Opened 12 years ago

Closed 10 years ago

#419 closed change (fixed (in master))

Wands and rods should scale damage in proportion with user's magic device skill

Reported by: takkaria Owned by: magnate
Milestone: 3.1.2 beta Keywords: player
Cc:

Description

This would make them useful for longer.

Change History (11)

comment:1 Changed 12 years ago by takkaria

Also, scale detection spells? This requires a wider examination of the issues. See comments on ticket #263.

comment:2 Changed 12 years ago by mikon

Sure, but I find O critical activations system much more exciting (with various critical effects, preferably, not just increased damage).

comment:3 Changed 11 years ago by takkaria

  • Milestone changed from 3.1.1 beta to 3.2.0

comment:5 Changed 10 years ago by magnate

  • Owner set to magnate
  • Status changed from new to assigned

Will look at this after #483 and #715.

comment:6 Changed 10 years ago by magnate

  • Milestone changed from 3.2.0 to 3.1.2 beta

comment:7 Changed 10 years ago by magnate

  • Keywords player added

comment:8 follow-up: Changed 10 years ago by magnate

  • Type changed from bug to change

Ok, need two views from Takkaria on this:

  1. Ok to add a skill argument to effect_do, or is there a better way to do this? I would pass in MAX(0, (p_ptr->state.skills[SKILL_DEVICE] - o_ptr->level)) for devices, and MAX(0, (p_ptr->level - spell_ptr->slevel)) for spells - so the boost is never negative.
  1. Do you want non-damage effects to scale with skill as well? Detection radius was discussed in #263 before rectangular detection was introduced - still ok to scale it up? What about healing effects - heal more at higher skill? What about timed effects (haste, PfE etc.) - last longer at higher skill?

comment:9 Changed 10 years ago by magnate

I'm sure there used to be a ticket for "move spells to the effects.c framework", but I can't find it. This would precede the spells part of this work - but I could do devices first.

comment:10 in reply to: ↑ 8 Changed 10 years ago by magnate

Replying to magnate:

  1. Ok to add a skill argument to effect_do, or is there a better way to do this? I would pass in MAX(0, (p_ptr->state.skills[SKILL_DEVICE] - o_ptr->level)) for devices, and MAX(0, (p_ptr->level - spell_ptr->slevel)) for spells - so the boost is never negative.

From Takkaria's email: call it "boost" rather than "skill", and this ticket is only concerned with devices, not with spells.

  1. Do you want non-damage effects to scale with skill as well? Detection radius was discussed in #263 before rectangular detection was introduced - still ok to scale it up? What about healing effects - heal more at higher skill? What about timed effects (haste, PfE etc.) - last longer at higher skill?

Likewise: only damage is to scale.

comment:11 Changed 10 years ago by magnate

  • Resolution set to fixed
  • Status changed from assigned to closed

[19684a9] (SVN r1835) does this for all except WAND_BREATH and DRINK_BREATH, both of which are subject to #992.

Note: See TracTickets for help on using tickets.