Damage calculator result directly visible
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Damage calculator result directly visible
It would be nice if the damage calculator results were directly visible in the combat window, so one wouldn't have to click one extra time.
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I agree for myself, since i only check the probabilities on special circumstances (like attacking with/an ulf).
For new players however, this is probably done regularly since they are not so familiar with the chances. So maybe not all options are bad
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For new players however, this is probably done regularly since they are not so familiar with the chances. So maybe not all options are bad

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I am a new player and I basically ALWAYS click the 'damage calculator' button. That said, I agree that the full 'damage calculator' dialogue is information overload. When I click that button I am basically looking for 3 values for each side:
1) Chance to kill
Pretty clear what this means...
2) Chance to be unscathed
I don't think that the v1.1.8 'damage caculations' dialogue handles (2) very well, especially with regards to 'drain' attacks. (I haven't looked at 1.1.9). I would consider any result that leaves me with at least as many hitpoints as I began with to be 'unscathed'.
3) Expected damage
Including 'overkill'. Basically, in the absence of special abilities, I want the value shown to be equal to
# of strikes * damage per strike * chance to hit
It gets much more difficult to 'just eyeball it' once you add special abilities (in particular, drain & slow) to the mix. But the damage calculation dialogue doesn't make this value very clear, either.
When calculating overkill with special abilities, once the enemy is dead just assume you get the rest of your strikes in unmolested (your opponent can no longer drain, or slow you... and your own drain strikes no longer heal you)
Example:
Unit A and B both have 8 hitpoints remaining, out of 20.
Unit A is attacking with an 8-4 drain attack versus a unit with a 4-4 slow attack. Both units are in 50% defense terrain.
What I'd like to see in the attack dialog is just the following few lines:
(Next to unit A):
Expected damage: 0.3hp
Chance to be killed: 19.1%
Chance to be unharmed: 72.2%
-- note: this includes B hitting A, then A hitting B twice to drain the lost 4 hp, as well as the case where A hits B without getting hit first
Chance to be slowed: 19.5%
-- this doesn't include any cases where A is dead... so 19.1% of the time A is dead, 19.5% of the time A is alive and slowed, and the remaining ~61.4% A is alive and unslowed.
(Next to unit B)
Expected damage: 13.9hp
Chance to be killed: 78.1%
Chance to be unharmed: 12.5%
1) Chance to kill
Pretty clear what this means...
2) Chance to be unscathed
I don't think that the v1.1.8 'damage caculations' dialogue handles (2) very well, especially with regards to 'drain' attacks. (I haven't looked at 1.1.9). I would consider any result that leaves me with at least as many hitpoints as I began with to be 'unscathed'.
3) Expected damage
Including 'overkill'. Basically, in the absence of special abilities, I want the value shown to be equal to
# of strikes * damage per strike * chance to hit
It gets much more difficult to 'just eyeball it' once you add special abilities (in particular, drain & slow) to the mix. But the damage calculation dialogue doesn't make this value very clear, either.
When calculating overkill with special abilities, once the enemy is dead just assume you get the rest of your strikes in unmolested (your opponent can no longer drain, or slow you... and your own drain strikes no longer heal you)
Example:
Unit A and B both have 8 hitpoints remaining, out of 20.
Unit A is attacking with an 8-4 drain attack versus a unit with a 4-4 slow attack. Both units are in 50% defense terrain.
What I'd like to see in the attack dialog is just the following few lines:
(Next to unit A):
Expected damage: 0.3hp
Chance to be killed: 19.1%
Chance to be unharmed: 72.2%
-- note: this includes B hitting A, then A hitting B twice to drain the lost 4 hp, as well as the case where A hits B without getting hit first
Chance to be slowed: 19.5%
-- this doesn't include any cases where A is dead... so 19.1% of the time A is dead, 19.5% of the time A is alive and slowed, and the remaining ~61.4% A is alive and unslowed.
(Next to unit B)
Expected damage: 13.9hp
Chance to be killed: 78.1%
Chance to be unharmed: 12.5%