I was wondering with Chao about blocking capabilities of various things, and he mentioned Guugzamesh being a blocking fiend with his two short swords. So I dug up some stuff from Greatboards and the wiki and set to work trying to crunch numbers and find out some relevant and understandable information.
I screwed up somewhere along the line.
I've found that the IVANdevs were fond of creating extremely large numbers and then shaving off a lot of 0's (there's more than one instance of "divide by ten million" and the like). So I was very surprised when I started running into extremely small and not-neat decimal numbers (like, for example, 0.46616526154899332860822020122614... that's what I came up with as a final To-Hit Value for each of Guugzamesh's swords). I decided I must have been doing something wrong. I believe it had to do with weight values; I was using the in-game displayed weights, but I strongly doubt that the game mechanics themselves use those numbers. They're probably much, much larger. (item size * material density? I have a thread about this somewhere...)
So I thought I'd make a thread about it, and allow someone else to take a crack at it. The following pages will be useful:
Squashmonster's parsing of combat-related code
Guugzamesh's stats -- Keep in mind, as far as I understand, displayed stats are rounded averages -- so if it displays 20 AStr, that doesn't mean two 10 AStr arms, but two 20 AStr arms. This is consistent with every method I can find to check it.
You'll also need the materials list. Also maybe fire up the game... And for reference, when Squash refers to "Weight" he is in fact referring to ingame displayed weight. Checked via reverse engineering with his AStr requirement formula; ran it both ways (solved for both the AStr with known weight, and for weight with known AStr) and came out correct both times.
I suspect Squash made some mistakes, however. A code dive may be in order...
I screwed up somewhere along the line.
I've found that the IVANdevs were fond of creating extremely large numbers and then shaving off a lot of 0's (there's more than one instance of "divide by ten million" and the like). So I was very surprised when I started running into extremely small and not-neat decimal numbers (like, for example, 0.46616526154899332860822020122614... that's what I came up with as a final To-Hit Value for each of Guugzamesh's swords). I decided I must have been doing something wrong. I believe it had to do with weight values; I was using the in-game displayed weights, but I strongly doubt that the game mechanics themselves use those numbers. They're probably much, much larger. (item size * material density? I have a thread about this somewhere...)
So I thought I'd make a thread about it, and allow someone else to take a crack at it. The following pages will be useful:
Squashmonster's parsing of combat-related code
Guugzamesh's stats -- Keep in mind, as far as I understand, displayed stats are rounded averages -- so if it displays 20 AStr, that doesn't mean two 10 AStr arms, but two 20 AStr arms. This is consistent with every method I can find to check it.
You'll also need the materials list. Also maybe fire up the game... And for reference, when Squash refers to "Weight" he is in fact referring to ingame displayed weight. Checked via reverse engineering with his AStr requirement formula; ran it both ways (solved for both the AStr with known weight, and for weight with known AStr) and came out correct both times.
I suspect Squash made some mistakes, however. A code dive may be in order...