Skill Spreadsheet

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madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: Skill Spreadsheet

#16 Post by madmonk »

Great stuff!

More More!
Regards

Jon.

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Skill Spreadsheet

#17 Post by greycat »

I updated http://te4.org/wiki/shadowblade to use the new talents layout. It's not perfect, because when you click on, for example, Dual Strike, you end up on a giant page and have to seach for Dual Strike yourself. But I don't think this wiki engine allows anything better.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Skill Spreadsheet

#18 Post by lukep »

For Wild Gift, added the wyrmic skills and antimagic/slime. Working on Summoning now. Link in first post or here. Also looking for feedback, which is clearer/easier to understand:

Hits for (1.54 * [30 + Str] * talent modifier) rebalanced physical damage

or

Hits for ([46.2 + 1.54 * Str] * talent modifier) rebalanced physical damage

I won't change the existing ones, but it is not any harder to do the second way on talents that I do later.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: Skill Spreadsheet

#19 Post by greycat »

lukep wrote:Also looking for feedback, which is clearer/easier to understand:

Hits for (1.54 * [30 + Str] * talent modifier) rebalanced physical damage

or

Hits for ([46.2 + 1.54 * Str] * talent modifier) rebalanced physical damage
I like the first one.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Skill Spreadsheet

#20 Post by lukep »

Finished Psionic, Summoning and Racial skills. Decided to split the summoned monsters into their own page here and moved the racial skills into the race spoilers when I made them.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Skill Spreadsheet

#21 Post by lukep »

After a fairly long break, finished Divine talents. Next, I will be updating all of the other pages to make them current, then finishing the last of the categories.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Skill Spreadsheet

#22 Post by lukep »

Updating Techniques, including adding much more detailed resistance/saving information. I looked into the code for what something like:

Code: Select all

if target:checkHit(self:combatAttackStr(weapon.combat), target:combatPhysicalResist(), 0, 95, 10 - self:getTalentLevel(t) / 2) and target:canBe("stun") then
means, and ran into a problem with the numbers. The first number (0, called "min"), and second (95, called "max") seem pretty straight forward, but does the third value (10 - self:getTalentLevel(t) / 2, called "factor") do anything at all? Code from Combat.lua for convenience:

Code: Select all

--- Computes a logarithmic chance to hit, opposing chance to hit to chance to miss
-- This will be used for melee attacks, physical and spell resistance
function _M:checkHit(atk, def, min, max, factor)
	print("checkHit", atk, def)
	if atk == 0 then atk = 1 end
	local hit = nil
	factor = factor or 5

	local one = 1 / (1 + math.exp(-(atk - def) / 7))
	local two = 0
	if atk + def ~= 0 then two = atk / (atk + def) end
	hit = 50 * (one + two)

	hit = util.bound(hit, min or 5, max or 95)
	print("=> chance to hit", hit)
	return rng.percent(hit), hit
end
The way that I see it now, there is a (0 to 95)% chance to hit based on physical saves of the target against the accuracy (with strength factored in twice as much, and dexterity not at all) of the attacker, and the third value does absolutely nothing.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

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