> fredag, 8. januar 1999, you wrote: > > SPS> Level (Level of Opponent and Level of myself) > SPS> %ac, As in -100 being 100% (100-GET_AC(ch))/2 was the formula. > SPS> Damage (This is giving some difficulties, should only hand_to_hand > SPS> damage be compared? or) > SPS> Hitpoints, (Mobs get their HP's divided by 10, anyone with a better > SPS> method??) > > Why not make it simulate the combat fast? something like.. > > If you look at the players and monsters hps, thier ac, and thier > attacks (and each attacks thaco) - you should be able to figure out > how many rounds of combat the fight will take, and who would win. > > Why compare monsters ac to players ac, instead compare how much damage > they will do to each other each round, with thier hps as modifyer. > Should give you better results. > > Remember to modify the monsters / players hps, if they are clerics, > and lower the victims hps if they are mages. Other classes need > similar changing .. warriors for kick, etc. But remember clerics > healing should depend on how many rounds of combat his going to live > in too. > I would also make considerations for those who have modified things like "Number of attacks", spells like sanctuary, any spells that would increase/decrease damage. I know you can not account for everything, but atleast provide hint's or clues as to how to add in thier variables. (my 2 dimes worth) +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
This archive was generated by hypermail 2b30 : 12/15/00 PST