huai
Member LVL 1
Posts: 19
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Post by huai on Jan 21, 2011 12:05:35 GMT -6
I am using the chakram of entropy on a lvl 15 huntress. The chakram's description reads that it has a 25% chance of firing triple-shot. This doesn't correlate with my emprical observations.
I am firing with a rate of fire of 3. In a high end dungeon battle I may fire off 50-100 shots. However, I see multi shot triggered once or twice per battle at most, closer to a 2-3%. I can't help but wonder if the calculation is off by a factor of 10. In fact, the spell effects on the chakram (which only have a 6% rate) happen much more frequently than the multi shot, around 4 times per battle.
Secondly, it's not a triple shot that goes off. It's not unusual to see a cloud of 6-10 chakrams flying off into a crowd of enemies.
Mantera, did you change the way this spell works?
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Post by Boaster on Jan 21, 2011 13:53:51 GMT -6
I am using the chakram of entropy on a lvl 15 huntress. The chakram's description reads that it has a 25% chance of firing triple-shot. This doesn't correlate with my emprical observations. I am firing with a rate of fire of 3. In a high end dungeon battle I may fire off 50-100 shots. However, I see multi shot triggered once or twice per battle at most, closer to a 2-3%. I can't help but wonder if the calculation is off by a factor of 10. In fact, the spell effects on the chakram (which only have a 6% rate) happen much more frequently than the multi shot, around 4 times per battle. Secondly, it's not a triple shot that goes off. It's not unusual to see a cloud of 6-10 chakrams flying off into a crowd of enemies. Mantera, did you change the way this spell works? Let's take a look at the equation for the artifact: attacker 0 isthief? attacker 0 ischaos? and 1 100 gamerand 25 attacker_luck add le and defender_hit_points 0 gt and attacker ismovingstealthily? not and { /can_do_multi_shot true def }if
For can_do_multi_shot to be true, and thus launch multiple projectiles (as a spell), [ALL of] the following conditions must be met. The condition set before this is that the Attack must be a Missile/Ranged attack. Keep this in mind. - Attack must be ranged. - Attacker must be a Chaos Thief. - On a roll of 1 to 100, roll must be 25 (plus luck) or less. if you have +5 luck, then the roll must be 30 or less. - The defender must be alive. If your last attack on a defender is fatal, this will disqualify the chance of multi-shot. Fatal attacks also disqualify other spell invocations, as they occur after damage. This is by design. - The attacker, your thief, cannot be in stealth mode at the moment of impact. So in retrospect, |must be a chaos thief|, |roll under 25/100|, |defender must be alive and attack cannot be fatal|, |thief must be unstealthed at moment of impact|.
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huai
Member LVL 1
Posts: 19
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Post by huai on Jan 22, 2011 23:59:36 GMT -6
What's the formula for the spell effect on the chakram?
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Post by Boaster on Jan 23, 2011 6:30:19 GMT -6
1 100 gamerand 5 attacker_luck add le defender_hit_points 0 gt and { spelldict begin /rand_spell [poison rust entangle headwind anything slow leeches icy_coffin balkoths_word] 0 defender 0 isundead?{1 add}if 8 gamerand get def initcastdata CI_TYPE rand_spell setcastdata CI_ARMY_ID defender setcastdata CI_UNIT_NUM 0 setcastdata CI_CASTING_ARMY attacker setcastdata CI_CASTING_UNIT 0 setcastdata CI_ARTIFACT_UNIQUE_ID artifactself setcastdata rand_spell SD_INVOKE_PROC getspelldefdata exec end }if
- Must be a missile attack. - Roll must be 5 (plus luck) or less. - Defender must have more than 0 hit points, aka must be alive. - A random spell is pulled from an array of spells, roll 0 to 8 and then pull that index. - - If the defender Undead, adjust the randomly pulled array variable. In other words, we don't want to be casting Poison on Undead, as it would heal them, or generate script errors in this fashion. So Undead targets adjust the roll to 1 to 8 from 0 to 8. - Invoke spell on defender. Hope this helps.
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