Some ideas for a monkish class.

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Giant mouse
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Joined: Fri Jan 28, 2011 9:17 pm

Re: Some ideas for a monkish class.

#46 Post by Giant mouse »

Sorry to go OT, but what does this code mean?:

Code: Select all

  if target:checkHit(self:combatAttackStr(), target:combatPhysicalResist(), 0, 95, 5 - self:getTalentLevel(t) / 2) and target:canBe("stun") then
I've seen similar code for the dirty fighting talent, I am mostly interested in how it scales with talent level.
I know it has something to do with the term 5 - self:getTalentLevel(t) / 2 but I am not sure what it does.

Final Master
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Re: Some ideas for a monkish class.

#47 Post by Final Master »

Giant mouse wrote:Sorry to go OT, but what does this code mean?:

Code: Select all

  if target:checkHit(self:combatAttackStr(), target:combatPhysicalResist(), 0, 95, 5 - self:getTalentLevel(t) / 2) and target:canBe("stun") then
I've seen similar code for the dirty fighting talent, I am mostly interested in how it scales with talent level.
I know it has something to do with the term 5 - self:getTalentLevel(t) / 2 but I am not sure what it does.
Well, self:getTalentLevel(t) means that you get the talent level, and as it doesn't specify RAW talent level, it looks for the Effective talent level [which is the 'actual' lvl with mastery]. So, if you have 1.3 mastery and you take the talent to 5 lvls, it would be [5 - 7 / 2] - if I understand it myself.
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Giant mouse
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Posts: 5
Joined: Fri Jan 28, 2011 9:17 pm

Re: Some ideas for a monkish class.

#48 Post by Giant mouse »

Final Master wrote:
Giant mouse wrote:Sorry to go OT, but what does this code mean?:

Code: Select all

  if target:checkHit(self:combatAttackStr(), target:combatPhysicalResist(), 0, 95, 5 - self:getTalentLevel(t) / 2) and target:canBe("stun") then
I've seen similar code for the dirty fighting talent, I am mostly interested in how it scales with talent level.
I know it has something to do with the term 5 - self:getTalentLevel(t) / 2 but I am not sure what it does.
Well, self:getTalentLevel(t) means that you get the talent level, and as it doesn't specify RAW talent level, it looks for the Effective talent level [which is the 'actual' lvl with mastery]. So, if you have 1.3 mastery and you take the talent to 5 lvls, it would be [5 - 7 / 2] - if I understand it myself.
hmmm...
saw the checkHit code and that number is the 'factor' variable, dosn't seem to be doing anything though

Code: Select all

function _M:checkHit(atk, def, min, max, factor)
	print("checkHit", atk, def)
	if atk == 0 then atk = 1 end
	local hit = nil
	[i]factor = factor or 5[/i]
	if atk > def then
		local d = atk - def
		hit = math.log10(1 + 5 * d / 50) * 100 + 50
	else
		local d = def - atk
		hit = -math.log10(1 + 5 * d / 50) * 100 + 50
	end
	hit = util.bound(hit, min or 5, max or 95)
	print("=> chance to hit", hit)
	return rng.percent(hit), hit
end

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Some ideas for a monkish class.

#49 Post by edge2054 »

The brawler is in the SVN :) Any feedback is still appreciated. Hope everyone has as much fun playing the class as I did coding it.

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