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Posted by JoKe, Aug 30, 2009 at 6:29 am
martys1103 wrote
MaterialConfigChances = { 10, 100, 75, 50, 25, 10, 5; }

There's the mistake. The first number tells the game how many material possibilites the item has. Since you have 10 there, it thinks the } is also a material and produces the error. Try this:

MaterialConfigChances = { 6, 100, 75, 50, 25, 10, 5; }

I'm bad with handling the script, but that's what I think the problem is.
Posted by JoKe, Aug 24, 2009 at 2:51 pm
Tested it in WM by getting an unenchanted GEF shield and summoning Ur'Khan (+3 enchant on the halberd) to beat on me.

First sample had 21 strikes with no shield or armor equipped, which ranged from 80 to 50 damage (or 61, since there might've been a mistake as the difference between least and second least damage was so high.)
Average 68
Median 68

Second sample had 25 partially blocked hits without any armor, damage range was from 12 to 47.
Average 32
Median 34

Drawing a chart from the second sample showed a slight decrease in damage as the character's skill with shields increased, altough that might just be a coincidence since the sample was so small. I really don't have time to record hundreds or thousands of hits.

By looking at the results, damage taken through a partial block does seem more random than the 50% Alveradok suggested above. My guess based on these results is that a partial block damage reduction ranges between 25% and 75% of a full block.

To get a more exact answer, a code-dive is required.

Chart of the second sample attached
Posted by JoKe, Aug 19, 2009 at 2:18 pm
Wizmode allows you to do some things you can't do in a normal game. That's why testing/proving some things is so hard.
Posted by JoKe, Jul 13, 2009 at 7:26 am
Wands of Polymorph have the range of five squares: a stack of five items for each square.
Posted by JoKe, Jun 12, 2009 at 3:37 am
Ernomouse wrote
By the way, does negative AV make that balsa spear -2 actually hurt you? As in if you wear a Leather armor -8 and someone stabs you, does the armor enchance the damage rather than preventing it?

I don't think so, never seen a piece of armor with negative AV. Weapons, on the other hand...

EDIT: Since I like testing things out to prove them, I modded the PC to start with the mentioned Leather Armor -8. No negative AV to be seen.

Just in case -8 enchantment was too low, I added a zero behind it. Nope, no such thing as negative AV.

Maybe the game just can't display negative AVs? Nah, a carnivorous plant needed several bites to kill my character.

Conclusion: Negative armor value does not exist.
Posted by JoKe, Jun 12, 2009 at 3:34 am
The banana c[size=1]an also be [z]apped, which works like a wand of fireballs. It also explodes like a wand of fireballs... Keep it in a chest or a lockbox if you don't eat it right away. I never do that though, the stat increase is worth much more in my books than an extra wand.
Posted by JoKe, May 28, 2009 at 7:55 am
Hurray! Excellent news!
Posted by JoKe, May 4, 2009 at 12:49 pm
A simple experiment:

- A guy with 10 AStr in the start has one of his arms removed, so the AStr shows up as 5.

Now, in case the the AStr is indeed the average of both arms, the arm he has left should have the strength of 10.

To test if this is true:

- Summon up a Turox, which takes 13 AStr to wield with one hand.
- Obtain a gauntlet of strength +3.
- Wear the gauntlet.

Now, if you can use the mace with one hand, the average theory must be correct.


After putting on the glove, the shown AStr value jumped to 6, which supports capristo's observations above. When trying to wield the Turox, it indeed succeeded, thus proving the average theory correct.

Posted by JoKe, Apr 23, 2009 at 1:09 am
In case you want more than one bottle, use the method above and clone the one you get as many times as needed.
Posted by JoKe, Mar 20, 2009 at 2:18 am
They're here, the spambots are here!