NerdanelVampire: It looks like the first lieutenant's AC is either insanely high or it has no defined AC at all, as even with a combat skill of 50 I hit the first lieutenant only 5% of the time and have never managed to kill one, even though I have killed many tougher monsters. This goes beyond a mere balancing issue.
NeilStevens: AC 60, oops, heh. That was a typo.
I'll look at the formula again for determining how AC affects things though.
NerdanelVampire: I think the desirable situation would be that a maxxed combat is enough to hit any monster nearly all the time, so that there won't be so many misses that slow down the fighting. This is not the case currently. My latest (now dead) character got his combat maxxed but still missed roughly about half the time against the major.
Well here are key snippets of what I have now in the to-be 0.9.4:
player.to_h = player.to_h + get_skill(SKILL_COMBAT) * 2
...
dam = dam - rng(monst.ac * 2)
...
local chance = 85 - monst.ac + player.to_h
if chance < 5 then
chance = 5
elseif chance > 95 then
chance = 95
end
This is another case of when one bit of code got written with one imagined range, but then another range got put in instead, so things didn't work out. This ought to work though.
Note that the highest monster AC in the game is 100.
ReenenLaurie: dam = dam - rng(monst.ac * 2)... can't this result in positive damage? I dunno the lua, but what is rng? Random Number God/Generator?
NeilStevens: Oh, htere are checks immediately below that:
if dam < 0 then dam = 0 end -- Ensure it is not completly frustrating if dam < 1 and monst.level <= player.lev then dam = 1 end
Yes I'm aware that doing 1 point would still be frustrating, heh. I put in that comment while considering setting the floor lower.
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