :) Oh.. I wasn't trying to be a dope.. You just said "a lot more effects" and listed 3, so I assumed "a lot more" meant more than 3. :) >> I would agree with Tim on this point actually. I like the idea of luck >> being used in all random counts. It will of course make the amount of >> luck someone has very important, but then it should already be like that >> now. > > Now that's exactly the point where I disagree. The thought of a stat > which affects every single aspect of the game horrifies me, as a developer. > Artifacts with high luck bonus would surely pop up in such a case, > and they would then unbalance every aspect of the game - Yuck! > Besides, spells/monsters/maps etc. already need to be tested against > players of different levels, I don't want to test everything against luck > bonuses in addition. I read this, and I think the point of confusion here might be the poor way I described the formulae to generate these rolls. I'm going to post my patch to the list for comment (in my next email) but I wrote my code into a quick verification program to not only prove to myself my math was unflawed, but to show some distribution data on how it worked. First, lets look at a 1d20 roll: At a luck of 0, (ie, how it is now for 95% of things) the average roll on a 1d20 is 10.5. My patch never allows luck to have a vast effect on things, it also caps useful luck at 10, so lets look at what it does to your 1d20 roll, at various points: LUCK=-5 AVG IS: 10.267799 LUCK=-1 AVG IS: 10.453693 LUCK=0 AVG IS: 10.497334 LUCK=1 AVG IS: 10.520817 LUCK=5 AVG IS: 10.625877 LUCK=10 AVG IS: 10.743736 So, taking this into account, assuming we were using 1d20 for damage, and the character hit 1000 times, he would do 10500 HP of damage, vs, 10743 HP of damage with a luck of 10. Luck doesn't translate directly into a +1 for him, it's a gradual curve. In 1000 hits, he does an extra 243HP of damage. Also worth noting, He will *never* do more than 20 HP of damage per hit. A 1d20 means just that, the luck is simply moving the average slightly upwards on the scale. I've appended more data at the bottom for the curious. > That's why I think the luck bonus shouldn't get out of hand. I agree, and I truly feel that this doesn't make luck into this great +1 to all stats unbalancing nightmare. A +1 luck translates rougly into a .2% average increase on all rolls. This sounds minute, but I chose this number because of the high number of random rolls in the game (combat is very fast paced and common). The point is, that he is generally more lucky, over the course of the entire game, not on a particular encounter, spell, learning experience, etc. Now for some more statistical garbage for the math inclined. 1d6: LUCK=-5 AVG IS: 3.303961 LUCK=-1 AVG IS: 3.461715 LUCK=0 AVG IS: 3.499840 LUCK=1 AVG IS: 3.525508 LUCK=5 AVG IS: 3.624600 LUCK=10 AVG IS: 3.750733 2d6: LUCK=-5 AVG IS: 6.656916 LUCK=-1 AVG IS: 6.922005 LUCK=0 AVG IS: 6.998947 LUCK=1 AVG IS: 7.048354 LUCK=5 AVG IS: 7.218781 LUCK=10 AVG IS: 7.375188 10d10: LUCK=-5 AVG IS: 54.179418 LUCK=-1 AVG IS: 54.620459 LUCK=0 AVG IS: 54.995167 LUCK=1 AVG IS: 55.168149 LUCK=5 AVG IS: 55.472328 LUCK=10 AVG IS: 55.501497 --- Tim Rightnour < root at garbled.net > NetBSD: Free multi-architecture OS http://www.netbsd.org/ NetBSD supported hardware database: http://mail-index.netbsd.org/cgi-bin/hw.cgi