View Full Version : Crit tracking
Tgo01
04-27-2015, 03:34 AM
This thread got me thinking of a script idea:
http://forum.gsplayers.com/showthread.php?95467-Can-free-to-play-accounts-make-use-of-the-weighting-from-claidmores
Basically the script will list all relevant information to see how much possible crit weighting you received for each attack. I want to make sure I'm doing the math right before I get too far ahead of myself so if someone can tell me if I'm doing this right or not. Here are some examples of the script in action thus far:
>You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +176 with AvD: +35 + d100 roll: +22 = +144
... and hit for 20 points of damage!
Blow leaves an imprint on the arctic manticore's chest!
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Armor: Reinforced Leather
Weapon type: Morning Star
End Roll: 144
Raw Damage: 15
Crit Damage: 5
Total Damage: 20
Crit Location: Chest
Crit Rank: 1
DF Base: 0.325
DF With Forging Bonus: 0.338
Crit Divisor: 6
Minimum Raw Damage Required For Crit: 6
Possible Crit Weighting: No crit weighting could be observed.
Forging Bonus: +2 AvD, +4% DF
Dexterity Stat: 72
Dexterity Bonus: 26
Crit Message: Blow leaves an imprint on the arctic manticore's chest!
#######################################
>You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +176 with AvD: +35 + d100 roll: +77 = +199
... and hit for 36 points of damage!
Flattened the arctic manticore's left hand.
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Armor: Reinforced Leather
Weapon type: Morning Star
End Roll: 199
Raw Damage: 33
Crit Damage: 3
Total Damage: 36
Crit Location: Hand
Crit Rank: 2
DF Base: 0.325
DF With Forging Bonus: 0.338
Crit Divisor: 6
Minimum Raw Damage Required For Crit: 12
Possible Crit Weighting: No crit weighting could be observed.
Forging Bonus: +2 AvD, +4% DF
Dexterity Stat: 72
Dexterity Bonus: 26
Crit Message: Flattened the arctic manticore's left hand.
#######################################
>You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +169 with AvD: +35 + d100 roll: +39 = +168
... and hit for 38 points of damage!
You broke the arctic manticore's nose!
The arctic manticore is stunned!
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Armor: Reinforced Leather
Weapon type: Morning Star
End Roll: 168
Raw Damage: 23
Crit Damage: 15
Total Damage: 38
Crit Location: Head
Crit Rank: 3
DF Base: 0.325
DF With Forging Bonus: 0.338
Crit Divisor: 6
Minimum Raw Damage Required For Crit: 18
Possible Crit Weighting: No crit weighting could be observed.
Forging Bonus: +2 AvD, +4% DF
Dexterity Stat: 72
Dexterity Bonus: 26
Crit Message: You broke the arctic manticore's nose!
#######################################
>You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +130 with AvD: +35 + d100 roll: +48 = +216
... and hit for 54 points of damage!
You ripped a chunk out of the arctic manticore's left leg with that one.
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Armor: Reinforced Leather
Weapon type: Morning Star
End Roll: 216
Raw Damage: 39
Crit Damage: 15
Total Damage: 54
Crit Location: Leg
Crit Rank: 3
DF Base: 0.325
DF With Forging Bonus: 0.338
Crit Divisor: 6
Minimum Raw Damage Required For Crit: 18
Possible Crit Weighting: No crit weighting could be observed.
Forging Bonus: +2 AvD, +4% DF
Dexterity Stat: 72
Dexterity Bonus: 26
Crit Message: You ripped a chunk out of the arctic manticore's left leg with that one.
#######################################
>You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +150 with AvD: +35 + d100 roll: +33 = +181
... and hit for 42 points of damage!
Blow to chest causes the arctic manticore's heart to skip a beat.
The arctic manticore is stunned!
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Armor: Reinforced Leather
Weapon type: Morning Star
End Roll: 181
Raw Damage: 27
Crit Damage: 15
Total Damage: 42
Crit Location: Chest
Crit Rank: 3
DF Base: 0.325
DF With Forging Bonus: 0.338
Crit Divisor: 6
Minimum Raw Damage Required For Crit: 18
Possible Crit Weighting: No crit weighting could be observed.
Forging Bonus: +2 AvD, +4% DF
Dexterity Stat: 72
Dexterity Bonus: 26
Crit Message: Blow to chest causes the arctic manticore's heart to skip a beat.
#######################################
>You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +201 with AvD: +35 + d100 roll: +10 = +107
... and hit for 2 points of damage!
Blow glances off the arctic manticore's shoulder.
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Armor: Reinforced Leather
Weapon type: Morning Star
End Roll: 107
Raw Damage: 2
Crit Damage: 0
Total Damage: 2
Crit Location: Back
Crit Rank: 0
DF Base: 0.325
DF With Forging Bonus: 0.338
Crit Divisor: 6
Minimum Raw Damage Required For Crit: 0
Possible Crit Weighting: No crit weighting could be observed.
Forging Bonus: +2 AvD, +4% DF
Dexterity Stat: 72
Dexterity Bonus: 26
Crit Message: Blow glances off the arctic manticore's shoulder.
#######################################
Basically the script checks the crit divisor for the critter armor and determines the minimum raw damage that needed to be done to achieve the crit you got on it. If the raw damage you did was equal to or greater than the minimum amount needed the script just says it didn't notice any crit weighting. If you did less raw damage than it required for the crit you scored then the script will list the difference. At least that's what it would ideally do, I tested this with a non crit weighted weapon so not sure if that's working properly but it should be.
Script checks your weapon for forging key words to determine if your weapon has a forging bonus. Not sure if this name modifier can be removed (like "perfect", "hefty", etc) but if so then it's not gonna work properly for that weapon.
The script uses AvD as well as crit damage bonuses to see what kind of armor the critter has. For example reinforced leather and robes share the same AvD value against a morning star but by looking at the crit messaging the script determines what the crit bonus is and then it looks at the (total damage - raw damage) and if the difference doesn't match the crit bonus it doesn't bother listing the information for that armor type.
Script works best if you're not gaining any unexplained damage bonus (like Weapon Bonding rank 2 flares), or if the critter has damage padding (not sure if any critters even have that.)
But if something like that does happen the script will list information for all armor types that use that AvD and will show the unexplained damage amount.
Here is an example with Weapon Bonding rank 2:
You feel your mithril morning-star focus itself upon your foe, giving additional force to your strike!
You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +170 with AvD: +35 + d100 roll: +62 = +190
... and hit for 53 points of damage!
Flesh ripped from back, muscles exposed.
The arctic manticore is stunned!
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
Unexplained damage against Clothing/Robes/No Armor: -7
Enemy Armor: Clothing/Robes/No Armor
Weapon type: Morning Star
End Roll: 190
Raw Damage: 40
Crit Damage: 20
Total Damage: 53
Crit Location: Back
Crit Rank: 4
DF Base: 0.425
DF With Forging Bonus: 0.442
Crit Divisor: 5
Minimum Raw Damage Required For Crit: 20
Possible Crit Weighting: No crit weighting could be observed.
Forging Bonus: +2 AvD, +4% DF
Dexterity Stat: 72
Dexterity Bonus: 26
Crit Message: Flesh ripped from back, muscles exposed.
#######################################
#######################################
Unexplained damage against Reinforced Leather: 3
Enemy Armor: Reinforced Leather
Weapon type: Morning Star
End Roll: 190
Raw Damage: 30
Crit Damage: 20
Total Damage: 53
Crit Location: Back
Crit Rank: 4
DF Base: 0.325
DF With Forging Bonus: 0.338
Crit Divisor: 6
Minimum Raw Damage Required For Crit: 24
Possible Crit Weighting: No crit weighting could be observed.
Forging Bonus: +2 AvD, +4% DF
Dexterity Stat: 72
Dexterity Bonus: 26
Crit Message: Flesh ripped from back, muscles exposed.
#######################################
From my other attacks against arctic manticores I know they have reinforced leather armor so I gained a whole 3 bonus damage from weapon bonding in that attack.
I also noticed from testing that I never received any crit weighting for my dex. Is my dex not high enough or do I need a weapon that has crit weighting before I get any bonus crit weighting from dex? Or would the bonus be so small I was just never in a position to make use of it?
ETA: Also I'm assuming raw damage uses standard rounding (round down for .4 and lower and round up for .5 and higher.) I wasn't 100% sure if this is how it worked but it seemed to work perfectly.
Whirlin
04-27-2015, 06:44 AM
I'll give it a shot, nice work
TheBastardOfStark
04-27-2015, 11:15 AM
I'll take it for a spin tonight, hopefully it can shed some light on my questions about phantom weighting from ambush etc.
Deathravin
04-27-2015, 11:32 AM
Looks good. I was considering making something like this for myself... Sort of something to say:
"Your redux is 'x' on that defense..." or
"Your sword might be weighted to 'Y' on that attack" or
replacing the crit messages themselves with the crit levels ("Strike through eye, the triton radical is lobotomized!" would be squelched and replaced with "Level 8 - Eye - Puncture - BaseDam: 35 - W: R3 Eye, R3 Head" - SE: Death) and etc...
Something that, the more you use, the more it watches all attacks, all defenses, etc, the closer and closer to the 'truth' it gets. It gets closer to what your redux is, closer to what your % chance to dodge with and without various cmans or sigils etc, closer to what your weapon's stats are, closer to what the stats for each mob you tend to attack might be, etc.
I have something similar for this for my sorcerer - who generally doesn't need it. And I haven't made it for physical attacks yet which is where I would need it more.
I mean if each spell I learn on my rogue reduces my redux by a significant amount, it might be nice to see that before I need a fixskill to fix it. Or maybe if it notices that Ambushing with a dagger is better for mob 'x' and an arrow to the eye is significantly better for mob 'y', it would be cool to see that and adjust my scripts accordingly.
Tgo01
04-27-2015, 02:11 PM
The script isn't quite ready yet; so far I only have puncture crits and morning star stats done. Now that I have the framework setup it shouldn't take me too long to add everything else. Also the script isn't going to be able to tell any information about a weapon in your left hand if you're using two weapon combat, but it should still work for the weapon in your right hand.
Looks good. I was considering making something like this for myself... Sort of something to say:
"Your redux is 'x' on that defense..." or
"Your sword might be weighted to 'Y' on that attack" or
replacing the crit messages themselves with the crit levels ("Strike through eye, the triton radical is lobotomized!" would be squelched and replaced with "Level 8 - Eye - Puncture - BaseDam: 35 - W: R3 Eye, R3 Head" - SE: Death) and etc...
Something that, the more you use, the more it watches all attacks, all defenses, etc, the closer and closer to the 'truth' it gets. It gets closer to what your redux is, closer to what your % chance to dodge with and without various cmans or sigils etc, closer to what your weapon's stats are, closer to what the stats for each mob you tend to attack might be, etc.
I have something similar for this for my sorcerer - who generally doesn't need it. And I haven't made it for physical attacks yet which is where I would need it more.
I mean if each spell I learn on my rogue reduces my redux by a significant amount, it might be nice to see that before I need a fixskill to fix it. Or maybe if it notices that Ambushing with a dagger is better for mob 'x' and an arrow to the eye is significantly better for mob 'y', it would be cool to see that and adjust my scripts accordingly.
Redux or crit/damage padding information would be awesome.
Whirlin
04-27-2015, 03:08 PM
Are you using gib's crit_type_tracker as a basis?
And does puncture work with bows yet, cause I could at least prove some phantom damage.
Tgo01
04-27-2015, 03:10 PM
Are you using gib's crit_type_tracker as a basis?
Naww, started this script from scratch. Does that script do the same thing as this script?
And does puncture work with bows yet, cause I could at least prove some phantom damage.
Not yet, what is the messaging for when you use a ranged weapon, and is it always the same? Like "You fire a bow at the one-eyed kobold"?
Logs please.
Whirlin
04-27-2015, 03:12 PM
Found one:
>You nock an arrow in your long bow.
You fire an arrow at an Ithzir seer!
AS: +444 vs DS: +274 with AvD: +32 + d100 roll: +43 = +245
... and hit for 82 points of damage!
Strike through eye, the Ithzir seer is lobotomized!
The Ithzir seer falls to the ground in a crumpled heap.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
The light blue glow leaves an Ithzir seer.
An Ithzir seer seems to lose an aura of confidence.
The scintillating red light surrounding the arrow fades some.
The arrow sticks in an Ithzir seer's right eye!
Roundtime: 6 sec.
Roundtime changed to 1 second.
Tgo01
04-27-2015, 03:17 PM
Found one:
>You nock an arrow in your long bow.
You fire an arrow at an Ithzir seer!
AS: +444 vs DS: +274 with AvD: +32 + d100 roll: +43 = +245
... and hit for 82 points of damage!
Strike through eye, the Ithzir seer is lobotomized!
The Ithzir seer falls to the ground in a crumpled heap.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
The light blue glow leaves an Ithzir seer.
An Ithzir seer seems to lose an aura of confidence.
The scintillating red light surrounding the arrow fades some.
The arrow sticks in an Ithzir seer's right eye!
Roundtime: 6 sec.
Roundtime changed to 1 second.
There is no crit or damage weighting with bows, right? Like you can't have a perfect longbow or arrows that increase DF or anything like that. I know there is sighting and all that but that wouldn't affect how the script works.
Whirlin
04-27-2015, 03:17 PM
There is no crit or damage weighting with bows, right? Like you can't have a perfect longbow or anything like that. I know there is sighting and all that but that wouldn't affect how the script works.
Correct
gilchristr
04-27-2015, 03:58 PM
its kind of hard to test for dex without a control, e.g. a character with zero dex. This is because any creature could have crit padding or con bonus or whatever negating the 5 phantom damage from your dex bonus. its hard to rule out that manticores don't have some kind of bonus, without the control character.
Whirlin
04-27-2015, 04:07 PM
its kind of hard to test for dex without a control, e.g. a character with zero dex. This is because any creature could have crit padding or con bonus or whatever negating the 5 phantom damage from your dex bonus. its hard to rule out that manticores don't have some kind of bonus, without the control character.
Correct... I outlined a series of problems and assumptions last time I gathered data... Honestly, gathering the data in the first place was a bitch and a half.
Tgo01
04-27-2015, 04:09 PM
its kind of hard to test for dex without a control, e.g. a character with zero dex. This is because any creature could have crit padding or con bonus or whatever negating the 5 phantom damage from your dex bonus. its hard to rule out that manticores don't have some kind of bonus, without the control character.
Making sense isn't allowed in this thread.
TheBastardOfStark
04-27-2015, 06:15 PM
Sounds like bows with no chance for weighting would make a good natural crit padding tester.
gilchristr
04-27-2015, 10:51 PM
Tgo01 - I havent been looking at this much, but I do know that last year witbier killed one of those savage goobacks in the dwarven city (not going to try and spell any of that) using a heavy crit weighted spear (10 points phantom damage) on an open aimed shot to the eye (witbier doesnt hide) where the total damage was really low ... dont remeber if it was 20 or 25, but what I do clearly remember is that I backed out damage added from the type of eye crit indicated (it was rank 4) and determined that I did only like 5 or so natural damage - meaning that something OTHER THAN crit weighting from my spear bumped it from a rank 3 to a rank 4.
I had about 20 dex bonus, so assumed thats what did. (I am not in GoS, nor had any other spell/effect up know to do that). I also assumed that I got at least 4-5 phantom damage added from the dex, so it looked like dex/4 got added to that shot.
I dont have the log, but just because I dont know the name of the city I was in or the name of the monster I killed doesnt mean my memory is unreliable.
gilchristr
04-27-2015, 11:16 PM
"Sounds like bows with no chance for weighting would make a good natural crit padding tester."
Ummm... any weapon with no crit weighting has no chance for weighting...
If what you meant to say is that shooting a bow has no chance for being influenced by dex, thats not what the other poster said, and I dont think that is correct. I read some research where bow shots received benefit from dex.
Tgo01
04-27-2015, 11:59 PM
Also it's rare (since it's only happened once thus far) but the script can end up listing multiple armor types even when all damage is accounted for. This happened with a very low roll because the raw damage just happened to be the exact same amount across two different armor types and the AvD happened to be exactly the same as well. It's rare but it can happen, should be easy enough to figure out which armor the critter has by looking at other swings.
I was thinking of making the script assign armor to a particular critter once it narrows down the armor to only one choice, this would avoid situations like this from happening (more than once anyways) but I wasn't sure if critters can spawn with different armor. Anyone know for sure? Like can critters that wear armor spawn with different kinds of armor or do critters always spawn with the same armor?
Riltus
04-28-2015, 12:59 AM
Did some testing with a claidhmore, can someone tell me if I have the math right and all of that?
No.
Mark
>You swing a polished ora claidhmore at a silverback orc!
AS: +195 vs DS: +146 with AvD: +34 + d100 roll: +42 = +125
... and hit for 33 points of damage!
Skull cracks in several places.
The silverback orc is stunned!
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Name: silverback orc
Enemy Armor: Leather Breastplate
Weapon Type: New-Style Claidhmore
End Roll: 125
Minimum Raw Damage Required For Crit: 28
Raw Damage: 13
Crit Damage: 20
Total Damage: 33
Crit Location: Head
Status Effect: Stun 8
Wounds Caused: Rank 3 Head
Crit Rank: 4
DF: 0.5
Crit Divisor: 7
Forging Bonus: None
Dexterity Stat: 67
Dexterity Bonus: 18
Crit Message: Skull cracks in several places.
Possible Crit Weighting: 15
#######################################
>You swing a polished ora claidhmore at a silverback orc!
AS: +195 vs DS: +175 with AvD: +34 + d100 roll: +63 = +117
... and hit for 34 points of damage!
Strong slash to the silverback orc's right leg!
Muscles exposed!
Not a pretty sight.
The silverback orc is knocked to the ground!
The silverback orc is stunned!
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Name: silverback orc
Enemy Armor: Leather Breastplate
Weapon Type: New-Style Claidhmore
End Roll: 117
Minimum Raw Damage Required For Crit: 42
Raw Damage: 9
Crit Damage: 25
Total Damage: 34
Crit Location: Right Leg
Status Effect: Stun 6, Knockdown
Wounds Caused: Rank 2 Leg
Crit Rank: 6
DF: 0.5
Crit Divisor: 7
Forging Bonus: None
Dexterity Stat: 67
Dexterity Bonus: 18
Crit Message: Strong slash to the silverback orc's right leg!
Possible Crit Weighting: 33
#######################################
>You swing a polished ora claidhmore at a silverback orc!
AS: +195 vs DS: +111 with AvD: +34 + d100 roll: +62 = +180
... and hit for 90 points of damage!
Amazing slash to the silverback orc's belly!
Nothing quite like that empty feeling inside.
A silverback orc curls up in the snow and dies.
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Name: silverback orc
Enemy Armor: Leather Breastplate
Weapon Type: New-Style Claidhmore
End Roll: 180
Minimum Raw Damage Required For Crit: 49
Raw Damage: 40
Crit Damage: 50
Total Damage: 90
Crit Location: Abdomen
Status Effect: Stun 8
Wounds Caused: Rank 3 Abdomen, Rank 2 Back
Crit Rank: 7
DF: 0.5
Crit Divisor: 7
Forging Bonus: None
Dexterity Stat: 67
Dexterity Bonus: 18
Crit Message: Amazing slash to the silverback orc's belly!
Possible Crit Weighting: 9
#######################################
>You swing a polished ora claidhmore at a silverback orc!
AS: +195 vs DS: +90 with AvD: +34 + d100 roll: +82 = +221
... and hit for 81 points of damage!
Hard hit shatters shield arm.
A silverback orc curls up in the snow and dies.
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Name: silverback orc
Enemy Armor: Leather Breastplate
Weapon Type: New-Style Claidhmore
End Roll: 221
Minimum Raw Damage Required For Crit: 42
Raw Damage: 61
Crit Damage: 20
Total Damage: 81
Crit Location: Left Arm
Status Effect: Stun 5
Wounds Caused: Rank 2 Arm
Crit Rank: 6
DF: 0.5
Crit Divisor: 7
Forging Bonus: None
Dexterity Stat: 67
Dexterity Bonus: 18
Crit Message: Hard hit shatters shield arm.
Possible Crit Weighting: No crit weighting could be observed.
#######################################
>You swing a polished ora claidhmore at a silverback orc!
AS: +195 vs DS: +187 with AvD: +34 + d100 roll: +69 = +111
... and hit for 36 points of damage!
Gruesome slash opens the silverback orc's forehead!
Grey matter spills forth!
A silverback orc curls up in the snow and dies.
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Name: silverback orc
Enemy Armor: Leather Breastplate
Weapon Type: New-Style Claidhmore
End Roll: 111
Minimum Raw Damage Required For Crit: 42
Raw Damage: 6
Crit Damage: 30
Total Damage: 36
Crit Location: Head
Status Effect: Fatal
Wounds Caused: Rank 3 Head
Crit Rank: 6
DF: 0.5
Crit Divisor: 7
Forging Bonus: None
Dexterity Stat: 67
Dexterity Bonus: 18
Crit Message: Gruesome slash opens the silverback orc's forehead!
Possible Crit Weighting: 36
#######################################
Mark
Riltus
04-28-2015, 12:59 AM
Also it's rare (since it's only happened once thus far) but the script can end up listing multiple armor types even when all damage is accounted for. This happened with a very low roll because the raw damage just happened to be the exact same amount across two different armor types and the AvD happened to be exactly the same as well. It's rare but it can happen, should be easy enough to figure out which armor the critter has by looking at other swings.
I was thinking of making the script assign armor to a particular critter once it narrows down the armor to only one choice, this would avoid situations like this from happening (more than once anyways) but I wasn't sure if critters can spawn with different armor. Anyone know for sure? Like can critters that wear armor spawn with different kinds of armor or do critters always spawn with the same armor?
It is not unusual for creatures to spawn with different armor. AI wraiths, as an example, will spawn with either double leather or brig. Some creatures will spawn with more than 2 types of armor.
Mark
Riltus
04-28-2015, 01:03 AM
"Sounds like bows with no chance for weighting would make a good natural crit padding tester."
Ummm... any weapon with no crit weighting has no chance for weighting...
If what you meant to say is that shooting a bow has no chance for being influenced by dex, thats not what the other poster said, and I dont think that is correct. I read some research where bow shots received benefit from dex.
Correct. But it's not the launcher (bow/crossbow) that benefits from dex weighting but the missile (arrow or bolt).
Mark
Tgo01
04-28-2015, 01:09 AM
No.
No you can't tell me or no I have the math wrong?
If it's the latter where did I go wrong?
Riltus
04-28-2015, 01:19 AM
You swing a polished ora claidhmore at a silverback orc!
AS: +195 vs DS: +187 with AvD: +34 + d100 roll: +69 = +111
... and hit for 36 points of damage!
Gruesome slash opens the silverback orc's forehead!
Grey matter spills forth!
A silverback orc curls up in the snow and dies.
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Name: silverback orc
Enemy Armor: Leather Breastplate
Weapon Type: New-Style Claidhmore
End Roll: 111
Minimum Raw Damage Required For Crit: 42 <--- Should be 36
Raw Damage: 6
Crit Damage: 30
Total Damage: 36
Crit Location: Head
Status Effect: Fatal
Wounds Caused: Rank 3 Head
Crit Rank: 6
DF: 0.5
Crit Divisor: 7 <---This is incorrect. Should be 6 since the damage was to the head.
Forging Bonus: None
Dexterity Stat: 67
Dexterity Bonus: 18
Crit Message: Gruesome slash opens the silverback orc's forehead!
Possible Crit Weighting: 36 <--- Should be 30
Here's where you are going wrong.
LBP is scale coverage (crit divisor 7) on torso strikes only. The hands, arms, legs, head, neck and eyes are effectively covered by the next lower armor group (AG2 leather) with a crit divisor of 6.
Mark
Tgo01
04-28-2015, 01:23 AM
Here's where you are going wrong.
LBP is scale coverage (crit divisor 7) on torso strikes only. The hands, arms, legs, head, neck and eyes are effectively covered by the next lower armor group (AG2 leather) with a crit divisor of 6.
Mark
Aw sugar snaps. That explains the 1 crit weighting I thought I saw on kobolds.
Tgo01
04-28-2015, 01:27 AM
Are robes/no armor always 5 no matter where hit? Also if the critter is wearing accessories does the covered part by accessories gain the higher crit divisor? Pretty sure we discussed this a while ago and the answer was no but want to make sure before I get too ahead of myself trying to fix this.
Riltus
04-28-2015, 02:07 AM
Are robes/no armor always 5 no matter where hit? Also if the critter is wearing accessories does the covered part by accessories gain the higher crit divisor? Pretty sure we discussed this a while ago and the answer was no but want to make sure before I get too ahead of myself trying to fix this.
1. Robes are always 5 regardless of location.
2. Areas covered by armor accessories receive the crit divisor of the torso armor. A target in light leather wearing arm and leg greaves will have a crit divisor of 6 for all areas except head, neck and eyes which have the cloth crit divisor of 5.
Here's something interesting.
When testing different weapons for dex weighting I had a result that showed that the cudgel capped at 6 pts. even though the attacker had a 35 dex bonus. This was not unusual since many weapons had less than full dex weighting added. What was interesting was results with a light crossbow which uses the cudgel weapon profile (when held in the right hand) and used as a melee weapon.
Rogue w/35 DEX bonus (8 pts max crit weighting)
You swing a cudgel at a giant rat!
AS: +55 vs DS: +12 with AvD: +20 + d100 roll: +59 = +122
... and hit for 13 points of damage!
Blow to the head causes the giant rat's ears to ring!
The giant rat collapses to the ground, emits a final squeal, and dies.
Roundtime: 5 sec.
DF: .350
Raw dmg: 8
Crit dmg: 5
Crit rank: 1
Crit divisor: 5
Maximum dex weighting: 6
You swing a light crossbow at a giant rat!
AS: +49 vs DS: +14 with AvD: +20 + d100 roll: +78 = +133
... and hit for 32 points of damage!
Whoosh! Several ribs driven into lungs.
The giant rat collapses to the ground, emits a final squeal, and dies.
Roundtime: 3 sec.
DF: .350
Raw dmg: 12
Crit dmg: 20
Crit rank: 4 (minimum damage required 20)
Crit div: 5
Minimum dex weighting: 8
The cudgel had a maximum of 6 dex bonus weighting with a 5 sec RT. The light crossbow (which uses the cudgel damage table) had a minimum of 8 pts of weighting and a 3 sec RT. The main advantage of the cudgel is its base weight of 4 lbs vs the light crossbow's base of 8 lbs.
Mark
Tgo01
04-28-2015, 02:13 AM
Thank you, Mark.
So unless the script looks at the critter and notices any sort of accessories being worn there really is no way to know if a body part is covered because the AvD always goes by the torso armor regardless of accessories, right?
Also this page:
https://gswiki.play.net/mediawiki/index.php/Full_plate
Says you use the lower damage factor as well when hitting uncovered parts, is that true too or is that just worded weirdly on the page?
Tgo01
04-28-2015, 02:31 AM
Do these logs look right?
You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +145 with AvD: +35 + d100 roll: +79 = +232
... and hit for 65 points of damage!
Right leg mangled horribly.
The arctic manticore is knocked to the ground!
The arctic manticore is stunned!
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Name: arctic manticore
Enemy Armor: Reinforced Leather
Crit Divisor: 6
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
Crit Location: Right Leg
Status Effect: Stun 5, Knockdown
Wounds Caused: Rank 2 Leg
Crit Message: Right leg mangled horribly.
End Roll: 232
Crit Rank: 5
Minimum Raw Damage Required For Crit: 30
Damage Needed For Next Crit Rank: N/A
Raw Damage: 45
Crit Damage: 20
Total Damage: 65
Dexterity Stat: 72
Dexterity Bonus: 26
Possible Crit Weighting: No crit weighting could be observed.
#######################################
>You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +88 with AvD: +35 + d100 roll: +76 = +286
... and hit for 88 points of damage!
Left arm ripped from socket at the elbow!
The arctic manticore roars loudly while cradling its wounded left foreleg.
The arctic manticore is stunned!
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Name: arctic manticore
Enemy Armor: Reinforced Leather
Crit Divisor: 6
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
Crit Location: Left Arm
Status Effect: Stun 6, Knockdown, Limb Lose
Wounds Caused: Rank 3 Arm
Crit Message: Left arm ripped from socket at the elbow!
End Roll: 286
Crit Rank: 7
Minimum Raw Damage Required For Crit: 42
Damage Needed For Next Crit Rank: N/A
Raw Damage: 63
Crit Damage: 25
Total Damage: 88
Dexterity Stat: 72
Dexterity Bonus: 26
Possible Crit Weighting: No crit weighting could be observed.
#######################################
>You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +84 with AvD: +35 + d100 roll: +41 = +255
... and hit for 112 points of damage!
Blow cracks a rib and punctures a lung.
Breathing becomes a challenge.
The arctic manticore screams one last time and dies.
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Name: arctic manticore
Enemy Armor: Reinforced Leather
Crit Divisor: 6
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
Crit Location: Chest
Status Effect: Stun 8
Wounds Caused: Rank 3 Chest
Crit Message: Blow cracks a rib and punctures a lung.
End Roll: 255
Crit Rank: 7
Minimum Raw Damage Required For Crit: 42
Damage Needed For Next Crit Rank: N/A
Raw Damage: 52
Crit Damage: 60
Total Damage: 112
Dexterity Stat: 72
Dexterity Bonus: 26
Possible Crit Weighting: No crit weighting could be observed.
#######################################
>You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +205 with AvD: +35 + d100 roll: +15 = +108
... and hit for 3 points of damage!
You leave a nice bruise on the arctic manticore's neck!
Roundtime: 7 sec.
Roundtime changed to 4 seconds.
>
#######################################
Enemy Name: arctic manticore
Enemy Armor: Reinforced Leather
Crit Divisor: 5
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
Crit Location: Neck
Status Effect: None
Wounds Caused: None
Crit Message: You leave a nice bruise on the arctic manticore's neck!
End Roll: 108
Crit Rank: 0
Minimum Raw Damage Required For Crit: 0
Damage Needed For Next Crit Rank: 2
Raw Damage: 3
Crit Damage: 0
Total Damage: 3
Dexterity Stat: 72
Dexterity Bonus: 26
Possible Crit Weighting: No crit weighting could be observed.
#######################################
Obvious paths: south, northwest
>You swing a polished ora claidhmore at a silverback orc!
AS: +195 vs DS: +40 with AvD: +34 + d100 roll: +34 = +223
... and hit for 87 points of damage!
Hard slash to the silverback orc's side!
Right arm no longer available for use.
The orc screams and grasps at his mangled right arm as his falchion falls to the ground.
The silverback orc is stunned!
Roundtime: 6 sec.
>
#######################################
Enemy Name: silverback orc
Enemy Armor: Leather Breastplate
Crit Divisor: 6
Weapon Type: New-Style Claidhmore
DF: 0.5
Forging Bonus: None
Crit Location: Right Arm
Status Effect: Stun 6, Limb Lose
Wounds Caused: Rank 3 Arm
Crit Message: Right arm no longer available for use.
End Roll: 223
Crit Rank: 7
Minimum Raw Damage Required For Crit: 42
Damage Needed For Next Crit Rank: N/A
Raw Damage: 62
Crit Damage: 25
Total Damage: 87
Dexterity Stat: 67
Dexterity Bonus: 18
Possible Crit Weighting: No crit weighting could be observed.
#######################################
>You swing a polished ora claidhmore at a silverback orc!
AS: +195 vs DS: +156 with AvD: +34 + d100 roll: +63 = +136
... and hit for 43 points of damage!
Knocked sideways several feet by blow to back.
The silverback orc is stunned!
Roundtime: 6 sec.
>
#######################################
Enemy Name: silverback orc
Enemy Armor: Leather Breastplate
Crit Divisor: 7
Weapon Type: New-Style Claidhmore
DF: 0.5
Forging Bonus: None
Crit Location: Back
Status Effect: Stun 3
Wounds Caused: Rank 2 Back
Crit Message: Knocked sideways several feet by blow to back.
End Roll: 136
Crit Rank: 5
Minimum Raw Damage Required For Crit: 35
Damage Needed For Next Crit Rank: 24
Raw Damage: 18
Crit Damage: 25
Total Damage: 43
Dexterity Stat: 67
Dexterity Bonus: 18
Possible Crit Weighting: 17 OR you had unexplained damage
#######################################
>You swing a polished ora claidhmore at a silverback orc!
AS: +195 vs DS: +113 with AvD: +34 + d100 roll: +40 = +156
... and hit for 48 points of damage!
Crushing blow to head closes that eye for good.
The silverback orc is stunned!
Roundtime: 6 sec.
>
#######################################
Enemy Name: silverback orc
Enemy Armor: Leather Breastplate
Crit Divisor: 6
Weapon Type: New-Style Claidhmore
DF: 0.5
Forging Bonus: None
Crit Location: Eye
Status Effect: Stun 12
Wounds Caused: Rank 3 Eye
Crit Message: Crushing blow to head closes that eye for good.
End Roll: 156
Crit Rank: 6
Minimum Raw Damage Required For Crit: 36
Damage Needed For Next Crit Rank: 14
Raw Damage: 28
Crit Damage: 20
Total Damage: 48
Dexterity Stat: 67
Dexterity Bonus: 18
Possible Crit Weighting: 8 OR you had unexplained damage
#######################################
If I need to change the DF as well based on the question from my previous post that will be easy enough to do.
Riltus
04-28-2015, 02:54 AM
Thank you, Mark.
So unless the script looks at the critter and notices any sort of accessories being worn there really is no way to know if a body part is covered because the AvD always goes by the torso armor regardless of accessories, right?
Correct.
Also this page:
https://gswiki.play.net/mediawiki/index.php/Full_plate
Says you use the lower damage factor as well when hitting uncovered parts, is that true too or is that just worded weirdly on the page?
That statement could have been worded a bit better. Even if a target is wearing partial armor, any uncovered areas will still have the same DF as the covered areas. This is different than the crit divisor mechanics where the uncovered area has the crit divisor of the next lower armor group.
The exception to this is Unarmed Combat attacks which use the lower armor group DF for areas not covered by the torso armor. Even armor accessories are ignored. For example, a target in light leather with arm and leg greaves will only have the leather DF for chest, abdomen and back. Even though the arms and legs are covered by accessories, a strike to those areas will have the higher cloth damage factor.
Mark
gilchristr
04-28-2015, 03:27 AM
are you certain that crit divisors on monsters follow the same rules as armor for players? not questioning it, just curious.
Riltus
04-28-2015, 03:34 AM
Do these logs look right?
They all look good!
From limited testing both the morning star and claid have dex bonus weighting capped at 2 pts. Since full weighting is added with each attack the claid should have 42 pts of weighting when the attacker has a dex bonus of 8 or higher. But this could use additional testing.
Mark
You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +145 with AvD: +35 + d100 roll: +79 = +232
... and hit for 65 points of damage!
Right leg mangled horribly.
The arctic manticore is knocked to the ground!
The arctic manticore is stunned!
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Name: arctic manticore
Enemy Armor: Reinforced Leather
Crit Divisor: 6
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
Crit Location: Right Leg
Status Effect: Stun 5, Knockdown
Wounds Caused: Rank 2 Leg
Crit Message: Right leg mangled horribly.
End Roll: 232
Crit Rank: 5
Minimum Raw Damage Required For Crit: 30
Damage Needed For Next Crit Rank: N/A
Raw Damage: 45
Crit Damage: 20
Total Damage: 65
Dexterity Stat: 72
Dexterity Bonus: 26
Possible Crit Weighting: No crit weighting could be observed.
#######################################
>You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +88 with AvD: +35 + d100 roll: +76 = +286
... and hit for 88 points of damage!
Left arm ripped from socket at the elbow!
The arctic manticore roars loudly while cradling its wounded left foreleg.
The arctic manticore is stunned!
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Name: arctic manticore
Enemy Armor: Reinforced Leather
Crit Divisor: 6
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
Crit Location: Left Arm
Status Effect: Stun 6, Knockdown, Limb Lose
Wounds Caused: Rank 3 Arm
Crit Message: Left arm ripped from socket at the elbow!
End Roll: 286
Crit Rank: 7
Minimum Raw Damage Required For Crit: 42
Damage Needed For Next Crit Rank: N/A
Raw Damage: 63
Crit Damage: 25
Total Damage: 88
Dexterity Stat: 72
Dexterity Bonus: 26
Possible Crit Weighting: No crit weighting could be observed.
#######################################
>You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +84 with AvD: +35 + d100 roll: +41 = +255
... and hit for 112 points of damage!
Blow cracks a rib and punctures a lung.
Breathing becomes a challenge.
The arctic manticore screams one last time and dies.
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
>
#######################################
Enemy Name: arctic manticore
Enemy Armor: Reinforced Leather
Crit Divisor: 6
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
Crit Location: Chest
Status Effect: Stun 8
Wounds Caused: Rank 3 Chest
Crit Message: Blow cracks a rib and punctures a lung.
End Roll: 255
Crit Rank: 7
Minimum Raw Damage Required For Crit: 42
Damage Needed For Next Crit Rank: N/A
Raw Damage: 52
Crit Damage: 60
Total Damage: 112
Dexterity Stat: 72
Dexterity Bonus: 26
Possible Crit Weighting: No crit weighting could be observed.
#######################################
>You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +205 with AvD: +35 + d100 roll: +15 = +108
... and hit for 3 points of damage!
You leave a nice bruise on the arctic manticore's neck!
Roundtime: 7 sec.
Roundtime changed to 4 seconds.
>
#######################################
Enemy Name: arctic manticore
Enemy Armor: Reinforced Leather
Crit Divisor: 5
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
Crit Location: Neck
Status Effect: None
Wounds Caused: None
Crit Message: You leave a nice bruise on the arctic manticore's neck!
End Roll: 108
Crit Rank: 0
Minimum Raw Damage Required For Crit: 0
Damage Needed For Next Crit Rank: 2
Raw Damage: 3
Crit Damage: 0
Total Damage: 3
Dexterity Stat: 72
Dexterity Bonus: 26
Possible Crit Weighting: No crit weighting could be observed.
#######################################
Obvious paths: south, northwest
>You swing a polished ora claidhmore at a silverback orc!
AS: +195 vs DS: +40 with AvD: +34 + d100 roll: +34 = +223
... and hit for 87 points of damage!
Hard slash to the silverback orc's side!
Right arm no longer available for use.
The orc screams and grasps at his mangled right arm as his falchion falls to the ground.
The silverback orc is stunned!
Roundtime: 6 sec.
>
#######################################
Enemy Name: silverback orc
Enemy Armor: Leather Breastplate
Crit Divisor: 6
Weapon Type: New-Style Claidhmore
DF: 0.5
Forging Bonus: None
Crit Location: Right Arm
Status Effect: Stun 6, Limb Lose
Wounds Caused: Rank 3 Arm
Crit Message: Right arm no longer available for use.
End Roll: 223
Crit Rank: 7
Minimum Raw Damage Required For Crit: 42
Damage Needed For Next Crit Rank: N/A
Raw Damage: 62
Crit Damage: 25
Total Damage: 87
Dexterity Stat: 67
Dexterity Bonus: 18
Possible Crit Weighting: No crit weighting could be observed.
#######################################
>You swing a polished ora claidhmore at a silverback orc!
AS: +195 vs DS: +156 with AvD: +34 + d100 roll: +63 = +136
... and hit for 43 points of damage!
Knocked sideways several feet by blow to back.
The silverback orc is stunned!
Roundtime: 6 sec.
>
#######################################
Enemy Name: silverback orc
Enemy Armor: Leather Breastplate
Crit Divisor: 7
Weapon Type: New-Style Claidhmore
DF: 0.5
Forging Bonus: None
Crit Location: Back
Status Effect: Stun 3
Wounds Caused: Rank 2 Back
Crit Message: Knocked sideways several feet by blow to back.
End Roll: 136
Crit Rank: 5
Minimum Raw Damage Required For Crit: 35
Damage Needed For Next Crit Rank: 24
Raw Damage: 18
Crit Damage: 25
Total Damage: 43
Dexterity Stat: 67
Dexterity Bonus: 18
Possible Crit Weighting: 17 OR you had unexplained damage
#######################################
>You swing a polished ora claidhmore at a silverback orc!
AS: +195 vs DS: +113 with AvD: +34 + d100 roll: +40 = +156
... and hit for 48 points of damage!
Crushing blow to head closes that eye for good.
The silverback orc is stunned!
Roundtime: 6 sec.
>
#######################################
Enemy Name: silverback orc
Enemy Armor: Leather Breastplate
Crit Divisor: 6
Weapon Type: New-Style Claidhmore
DF: 0.5
Forging Bonus: None
Crit Location: Eye
Status Effect: Stun 12
Wounds Caused: Rank 3 Eye
Crit Message: Crushing blow to head closes that eye for good.
End Roll: 156
Crit Rank: 6
Minimum Raw Damage Required For Crit: 36
Damage Needed For Next Crit Rank: 14
Raw Damage: 28
Crit Damage: 20
Total Damage: 48
Dexterity Stat: 67
Dexterity Bonus: 18
Possible Crit Weighting: 8 OR you had unexplained damage
#######################################
Riltus
04-28-2015, 03:35 AM
are you certain that crit divisors on monsters follow the same rules as armor for players? not questioning it, just curious.
Yes. That wasn't always the case, but it is now.
Mark
Whirlin
04-28-2015, 09:03 AM
I'll be interested to see if people get different results compared to what I had found over in:
http://forum.gsplayers.com/showthread.php?83980-Phantom-Dex-Testing
The Script should make testing and consolidating information a LOT better.
And Mark... my biggest concern is that maximum dex crit weighting is going to be armor based... like 1/3rd of armor's crit divisor OR utilize an inconsistent equation like DEX Bonus / 11, so that it apperas to be low.
Also, per the discussion on the previous page (surprisingly, my work filter picks up page 3 has being game related, but not page 4), I have evidence of bows receiving up to +9 phantom dex weighting.
Whirlin
04-28-2015, 09:24 AM
As I look through that thread, another opportunity of the script would be to determine the maximum crit weighting that could be observed to bring the crit to the next observed rank.
Tgo01
04-28-2015, 11:31 AM
I'll be interested to see if people get different results compared to what I had found over in:
http://forum.gsplayers.com/showthread.php?83980-Phantom-Dex-Testing
The Script should make testing and consolidating information a LOT better.
And Mark... my biggest concern is that maximum dex crit weighting is going to be armor based... like 1/3rd of armor's crit divisor OR utilize an inconsistent equation like DEX Bonus / 11, so that it apperas to be low.
Also, per the discussion on the previous page (surprisingly, my work filter picks up page 3 has being game related, but not page 4), I have evidence of bows receiving up to +9 phantom dex weighting.
A script like this already exists or are you doing all of the math in that thread? Hard to tell because everything reads like it was automated :p
As I look through that thread, another opportunity of the script would be to determine the maximum crit weighting that could be observed to bring the crit to the next observed rank.
What do you mean?
Tgo01
04-28-2015, 11:39 AM
Also how does noncorporeal crit bonus damage work? The wiki says the bonus damage varies based on damage type; does this mean if you score a rank 9 critical with slashing damage against a noncorporeal critter you use the bonus crit damage from rank 9 slashing or are the numbers completely different?
Even if you used the numbers from rank 9 slashing you would have no way of knowing if your attack just did slashing or crush unless your weapon only does one damage type right?
Also can someone tell me if I'm right about the armor accessory coverage:
Helm - Head and Eyes
Aventail - Neck
Leg Greaves - Legs
Arm Greaves - Arms
Gloves - Hands
Or do arm greaves cover arms and hands? Or am I wrong about anything else?
Whirlin
04-28-2015, 12:59 PM
A script like this already exists or are you doing all of the math in that thread? Hard to tell because everything reads like it was automated :p
Crit_Type_Tracker had given me the information above the raw damage. I did everything below that with identification of armor type, etc.
What do you mean?
It's the other flip of the coin. So if you end up with a critical below rank 5, there's a maximum potential damage you can do (with weighting) that would result in that critical. Calculated as: ((Observed Critical * 2)+1) * Crit Divisor.
Wait, What?
Lets say I observe dealing 14 raw damage on a critter wearing robes, and only obtained a rank 1 critical. A rank 1 critical can only occur on a natural crit tier of 1 or 2. Since a rank 3 critical could not result in randomization down to level 1, it means I cannot have any crit weighting in any form... or the critter is naturally padded..
Tgo01
04-28-2015, 01:26 PM
It's the other flip of the coin. So if you end up with a critical below rank 5, there's a maximum potential damage you can do (with weighting) that would result in that critical. Calculated as: ((Observed Critical * 2)+1) * Crit Divisor.
Wait, What?
Lets say I observe dealing 14 raw damage on a critter wearing robes, and only obtained a rank 1 critical. A rank 1 critical can only occur on a natural crit tier of 1 or 2. Since a rank 3 critical could not result in randomization down to level 1, it means I cannot have any crit weighting in any form... or the critter is naturally padded..
Magic. Got it.
Naww, I think I see what you're getting at and I have an idea for putting this in the script.
Now tell me everything you know about armor accessory coverage :p
Whirlin
04-28-2015, 06:47 PM
Now tell me everything you know about armor accessory coverage :p
Arm Greaves:
Inspect: Your careful inspection of some arm greaves allows you to conclude that it is miscellaneous armor that covers the arms.
Bard: The magical harmonics reveal that arms are better protected when wearing the arm greaves.
Does not appear to provide Hand Protection
Leg Greaves:
Inspect: Your careful inspection of some leg greaves allows you to conclude that it is miscellaneous armor that covers the legs.
Song: The magical harmonics reveal that legs are better protected when wearing the leg greaves.
Aventail
Inspect: Your careful inspection of a metal aventail allows you to conclude that it is miscellaneous armor that covers the neck.
Bard: The magical harmonics reveal that the neck is better protected when wearing the metal aventail.
Helm:
Inspect: Your careful inspection of a leather helm allows you to conclude that it is miscellaneous armor that covers the head.
Bard: The magical harmonics reveal that the head is better protected when wearing the leather helm.
Plumed Helm / Great Helm / etc?
Inspect: Your careful inspection of a plumed helm allows you to conclude that it is miscellaneous armor that covers the head and neck.
Bard: The magical harmonics reveal that the head and neck are better protected when wearing the plumed helm.
So... Helms are going to be the big pain point... I'd say make a judgement call on your end, and put a disclaimer whenever a target with a helm is hit on the neck or something.
gilchristr
04-28-2015, 07:22 PM
Well, helms don't mention anything about protecting the eyes, but I think you get eye protection nevertheless.
So arm greaves could still give hand protection even though it isn't explicit. I would be surprised if they didn't. Would be easy to test with damage padded arm greaves and a minor shot to the hand.
Regarding leg greaves, there is no foot location.
Tgo01
04-28-2015, 07:27 PM
So helms can either cover just the head or the head and neck huh? Lllaaammmeee!
Any idea if arm greaves covers hands as well? I assume so but ya never know.
Soulance
04-28-2015, 07:38 PM
I know there were at least two like you say TGO. Greathelm type cover the head and neck so you don't need the aventail and regular helms just do the head. Though, I do believe there are/were "visored" ones that protected the eyes?
Tgo01
04-28-2015, 07:43 PM
Hmm, that's interesting. I always assumed helms covered the eyes but I suppose it's possible they don't. Anyone know for sure or feel like doing some testing? As gilchristr pointed out, test for arm greaves and hands too :p
Whirlin
04-28-2015, 08:52 PM
I know there were at least two like you say TGO. Greathelm type cover the head and neck so you don't need the aventail and regular helms just do the head. Though, I do believe there are/were "visored" ones that protected the eyes?
You carefully inspect your visored helm.
Your careful inspection of a visored helm allows you to conclude that it is miscellaneous armor that covers the head and neck.
You determine that you could wear the helm on your head. The helm appears to serve some purpose.
The magical harmonics reveal that the head and neck are better protected when wearing the visored helm.
Whirlin
04-28-2015, 08:59 PM
if I'm not mistaken, eyes = head for crit divisors...
Riltus
04-28-2015, 09:39 PM
Just to remove all doubt.
You swing a dagger at a hobgoblin!
AS: +106 vs DS: +62 with AvD: +23 + d100 roll: +57 = +124
... and hit for 5 points of damage!
Strikes a fingernail.
Bet he'll lose it now.
Roundtime: 4 sec.
>l hob
You see a fairly typical hobgoblin.
He has some minor cuts and bruises on his left arm and some minor cuts and bruises on his right hand.
He has a wooden shield, some arm greaves (worn), some light leather (worn), a rapier and some leg greaves (worn).
Strikes a fingernail. Bet he'll lose it now. - puncture rank 0 hand crit messaging
No crit with 5 damage therefore, arm greaves cover arms and hands.
Mark
Tgo01
04-28-2015, 10:00 PM
Woot! Thanks everyone.
Riltus
04-28-2015, 11:07 PM
Woot! Thanks everyone.
FYI. When in doubt, you can use a closed fist attack to verify a creature's torso armor since all the AvDs are unique.
AvD 25| 20 19 18 17| 10 8 6 4| 5 1 -3 -7| -5 -11 -17 -23
Edit: or a blessed dagger vs undead
AvD 25| 23 22 21 20| 15 13 11 9| 10 6 2 -2| 0 -6 -12 -18
Mark
Tgo01
04-29-2015, 06:02 AM
Script is coming along but still got some work to do.
>You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +165 with AvD: +35 + d100 roll: +91 = +224
... and hit for 52 points of damage!
Right elbow smashed into a thousand pieces.
The arctic manticore is stunned!
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
#####Critter Information#####
Critter Name: arctic manticore
Critter Torso Armor: Reinforced Leather
Critter Weapon: None
Critter Shield: None
Critter Worn Torso Armor: None: Crit Divisor: 6
Critter Arm Protection: None: Crit Divisor: 6
Critter Hand Protection: None: Crit Divisor: 6
Critter Leg Protection: None: Crit Divisor: 6
Critter Head Protection: None: Crit Divisor: 5
Critter Eye Protection: None: Crit Divisor: 5
Critter Neck Protection: None: Crit Divisor: 5
All Critter Gear: None
#######################################
#####Weapon Information#####
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
#######################################
#####Crit Information#####
Crit Rank: 4
Crit Location: Right Arm
Status Effect: Stun 2
Wounds Caused: Rank 2 Right Arm
Crit Message: Right elbow smashed into a thousand pieces.
Final Crit Divisor: 6
#######################################
#####Damage Information#####
End Roll: 224
Raw Damage: 42
Crit Damage: 10
Total Damage: 52
Minimum Raw Damage Required For Crit: 24
Damage Needed For Next Crit Rank: N/A
#######################################
#####Character Information#####
Dexterity Stat: 72
Dexterity Bonus: 26
#######################################
#####Bottom Line#####
Possible Crit Weighting: No crit weighting could be observed.
#######################################
You swing a hefty mithril morning-star at an arctic manticore!
AS: +263 vs DS: +150 with AvD: +35 + d100 roll: +79 = +227
... and hit for 58 points of damage!
Neck broken.
The arctic manticore twitches several times before dying.
The arctic manticore falls to the ground and dies.
Roundtime: 6 sec.
Roundtime changed to 3 seconds.
>
#######################################
#####Critter Information#####
Critter Name: arctic manticore
Critter Torso Armor: Reinforced Leather
Critter Weapon: None
Critter Shield: None
Critter Worn Torso Armor: None: Crit Divisor: 6
Critter Arm Protection: None: Crit Divisor: 6
Critter Hand Protection: None: Crit Divisor: 6
Critter Leg Protection: None: Crit Divisor: 6
Critter Head Protection: None: Crit Divisor: 5
Critter Eye Protection: None: Crit Divisor: 5
Critter Neck Protection: None: Crit Divisor: 5
All Critter Gear: None
#######################################
#####Weapon Information#####
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
#######################################
#####Crit Information#####
Crit Rank: 5
Crit Location: Neck
Status Effect: Fatal
Wounds Caused: Rank 3 Head
Crit Message: <pushBold/>The <a exist="36228238" noun="manticore">arctic manticore</a><popBold/> twitches several times before dying.
Final Crit Divisor: 5
#######################################
#####Damage Information#####
End Roll: 227
Raw Damage: 43
Crit Damage: 15
Total Damage: 58
Minimum Raw Damage Required For Crit: 25
Damage Needed For Next Crit Rank: N/A
#######################################
#####Character Information#####
Dexterity Stat: 72
Dexterity Bonus: 26
#######################################
#####Bottom Line#####
Possible Crit Weighting: No crit weighting could be observed.
#######################################
You swing a hefty mithril morning-star at a thyril!
AS: +131 vs DS: +19 with AvD: +36 + d100 roll: +90 = +238
... and hit for 77 points of damage!
Right leg ripped from socket at the knee!
A thyril screams and falls to the ground grasping its mangled right leg.
The thyril screams one last time and dies.
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
#####Critter Information#####
Critter Name: thyril
Critter Torso Armor: Full Leather
Critter Weapon: broadsword
Critter Shield: wooden shield
Critter Worn Torso Armor: some full leather (chest, abdomen, back): Crit Divisor: 6
Critter Arm Protection: some arm greaves: Crit Divisor: 6
Critter Hand Protection: some arm greaves: Crit Divisor: 6
Critter Leg Protection: None: Crit Divisor: 5
Critter Head Protection: leather helm: Crit Divisor: 6
Critter Eye Protection: leather helm: Crit Divisor: 6
Critter Neck Protection: metal aventail: Crit Divisor: 6
All Critter Gear: ["metal aventail", "some full leather", "leather helm", "some arm greaves", "wooden shield", "some leather boots", "broadsword"]
#######################################
#####Weapon Information#####
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
#######################################
#####Crit Information#####
Crit Rank: 7
Crit Location: Right Leg
Status Effect: Stun 8, Knockdown, Limb Loss
Wounds Caused: Rank 3 Right Leg
Crit Message: Right leg ripped from socket at the knee!
Final Crit Divisor: 5
#######################################
#####Damage Information#####
End Roll: 238
Raw Damage: 47
Crit Damage: 30
Total Damage: 77
Minimum Raw Damage Required For Crit: 35
Damage Needed For Next Crit Rank: N/A
#######################################
#####Character Information#####
Dexterity Stat: 72
Dexterity Bonus: 26
#######################################
#####Bottom Line#####
Possible Crit Weighting: No crit weighting could be observed.
#######################################
As you attack, your mithril morning-star seems to tug at your hand, as if subtly guiding your strike!
You swing a hefty mithril morning-star at a thyril!
AS: +131 vs DS: +19 with AvD: +36 + d100 roll: +78 = +226
... and hit for 88 points of damage!
Awesome shot collapses a lung!
The thyril falls to the ground and dies.
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
#####Critter Information#####
Critter Name: thyril
Critter Torso Armor: Full Leather
Critter Weapon: broadsword
Critter Shield: wooden shield
Critter Worn Torso Armor: some full leather (chest, abdomen, back): Crit Divisor: 6
Critter Arm Protection: some arm greaves: Crit Divisor: 6
Critter Hand Protection: some arm greaves: Crit Divisor: 6
Critter Leg Protection: None: Crit Divisor: 5
Critter Head Protection: leather helm: Crit Divisor: 6
Critter Eye Protection: leather helm: Crit Divisor: 6
Critter Neck Protection: metal aventail: Crit Divisor: 6
All Critter Gear: ["metal aventail", "some full leather", "leather helm", "some arm greaves", "wooden shield", "some leather boots", "broadsword"]
#######################################
#####Weapon Information#####
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
#######################################
#####Crit Information#####
Crit Rank: 6
Crit Location: Chest
Status Effect: Stun 6
Wounds Caused: Rank 3 Chest
Crit Message: Awesome shot collapses a lung!
Final Crit Divisor: 6
#######################################
#####Damage Information#####
End Roll: 226
Raw Damage: 43
Crit Damage: 45
Total Damage: 88
Minimum Raw Damage Required For Crit: 36
Damage Needed For Next Crit Rank: N/A
#######################################
#####Character Information#####
Dexterity Stat: 72
Dexterity Bonus: 26
#######################################
#####Bottom Line#####
Possible Crit Weighting: No crit weighting could be observed.
#######################################
>You swing a hefty mithril morning-star at a leaper!
AS: +131 vs DS: +29 with AvD: +37 + d100 roll: +89 = +228
... and hit for 51 points of damage!
Left hand mangled horribly.
The leaper is stunned!
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
#####Critter Information#####
Critter Name: leaper
Critter Torso Armor: Light Leather
Critter Weapon: None
Critter Shield: None
Critter Worn Torso Armor: None: Crit Divisor: 6
Critter Arm Protection: None: Crit Divisor: 5
Critter Hand Protection: None: Crit Divisor: 5
Critter Leg Protection: None: Crit Divisor: 5
Critter Head Protection: None: Crit Divisor: 5
Critter Eye Protection: None: Crit Divisor: 5
Critter Neck Protection: None: Crit Divisor: 5
All Critter Gear: None
#######################################
#####Weapon Information#####
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
#######################################
#####Crit Information#####
Crit Rank: 5
Crit Location: Left Hand
Status Effect: Stun 2
Wounds Caused: Rank 2 Left Hand
Crit Message: Left hand mangled horribly.
Final Crit Divisor: 5
#######################################
#####Damage Information#####
End Roll: 228
Raw Damage: 43
Crit Damage: 8
Total Damage: 51
Minimum Raw Damage Required For Crit: 25
Damage Needed For Next Crit Rank: N/A
#######################################
#####Character Information#####
Dexterity Stat: 72
Dexterity Bonus: 26
#######################################
#####Bottom Line#####
Possible Crit Weighting: No crit weighting could be observed.
#######################################
Whirlin
04-29-2015, 08:40 AM
Script is coming along but still got some work to do.
You could always back into the DF calculation, rather than storing tables and performing lookups, and trying to determine the DF from the calculation
Total Observed Damage - Crit Damage = Raw Damage
Raw Damage / (Endroll-100) = DF
'cause there's also gonna be the paladin buffs that'll mess with it based on lore training.
Also, it may be nice to just have the output being something along the lines of:
This critical is normally observed with raw damage values of ### to ###, calculated by:
Crit Tier * Crit Divisor to (((Crit Tier * 2)+1)*Crit Divisor)-1
I may be around this evening, if you want to put what you have so far on the repo, I can perform a couple attacks and at least we can get a confirmation that the phantom weighting is correctly being observed... cause I didn't see any up there with the morning star!
Tgo01
04-29-2015, 01:34 PM
You could always back into the DF calculation, rather than storing tables and performing lookups, and trying to determine the DF from the calculation
Total Observed Damage - Crit Damage = Raw Damage
Raw Damage / (Endroll-100) = DF
'cause there's also gonna be the paladin buffs that'll mess with it based on lore training.
True. I was doing it this way though to determine what kind of armor the critter is wearing, also this way I figure the script can see if there is any unexplained damage, such as possibly critter damage padding or something. If 1605 shows up in ;magic I suppose I could factor that into the equation so that it doesn't throw it out of whack, at least for the paladin, their group members are SOL.
Also, it may be nice to just have the output being something along the lines of:
This critical is normally observed with raw damage values of ### to ###, calculated by:
Crit Tier * Crit Divisor to (((Crit Tier * 2)+1)*Crit Divisor)-1
I have plans to rework the whole crit information section of the output, well it'll all be under the "bottom line" there. I had to get the script setup first so it checks out what the critter is wearing to determine if it's wearing any accessories though. Unless you mean the script is just spitting out too much information :p
I may be around this evening, if you want to put what you have so far on the repo
The script still needs some work, so far the script only works for crush damage :(
Also it only works for morning stars and claidhmores at the moment but adding another weapon group doesn't take long.
I can perform a couple attacks and at least we can get a confirmation that the phantom weighting is correctly being observed... cause I didn't see any up there with the morning star!
Yeah I'm assuming critters start gaining some crit padding at relatively low levels.
Tgo01
04-29-2015, 03:46 PM
There's 1618 that could cause problems also, as well as GoS sigils.
A few options then:
A) Like Riltus suggested, have the script take a swing at the critter with a closed fist to determine armor type.
B) Have the script calculate the data for all possible armor types based on AvD and let the person running the script figure out which armor the critter is wearing.
C) Say "Fuck you!" to Paladins and GoS members.
Accounting for 1605 for just the paladin would be pretty easy if 1605 shows up in ;magic because the increases look static; as I said though members of the paladin's party would have no idea how much DF they are receiving from the paladin.
Problem arises when people are using 1618 since there is no specific increase mentioned, unless the exact increase is known and it's always the same and 1618 shows up in ;magic, then it would be easy to account for the increased damage from this as well. Same goes for GoS sigils. If the numbers are always random then it's not gonna work. Also wouldn't work for someone using a damage weighted weapon but fuck them too.
Whirlin
04-29-2015, 04:16 PM
I don't think 1618's exact bonus is known yet... so may not be worth trying to account and remove that value.
I actually like option A... but it would be dependent on the tracker remembering the critters' armor.
Tgo01
04-29-2015, 04:39 PM
I actually like option A... but it would be dependent on the tracker remembering the critters' armor.
Riltus mentioned earlier that critters can spawn with different armors though so not sure how well it would work if the script saved the armor information. I suppose I could go by what the critter is wearing to determine that particular critter's armor then if they aren't wearing any armor I could have the script rely on the closed fist method and then have the script save this information.
This would have to assume a couple of things though:
1) Critters who don't wear armor always have the same AsG value (including grizzled and ancient variations).
2) Critters always wear standard armor, IE: Light Leather, Studded Leather, Chain hauberk. It won't matter if it's a "Blackened Chain hauberk" but something like "Some dented armor" wouldn't work.
Whirlin
04-29-2015, 04:42 PM
Riltus mentioned earlier that critters can spawn with different armors though so not sure how well it would work if the script saved the armor information. I suppose I could go by what the critter is wearing to determine that particular critter's armor then if they aren't wearing any armor I could have the script rely on the closed fist method and then have the script save this information.
This would have to assume a couple of things though:
1) Critters who don't wear armor always have the same AsG value (including grizzled and ancient variations).
2) Critters always wear standard armor, IE: Light Leather, Studded Leather, Chain hauberk. It won't matter if it's a "Blackened Chain hauberk" but something like "Some dented armor" wouldn't work.
In the event of a potentially duplicate AvD, why not just show both possible outcomes to the user? Probably easier than trying to ensure 100% accurate information with so many variables.
Tgo01
04-29-2015, 04:46 PM
In the event of a potentially duplicate AvD, why not just show both possible outcomes to the user? Probably easier than trying to ensure 100% accurate information with so many variables.
That was option B but you said you preferred option A :(
Wrathbringer
04-29-2015, 05:27 PM
That was option B but you said you preferred option A :(
ohai. Sorry for the interruption. Please check and report the time between your last two shart reps? If you need help discerning which are mine, I can help. Thank you for your time, and God bless America land that I love stand beside her.
Whirlin
04-29-2015, 05:35 PM
That was option B but you said you preferred option A :(
:grin:
Tgo01
04-30-2015, 03:05 AM
The script is almost finished, for the most part I just have to add in weapon information and that shouldn't take too long. Script will probably be ready for uploading to the repo tomorrow.
Ran into a snafu with snow crones because apparently they have damage padding. I've tested this on about a dozen critters so far and they are (strangely enough) the only ones who seem to have damage padding out of the bunch.
My script kept spitting this out at me:
Unexplained damage against No Armor armor.
Raw Damage: 70
Crit Damage: 45
Unexplained Damage: -6
Unexplained damage against Reinforced Leather armor.
Raw Damage: 70
Crit Damage: 45
Unexplained Damage: 12
So I was thinking, well that's strange, they either have damage padding or negative damage padding, then I recalled Ritlus' suggestion:
>You swing a closed fist at a snow crone!
AS: +51 vs DS: +123 with AvD: +25 + d100 roll: +60 = +13
A clean miss.
Roundtime: 3 sec.
Roundtime changed to 1 second.
Ah ha! Robes it is. They must have damage padding.
But then on the next swing...
>You swing a hefty mithril morning-star at a snow crone!
AS: +263 vs DS: +112 with AvD: +35 + d100 roll: +8 = +194
... and hit for 59 points of damage!
Blow shatters knee and severs lower leg!
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>
#######################################
#####Critter Information#####
Critter Name: snow crone
Critter Torso Armor: Reinforced Leather
Critter Weapon: None
Critter Shield: None
Critter Worn Torso Armor: None: Crit Divisor: 6
Critter Arm Protection: None: Crit Divisor: 6
Critter Hand Protection: None: Crit Divisor: 6
Critter Leg Protection: None: Crit Divisor: 6
Critter Head Protection: None: Crit Divisor: 5
Critter Eye Protection: None: Crit Divisor: 5
Critter Neck Protection: None: Crit Divisor: 5
All Critter Gear: ["ice-white palache", "flowing white robe", "ice-white palache", "flowing white robe"]
#######################################
#####Weapon Information#####
Weapon Type: Morning star
DF Base: 0.325
DF With Forging Bonus: 0.338
Forging Bonus: +2 AvD, +4% DF
#######################################
#####Crit Information#####
Crit Rank: 7
Crit Location: Left Leg
Status Effect: Stun 8, Knockdown, Limb Loss
Wounds Caused: Rank 3 Left Leg
Crit Message: Blow shatters knee and severs lower leg!
Final Crit Divisor: 6
#######################################
#####Damage Information#####
End Roll: 194
Base Raw Damage: 30.550
Forging Bonus Raw Damage: 1.222
Unexplained Damage: 0
Total Raw Damage: 32
Crit Damage: 27
Total Damage: 59
#######################################
#####Character Information#####
Dexterity Stat: 72
Dexterity Bonus: 26
#######################################
#####Critter Crit Padding Info#####
Lowest Possible Crit Rank Based On Raw Damage: 3
Max Possible Crit Rank Based On Raw Damage: 5
Actual Crit Rank: 7
No critter crit padding observed.
Wait, reinforced leather? After testing this out on a few more snow crones I noticed their padding was between 6 and 10 so what must have happened is the 10 damage padding just happened to bring the raw damage to 32 which just so happens to fit the DF against reinforced leather as well as the AvD. This actually happened a few times on testing. Curse you, crones!!!
Can anyone check this out and let me know if anything looks wrong? Figuring out the possible critter padding part was confusing me for a while there but I think I got it.
You swing a hefty mithril morning-star at a lesser ice giant!
AS: +263 vs DS: +148 with AvD: +30 + d100 roll: +47 = +192
... and hit for 29 points of damage!
Jarring blow to the ice giant's back.
Roundtime: 5 sec.
Roundtime changed to 3 seconds.
>#######################################
#####Critter Information#####
Critter Name: lesser ice giant
Critter Torso Armor: Brigandine Armor
Critter Weapon: massive icicle
Critter Shield: None
Critter Worn Torso Armor: None: Crit Divisor: 7
Critter Arm Protection: None: Crit Divisor: 7
Critter Hand Protection: None: Crit Divisor: 7
Critter Leg Protection: None: Crit Divisor: 7
Critter Head Protection: fur-lined horned helm: Crit Divisor: 7
Critter Eye Protection: fur-lined horned helm: Crit Divisor: 7
Critter Neck Protection: None: Crit Divisor: 7
All Critter Gear: ["fur-lined horned helm", "massive icicle"]
#######################################
#####Weapon Information#####
Weapon Type: Morning star
DF Base: 0.275
DF With Forging Bonus: 0.286
Forging Bonus: +2 AvD, +4% DF
#######################################
#####Crit Information#####
Crit Rank: 1
Crit Location: Back
Status Effect: None
Wounds Caused: Rank 1 Back
Crit Message: Jarring blow to <pushBold/>the <a exist="38298520" noun="giant">ice giant</a><popBold/>'s back.
Final Crit Divisor: 7
#######################################
#####Damage Information#####
End Roll: 192
Base Raw Damage: 25.300
Forging Bonus Raw Damage: 1.012
Unexplained Damage: 0
Total Raw Damage: 26
Crit Damage: 3
Total Damage: 29
#######################################
#####Character Information#####
Dexterity Stat: 72
Dexterity Bonus: 26
#######################################
#####Critter Crit Padding Info#####
Lowest Possible Crit Rank Based On Raw Damage: 2
Max Possible Crit Rank Based On Raw Damage: 3
Actual Crit Rank: 1
Compared to your Crit Weighting the critter has between 6 and 19 crit padding.
#######################################
Whirlin
04-30-2015, 08:57 AM
Padding Woes
All boars are naturally crit padded... just to toss some wrenches in there.
And I believe both crit padding and damage padding were added with a randomization factor, with diminishing returns above somewhat (At least, crit padding was). Therefore you may not always observe the same level of padding... So 10 damage padding may only pad against 6 sometimes, 4 other times, and occassionally even 8 or 10!
Going back to the DF discussion... if you want to take this kind of padding into account (yeah, makes sense to), then you'll need to do the DF calculation to determine base raw damage (DF * (Endroll-100))versus observed raw damage (Final Damage - crit damage) to determine padding level. So, no more backing into that equation!
Riltus
04-30-2015, 02:19 PM
SNOW CRONES
I was unable to duplicate evidence of padding using a fist-scythe or UAC from both open and hidden ambush attacks. The ER +191 attack was an unaimed open attack and the maximum calculated crit = actual crit showing no evidence of crit padding. I can't draw any conclusions from your results. Possibly related to blunt weapons but I don't know. See below for more complications.
Rogue with 35 DEX bonus
>amb croneYou leap from hiding to attack!
You swing with a razor-sharp black vultite fist-scythe at a snow crone!
AS: +267 vs DS: +178 with AvD: +45 + d100 roll: +69 = +203
... and hit for 71 points of damage!
Spectacular slash!
The snow crone's right arm is neatly amputated!
DF: .350
Raw dmg: 36
Crit dmg: 35
Total calculated damage: 71
Actual damage: 71
Crit: Slash R8 Arm
>att croneYou swing with a razor-sharp black vultite fist-scythe at a snow crone!
AS: +267 vs DS: +200 with AvD: +45 + d100 roll: +35 = +147
... and hit for 24 points of damage!
Large gash to the left arm, several muscles torn.
The snow crone is stunned!
DF: .350
Raw dmg: 16
Crit dmg: 8
Total calculate damage: 24
Actual damage: 24
Crit: Crush R3 Arm
>punYou attempt to punch a snow crone!
Your attack is hindered by holding a silvery rolaren kite shield!
You have decent positioning against a snow crone.
UAF: 299 vs UDF: 243 = 1.230 * MM: 83 + d100: 72 = 174
... and hit for 40 points of damage!
Backfist slams into the left eye, immediately blurring the snow crone's vision!
DF: .275 (punch vs cloth)
Raw dmg: 20
Crit dmg: 20
Total calculated dmg: 40
Actual damage: 40
Crit: Punch R5 Eye
>jabYou attempt to jab a snow crone!
Your attack is hindered by holding a silvery rolaren kite shield!
You have good positioning against a snow crone.
UAF: 299 vs UDF: 239 = 1.251 * MM: 73 + d100: 79 = 170
... and hit for 25 points of damage!
Fast strike jars the spine.
DF: .100
Raw dmg: 7
Crit dmg: 18
Total calcuated damage: 25
Actual damage: 25
Crit: Jab R8 back
>amb crone headYou leap from hiding to attack!
You swing with a razor-sharp black vultite fist-scythe at a snow crone!
AS: +297 vs DS: +178 with AvD: +45 + d100 roll: +58 = +222
... and hit for 68 points of damage!
Hard blow to the snow crone's ear!
Deep gash and a terrible headache!
The snow crone is stunned!
DF: .350
Raw dmg: 43
Crit dmg: 25
Total calculated damage: 68
Actual damage: 68
Crit: Slash R5 Head
>att croneYou swing with a razor-sharp black vultite fist-scythe at a snow crone!
AS: +297 vs DS: +164 with AvD: +45 + d100 roll: +13 = +191
... and hit for 62 points of damage!
Strong strike, punctures lung!
DF: .350
Raw dmg: 32
Crit dmg: 30
Total calcuted damage: 62
Actual damage: 62
Crit: Puncture R6 chest
Maximum calculated crit: R6
Actual crit: R6
>amb crone headYou leap from hiding to attack!
You swing with a razor-sharp black vultite fist-scythe at a snow crone!
AS: +297 vs DS: +183 with AvD: +45 + d100 roll: +50 = +209
... and hit for 78 points of damage!
Brain driven into neck by mammoth downswing!
DF: .350
Raw dmg: 38
Crit dmg: 40
Total calculated damage: 78
Actual damage: 78
Crit: Crush R8 Head
>You leap from hiding to attack!
You swing with a razor-sharp black vultite fist-scythe at a snow crone!
AS: +297 vs DS: +193 with AvD: +45 + d100 roll: +64 = +213
... and hit for 90 points of damage!
Gruesome, slashing blow to the side of the snow crone's head!
Skull split open! Brain (and life) vanishes in a fine mist.
DF: .350
Raw dmg: 40
Crit dmg: 50
Total calculate dmg: 90
Actual dmg: 90
Crit: Slash R9 Head
>amb crone headYou leap from hiding to attack!
You swing with a razor-sharp black vultite fist-scythe at a snow crone!
AS: +297 vs DS: +179 with AvD: +45 + d100 roll: +61 = +224
... and hit for 88 points of damage!
Powerful slash leaves the snow crone without a left leg!
A snow crone falls to the ground grasping her mangled left leg!
DF: .350
Raw dmg: 43
Crit dmg: 45
Total calculated damage: 88
Actual damage: 88
Crit: Slash R9 Leg
>amb crone headYou leap from hiding to attack!
You swing with a razor-sharp black vultite fist-scythe at a snow crone!
AS: +297 vs DS: +116 with AvD: +45 + d100 roll: +78 = +304
... and hit for 111 points of damage!
Horrible slash to the snow crone's head! Brain matter goes flying!
Looks like she never felt a thing.
DF: .350
Raw dmg: 71
Crit dmg: 40
Total calculated damage: 111
Actual damage: 111
Crit: Slash R8 Head
>amb crone headYou leap from hiding to attack!
You swing with a razor-sharp black vultite fist-scythe at a snow crone!
AS: +297 vs DS: +178 with AvD: +45 + d100 roll: +36 = +200
... and hit for 75 points of damage!
Beautiful shot pierces both lungs, the snow crone makes a wheezing noise, and
drops dead!
DF: .350
Raw dmg: 35
Crit dmg: 40
Total calculated dmg: 75
Actual damage: 75
Crit: Puncture R8 Chest
>amb crone headYou leap from hiding to attack!
You swing with a razor-sharp black vultite fist-scythe at a snow crone!
AS: +297 vs DS: +178 with AvD: +45 + d100 roll: +67 = +231
... and hit for 86 points of damage!
Brain driven into neck by mammoth downswing!
DF: .350
Raw dmg: 46
Crit dmg: 40
Total calculated damage: 86
Actual damage: 86
Crit: Crush R8 Head
Here's another complication. Creatures that have a resistance (crit padding) to one type of damage and a vulnerability to another (negative padding).
Rogue with 35 DEX bonus:
>att skelYou slash with a hook-knife at a skeleton!
AS: +251 vs DS: +21 with AvD: +30 + d100 roll: +13 = +273
... and hit for 35 points of damage!
Minor puncture to the chest.
DF: .175
Raw dmg: 30
Crit dmg: 5
Total calculated damage: 35
Actual damage: 35
Crit: Puncture R1 chest
Armor crit divisor: 6 (light leather)
Minimum calculated crit: R3
Actual crit: R1
>You punch with a knuckle-duster at a skeleton!
AS: +100 vs DS: -9 with AvD: +35 + d100 roll: +13 = +157
... and hit for 34 points of damage!
Hard hit shatters weapon arm.
DF: .250
Raw dmg: 14
Crit dmg: 20
Total calculated dmg: 34
Actual dmg: 34
Armor crit divisor: 5 (cloth)
Crit: Crush R6 arm
Maximum calculated crit: 2
Actual crit: 6
Mark
Tgo01
04-30-2015, 02:25 PM
So, no more backing into that equation!
:smug:
That's odd about snow crones, didn't think it was possible for critters to have damage padding against certain weapons but that must be the case.
Also I never even thought about critters having resistances to certain types of attacks and padding against other types of attacks. It makes sense though.
Whirlin
04-30-2015, 08:55 PM
Hey, a +7:
You nock an arrow in your long bow.
You fire an arrow at an Ithzir adept!
AS: +444 vs DS: +349 with AvD: +32 + d100 roll: +13 = +140
... and hit for 30 points of damage!
Attack punctures the eye and connects with something really vital!
The Ithzir adept vainly struggles to rise, then goes still.
The Ithzir adept no longer bristles with energy.
The glowing specks of energy surrounding an Ithzir adept suddenly shoot off in all directions, then quickly fade away.
The tingling sensation and sense of security leaves an Ithzir adept.
The brilliant luminescence fades from around an Ithzir adept.
An Ithzir adept becomes solid again.
The bright luminescence fades from around an Ithzir adept.
The shimmering multicolored sphere fades from around an Ithzir adept.
The scintillating red light surrounding the arrow fades some.
The arrow sticks in an Ithzir adept's right eye!
Roundtime: 6 sec.
Roundtime changed to 1 second.
Tgo01
05-01-2015, 06:19 AM
Finished with the script and uploaded it as crit-tracking
Few things to note:
If the script gives an error and exits it is most likely because the crit messaging is wrong on the Wiki. Copy and paste the crit messaging here so I can fix the error.
If you want a more compact readout after each swing type:
;vars set crittracking=true
If you want to go back to the standard messaging type:
;vars delete crittracking
I tried to make it so the script recognizes what type of weapon you are using whenever you make an attack but this might not always work due to the Wiki being wrong, the name of your weapon not being on the Wiki, or something else. If you notice the script isn't properly identifying the correct weapon type then please let me know the name of your weapon and what type of weapon it is so I can see if I can fix it. In the meantime start the script with a command line variable of the weapon type of your weapon, use the name listed on the Wiki.
For example:
;crit- morning star
;crit- mace
;crit- whip-blade
Starting the script in this fashion sets it so the script will always use the specified weapon type in it's calculations until it is stopped and restarted.
Some logs of the script in action, standard post attack messaging:
>You swing a polished ora claidhmore at a silverback orc!
AS: +181 vs DS: +151 with AvD: +34 + d100 roll: +81 = +145
... and hit for 98 points of damage!
Terrible slash to the silverback orc's side!
Entrails spill out, onto the ground!
Death can be SO messy.
A silverback orc curls up in the snow and dies.
Roundtime: 7 sec.
Roundtime changed to 4 seconds.
#######################################
#####Critter Information#####
Name: silverback orc
Torso Armor: Leather Breastplate
Weapon: None
Shield: None
Worn Torso Armor: leather breastplate: Divisor: 7
Arm & Hand Protection: None: Divisor: 6
Leg Protection: None: Divisor: 6
Head Protection: None: Divisor: 6
Eye Protection: None: Divisor: 6
Neck Protection: None: Divisor: 6
All Critter Gear: ["leather breastplate", "leather breastplate"]
Critter Wounds: Rank 3 Right Arm, Rank 3 Back, Rank
3 Abdomen,
Critter can't cast.
Critter can't use weapon in right hand.
############################################
Weapon Information#####
Weapon Type: New-Style Claidhmore
Forging Bonus: None
1605 Bonus: None
DF Base: 0.5
DF Total: 0.5
Dexterity: 68 (19)
#######################################
#####Crit Information#####
Crit Rank: 9
Crit Type: Slash
Crit Location: Abdomen
Status Effect: Fatal
Wounds Caused: Rank 3 Abdomen, Rank 3 Back
Crit Message: Terrible slash to the silverback orc's side!
#######################################
#####Damage Information#####
End Roll: 145
Base Raw Damage: 22.500
Forging Bonus Damage: 0
1605 Bonus Damage: 0
Unexplained Damage: 0
Total Raw Damage: 23
Crit Damage: 75
Total Damage: 98
#######################################
#####Bottom Line#####
Raw Damage Lowest Possible Crit: 2
Raw Damage Highest Possible Crit: 3
Actual Crit Rank: 9
Final Crit Divisor: 7
No critter crit padding observed.
No critter damage padding observed.
Possible Crit Weighting: At least 40
#######################################
Compact messaging:
>You swing a polished ora claidhmore at a silverback orc!
AS: +160 vs DS: +46 with AvD: +34 + d100 roll: +31 = +179
... and hit for 65 points of damage!
Hard slash to the silverback orc's side!
Left arm no longer available for use.
The silverback orc is stunned!
Roundtime: 7 sec.
Roundtime changed to 4 seconds.
#######################################
Name: silverback orc
Torso Armor: Leather Breastplate
Weapon: falchion, Shield: None, Worn Torso Armor: leather breastplate: Divisor: 7, Arm & Hand Protection: None: Divisor: 6, Leg Protection: None: Divisor: 6, Head Protection: None: Divisor: 6, Eye Protection: None: Divisor: 6, Neck Protection: None: Divisor: 6
All Critter Gear: ["falchion", "leather breastplate", "falchion", "leather breastplate"]
Critter Wounds: Rank 3 Left Arm,
Critter can't cast.
Critter can't use left hand.
#######################################
Weapon Type: New-Style Claidhmore, Forging Bonus: None, 1605 Bonus: None
DF Base: 0.5
DF Total: 0.5
Dexterity: 68 (19)
#######################################
Crit Info: Rank 7, Slash, Left Arm
Status Effect: Stun 6, Limb Loss, Wounds Caused: Rank 3 Left Arm
Crit Message: Left arm no longer available for use.
#######################################
End Roll: 179, Base Raw Damage: 39.500, Forging Damage: 0, 1605 Damage: 0
Unexplained Damage: 0
Total Raw Damage: 40
Crit Damage: 25
Total Damage: 65
#######################################
#####Bottom Line#####
Raw Damage Lowest Possible Crit: 3
Raw Damage Highest Possible Crit: 6
Actual Crit Rank: 7
Final Crit Divisor: 6
No critter crit padding observed.
No critter damage padding observed.
Possible Crit Weighting: Between 2 and 14
#######################################
Let me know if any of the math looks wrong or if there is something you think I should change or add or remove.
gilchristr
05-02-2015, 12:49 AM
You swing a sorrel invar naginata at a skeletal giant!
AS: +263 vs DS: +239 with AvD: +50 + d100 roll: +54 = +128
... and hit for 40 points of damage!
Solid strike caves the skeletal giant's skull in, resulting in instant death!
You hear a sound like a weeping child as a white glow separates itself from the skeletal giant's body as it rises, disappearing into the heavens.
A skeletal giant falls to the ground in a clattering, motionless heap.
Dexterity (DEX): 98 (19) ... 98 (19)
No weighting on the naginata
Crap, im in the middle of hunting, but I think that might be MORE than dex bonus / 4 of phantom damage (assuming dex bonus is truncated)
EDIT - I read that as minimum of 10 points of phantom damage on that shot. Thats a lot more than dex bonus / 4, its closer to dex bonus / 2 (bit its still a bit more than that assuming truncating...)
Tgo01
05-02-2015, 03:40 AM
You swing a sorrel invar naginata at a skeletal giant!
AS: +263 vs DS: +239 with AvD: +50 + d100 roll: +54 = +128
... and hit for 40 points of damage!
Solid strike caves the skeletal giant's skull in, resulting in instant death!
You hear a sound like a weeping child as a white glow separates itself from the skeletal giant's body as it rises, disappearing into the heavens.
A skeletal giant falls to the ground in a clattering, motionless heap.
Dexterity (DEX): 98 (19) ... 98 (19)
No weighting on the naginata
Crap, im in the middle of hunting, but I think that might be MORE than dex bonus / 4 of phantom damage (assuming dex bonus is truncated)
EDIT - I read that as minimum of 10 points of phantom damage on that shot. Thats a lot more than dex bonus / 4, its closer to dex bonus / 2 (bit its still a bit more than that assuming truncating...)
Yeah the bonus from dex seems to be all over the place. I never notice it on my warrior with about 70ish dex but my empath with 100 dex swinging his runestaff was getting about 1 crit weighting for every 4 dex bonus.
Tgo01
05-02-2015, 04:02 AM
Got another script in the works. At the moment it just calculates your possible DFRedux or damage padding but soon it will be able to determine your crit padding or the crit weighting of the person/critter swinging at you.
You put in the name of your armor when you start the script up and the script looks at the weapon being swung at you to determine the DF of the weapon against your armor. If the weapon type isn't apparent (like a critter biting at you or swinging a non-standard weapon) then the script compares the AvD of the swing and matches it to all AvDs that match against your armor type and lists the information for each weapon it matched.
The crit padding/weighting part won't work properly if you're using armor accessories and get hit on the body parts being covered by accessories.
Script in action.
Script knows the weapon type being used:
*** swings a bone cudgel at you!
AS: +65 vs DS: -20 with AvD: +19 + d100 roll: +82 = +186
... and hits for 15 points of damage!
Bones in left arm crack.
>
#######################################
Weapon Type: Cudgel
Crit Information: 7 damage, Rank 2 Crush Left Arm
Weapon DF against your armor: 0.2
Expectated Raw Damage: 17
Actual Raw Damage: 8
Observed DFRedux is 52.941% or Damage Padding is 9
#######################################
Script has no idea what the weapon type being used is:
A lesser ice giant swings a massive icicle at you!
AS: +299 vs DS: +265 with AvD: +38 + d100 roll: +72 = +144
... and hits for 12 points of damage!
Broken finger on your left hand!
>
#######################################
#######################################
I couldn't recognize the weapon being swung at you by name. Showing data for all weapons that thave 38 AvD against your armor type.
#######################################
#######################################
#######################################
Weapon Type: War Mattock
Crit Information: 1 damage, Rank 1 Crush Left Hand
Weapon DF against your armor: 0.425
Expectated Raw Damage: 19
Actual Raw Damage: 11
Observed DFRedux is 42.105% or Damage Padding is 8
#######################################
#######################################
Weapon Type: Maul
Crit Information: 1 damage, Rank 1 Crush Left Hand
Weapon DF against your armor: 0.425
Expectated Raw Damage: 19
Actual Raw Damage: 11
Observed DFRedux is 42.105% or Damage Padding is 8
#######################################
#######################################
Weapon Type: Two-Handed Sword
Crit Information: 1 damage, Rank 1 Crush Left Hand
Weapon DF against your armor: 0.5
Expectated Raw Damage: 22
Actual Raw Damage: 11
Observed DFRedux is 50.000% or Damage Padding is 11
#######################################
#######################################
Weapon Type: Old-Style Claidhmore
Crit Information: 1 damage, Rank 1 Crush Left Hand
Weapon DF against your armor: 0.5
Expectated Raw Damage: 22
Actual Raw Damage: 11
Observed DFRedux is 50.000% or Damage Padding is 11
#######################################
Granted I'm just assuming every critter weapon in the game uses a standard weapon type as its base and all they do is change the name or whatnot. I suppose it's possible GMs create entire new weapon types for some critters.
Riltus
05-02-2015, 01:40 PM
1. Claidhmore
>You swing a polished ora claidhmore at a silverback orc!
AS: +160 vs DS: +46 with AvD: +34 + d100 roll: +31 = +179
... and hit for 65 points of damage!
Hard slash to the silverback orc's side!
Left arm no longer available for use.
Actual Crit Rank: 7
Possible Crit Weighting: Between 2 and 14
With critical outcomes of ranks 5 to 9 the upper value is indeterminate.
Possible Crit Weighting: Minimum 2, Maximum indeterminate.
2. Naginata
You swing a sorrel invar naginata at a skeletal giant!
AS: +263 vs DS: +239 with AvD: +50 + d100 roll: +54 = +128
... and hit for 40 points of damage!
Solid strike caves the skeletal giant's skull in, resulting in instant death!
DF: .550
Endroll success margin: 28
Raw damage: 15
Crit damage: 25
Total damage: 40
Crit: Crush R5 Head
Armor crit divisor: 5
Max crit without weighting: R3
Actual crit: R5
Minimum weighting: 10
Dexterity (DEX): 98 (19) ... 98 (19)
This is an undead skeleton family creature and the observed critical weighting is likely a result of dex bonus weighting and crush vulnerability in the form of negative crit padding similar to the GY skeleton attacks that I previously posted. I have never observed DEX bonus weighting greater than: trunc(dex bonus/4).
3. Redux calculation
*** swings a bone cudgel at you!
AS: +65 vs DS: -20 with AvD: +19 + d100 roll: +82 = +186
... and hits for 15 points of damage!
Bones in left arm crack.
Weapon Type: Cudgel
Crit Information: 7 damage, Rank 2 Crush Left Arm
Weapon DF against your armor: 0.2
Expectated Raw Damage: 17
Actual Raw Damage: 7
Observed DFRedux is 52.941% or Damage Padding is 9
Redux reduces both raw and crit damage (total damage reduction).
Formula: Redux% = [(1 - (actual damage/total calculated damage)) * 100]
Observed DFRedux is 37.5% [(1 - (15/24)) * 100] not 52.941%
I should point out that using this formula does not accurately reflect a character's redux since it doesn't account for possible critical rank reduction BEFORE randomization. It's sufficient to use this formula for general comparisons and a ballpark figure.
There are two redux factors used to calculate an attacker's weapon damage factor. The value of one is dependent on the other. One is used to reduce a weapon's DF for critical rank calculations and critical damage. The other is applied to raw damage only.
If we call the critical damage RF 'a' then the raw damage RF is 1-(1-a)² and if the raw damage RF is 'b' then the crit damage RF is 1-√(1-b).
The redux factors and reduced cudgel DFs for the above character are approximately:
Endroll success margin: 86
Critical damage RF: .219
Raw damage RF: .390
Cudgel reduced DF (critical damage): .157
Cudgel reduced DF (raw damage): .122
Actual raw damage taken: 10 (86 * DF .122)
Actual crit damage taken: 5 (7 * (1 - RF .219)
Actual total damage taken: 15
Mark
Tgo01
05-02-2015, 02:21 PM
1. Claidhmore
>You swing a polished ora claidhmore at a silverback orc!
AS: +160 vs DS: +46 with AvD: +34 + d100 roll: +31 = +179
... and hit for 65 points of damage!
Hard slash to the silverback orc's side!
Left arm no longer available for use.
Actual Crit Rank: 7
Possible Crit Weighting: Between 2 and 14
With critical outcomes of ranks 5 to 9 the upper value is indeterminate.
Yeah I think I set it up so if you got a rank 9 the script just says like "Crit weighting is at least 2" and if you got between 5 and 8 then the script factors the maximum crit weighting to be the crit divisor * 9 - raw damage. You're right though that I should probably leave the ceiling out for crit ranks between 5 and 8 as well, otherwise it might be misleading.
Redux reduces both raw and crit damage (total damage reduction).
Speaking of misleading, isn't it called DFRedux? That would lead one to assume it reduces damage factor :p
I should point out that using this formula does not accurately reflect a character's redux since it doesn't account for possible critical rank reduction BEFORE randomization. It's sufficient to use this formula for general comparisons and a ballpark figure.
I'm confused.
There are two redux factors used to calculate an attacker's weapon damage factor. The value of one is dependent on the other. One is used to reduce a weapon's DF for critical rank calculations and critical damage. The other is applied to raw damage only.
If we call the critical damage RF 'a' then the raw damage RF is 1-(1-a)² and if the raw damage RF is 'b' then the crit damage RF is 1-√(1-b).
The redux factors and reduced cudgel DFs for the above character are approximately:
Endroll success margin: 86
Critical damage RF: .219
Raw damage RF: .390
Cudgel reduced DF (critical damage): .157
Cudgel reduced DF (raw damage): .122
Actual raw damage taken: 10 (86 * DF .122)
Actual crit damage taken: 5 (7 * (1 - RF .219)
Actual total damage taken: 15
I'm even more confused.
Does this look accurate?
... swings a bone cudgel at you!
AS: +43 vs DS: -25 with AvD: +19 + d100 roll: +80 = +167
... and hits for 10 points of damage!
Blow raises a welt on your right arm.
>
#######################################
Weapon Type: Cudgel|Armor Type: Brigandine Armor
Crit Information: 3 damage, Rank 1 Crush Right Arm
Weapon DF against your armor: 0.2
Expectated Total Damage: 16
Actual Damage: 10
Observed DFRedux is 37.500% or Damage Padding is 6
#######################################
Whirlin
05-02-2015, 02:33 PM
I'm confused.
DF Reduction could reduce the raw damage to subsequently reduce critical tier and then reduce critical damage. So, if something has DFRedux, gonna be difficult to make any determination about phantom crit.
All sorts of headache to calculate.
Tgo01
05-02-2015, 02:39 PM
DF Reduction could reduce the raw damage to subsequently reduce critical tier and then reduce critical damage. So, if something has DFRedux, gonna be difficult to make any determination about phantom crit.
So it goes like this:
Raw damage calculated by DF * (end roll - 100)
Redux lowers this amount by whatever
Then crit rank is determined by this new number
Then crit is randomized like normal
Then the same Redux value from before lowers the crit damage again
Does that sound right?
Whirlin
05-02-2015, 02:45 PM
So it goes like this:
Raw damage calculated by DF * (end roll - 100)
Redux lowers this amount by whatever
Then crit rank is determined by this new number
Then crit is randomized like normal
Then the same Redux value from before lowers the crit damage again
Does that sound right?
I believe so... best to verify with Mark though, he's more familiar with Redux mechanics than I. I tend to stick to semis and pures.
Riltus
05-02-2015, 02:48 PM
Yeah I think I set it up so if you got a rank 9 the script just says like "Crit weighting is at least 2" and if you got between 5 and 8 then the script factors the maximum crit weighting to be the crit divisor * 9 - raw damage. You're right though that I should probably leave the ceiling out for crit ranks between 5 and 8 as well, otherwise it might be misleading.
It can be misleading especially when it shows claidhmore weighting between 2 and 14.
Speaking of misleading, isn't it called DFRedux? That would lead one to assume it reduces damage factor :p
The old redux model called DFRedux only reduced raw damage. The critical was calculated from the reduced raw damage but critical damage wasn't reduced, only the critical rank. The new model reduces both raw and critical damage so, in order to differentiate between them, your pal, Latrinsorm renamed it total damage reduction. Technically, it is still DFRedux but, for quite some time, the mechanics of the new model were not completely known.
Does this look accurate?
... swings a bone cudgel at you!
AS: +43 vs DS: -25 with AvD: +19 + d100 roll: +80 = +167
... and hits for 10 points of damage!
Blow raises a welt on your right arm.
>
#######################################
Weapon Type: Cudgel|Armor Type: Brigandine Armor
Crit Information: 3 damage, Rank 1 Crush Right Arm
Weapon DF against your armor: 0.2
Expectated Total Damage: 16
Actual Damage: 10
Observed DFRedux is 37.500% or Damage Padding is 6
#######################################
Yes! That's correct.
I'll explain how the reduced weapon damage factors and redux factors are applied so that it will, hopefully, clear up some of the confusion.
Disregard for the purposes of this post how the reduced damage factors are derived. We'll just use them to calculate the results from the below attack. Keep in mind that we are using two different reduced damage factors for the cudgel. One for raw damage only (.122) and the other for determining the maximum critical rank (.157). The raw damage DF will always be lower than the crit damage DF. Translated, this means that a higher redux factor is applied to raw damage than crit damage. Higher redux factor == lower effective weapon damage factor.
*** swings a bone cudgel at you!
AS: +65 vs DS: -20 with AvD: +19 + d100 roll: +82 = +186
... and hits for 15 points of damage!
Bones in left arm crack.
First raw damage:
Endroll success margin: 86
Cudgel raw damage DF: .122
Reduced raw damage: 10 (86 * .122)
That was easy, right?
Now critical rank determination and critical damage:
Endroll success margin: 86
Cudgel crit damage DF: .157
Raw damage: 14 (86 * .157)
Crit divisor: 7
Maximum crit rank: 2 (14/7)
Actual crit rank: 2
Unreduced crit damage: 7
We now have 7 damage from the critical but this needs to be reduced using the critical damage redux factor (not weapon damage factor)
Reducing critical damage:
Formula:
Critical damage * (1 - critical RF)
Critical RF: .219
Unreduced critical damage: 7
Reduced critical damage: 5 (7 * (1 - .219))
Actual Damage:
Raw: 10
Crit: 5
Total: 15
Mark
Riltus
05-02-2015, 02:59 PM
So it goes like this:
Raw damage calculated by DF * (end roll - 100)
Redux lowers this amount by whatever
Then crit rank is determined by this new number
Then crit is randomized like normal
Then the same Redux value from before lowers the crit damage again
Does that sound right?
Almost.
1. Raw damage is calculated with the reduced raw damage DF. This value does not apply to critical rank determination.
2. Raw damage is calculated again with the reduced crit DF. This value is used to determine the maximum crit rank using normal crit divisors.
3. Any critical damage is further reduced using the critical damage REDUX FACTOR (the lower RF).
Total damage is the sum of the reduced raw and reduced critical damage.
Mark
Tgo01
05-02-2015, 03:12 PM
Almost.
1. Raw damage is calculated with the reduced raw damage DF. This value does not apply to critical rank determination.
2. Raw damage is calculated again with the reduced crit DF. This value is used to determine the maximum crit rank using normal crit divisors.
3. Any critical damage is further reduced using the critical damage REDUX FACTOR (the lower RF).
Total damage is the sum of the reduced raw and reduced critical damage.
Mark
Are these formulas known or is it all pretty much guess work?
Wrathbringer
05-02-2015, 03:56 PM
I like turtles.
Tgo01
05-02-2015, 05:16 PM
Also I uploaded a new version of crit-tracking that takes Riltus' suggestion into account so information about crit weighting is less misleading for crits 5 and higher.
You swing a polished ora claidhmore at a silverback orc!
AS: +196 vs DS: +48 with AvD: +34 + d100 roll: +5 = +187
... and hit for 84 points of damage!
Lucky shot rips through bone and muscle sending right leg flying.
The silverback orc is stunned!
Roundtime: 5 sec.
#######################################
End Roll: 187, Base Raw Damage: 43.500, Forging Damage: 0, 1605 Damage: 0
Unexplained Damage: 0
Total Raw Damage: 44
Crit Damage: 40
Total Damage: 84
#######################################
#######################################
#####Bottom Line#####
Raw Damage Lowest Possible Crit: 4
Raw Damage Highest Possible Crit: 7
Actual Crit Rank: 8
Final Crit Divisor: 6
No critter crit padding observed.
No critter damage padding observed.
Possible Crit Weighting: At least 4
#######################################
Tgo01
05-02-2015, 06:10 PM
Also on my new script I've removed duplicate information for when the script can't recognize the weapon being used.
Behold, the power of the rabid squirrel!
#######################################
#######################################
I couldn't recognize the weapon being swung at you by name. Showing data for all weapons that thave 19 AvD against your armor type.
#######################################
#######################################
#######################################
Weapon Type: Cudgel|Armor Type: Brigandine Armor
Weapon DF against your armor: 0.2
Expectated Total Damage: 12
Observed DFRedux is 75.000% or Damage Padding is 9
#######################################
Weapon Type: Light Crossbow|Armor Type: Brigandine Armor
Weapon DF against your armor: 0.325
Expectated Total Damage: 19
Observed DFRedux is 84.211% or Damage Padding is 16
#######################################
Quarterstaff has a DF of 0.325 which shares the same stats as a previously listed weapon.
#######################################
Weapon Type: Knuckle-Duster|Armor Type: Brigandine Armor
Weapon DF against your armor: 0.125
Expectated Total Damage: 7
Observed DFRedux is 57.143% or Damage Padding is 4
#######################################
Weapon Type: Knuckle-Blade|Armor Type: Brigandine Armor
Weapon DF against your armor: 0.1
Expectated Total Damage: 6
Observed DFRedux is 50.000% or Damage Padding is 3
#######################################
Yierka-Spur has a DF of 0.125 which shares the same stats as a previously listed weapon.
#######################################
Weapon Type: Blackjack|Armor Type: Brigandine Armor
Weapon DF against your armor: 0.09
Expectated Total Damage: 5
Observed DFRedux is 40.000% or Damage Padding is 2
#######################################
Weapon Type: Jackblade|Armor Type: Brigandine Armor
Weapon DF against your armor: 0.15
Expectated Total Damage: 9
Observed DFRedux is 66.667% or Damage Padding is 6
#######################################
#######################################
Weapon Type: Troll-Claw|Armor Type: Brigandine Armor
Weapon DF against your armor: 0.14
Expectated Total Damage: 8
Observed DFRedux is 62.500% or Damage Padding is 5
#######################################
Weapon Type: Sai|Armor Type: Brigandine Armor
Weapon DF against your armor: 0.11
Expectated Total Damage: 6
Observed DFRedux is 50.000% or Damage Padding is 3
#######################################
Weapon Type: Dart|Armor Type: Brigandine Armor
Weapon DF against your armor: 0.075
Expectated Total Damage: 4
Observed DFRedux is 25.000% or Damage Padding is 1
#######################################
Crit Information: 0 damage, Rank 0 Puncture Left Arm
Actual Damage: 3
Tgo01
05-02-2015, 10:06 PM
Apparently it's not as easy to test for some critter weapon types as I thought. I tested against rabid squirrels with double leather, full leather, and brig and the only weapon type they all had in common based on AvD was Knuckle-Blade so I thought awesome, that must be what rabid squirrel's bites weapon type is considered. Then I had this brilliant idea that I could further narrow down weapon types by only matching against weapon types that can do the type of damage the attack did.
So I tested again with full leather, double leather, and brig against a rabid squirrel's attack and I noticed a rabid squirrel's attack apparently only does puncture damage and only rapier and fist-scythe matched the full leather and double leather but neither of these matched brig. I then noticed none of the damage against the full leather and double leather matched the DF of the damage they received and neither character has damage padding or redux.
I can only guess some critter attacks like bites and claws are based on weapon types but AvDs or DFs are changed slightly or they are made from scratch.
Ah well. Script should still work against actual weapons and should be able to determine crit padding/weighting when it's finished.
Riltus
05-02-2015, 11:17 PM
https://gswiki.play.net/mediawiki/index.php/Natural_weapons
These damage tables may not be completely reliable for all creature attacks listed.
Mark
Tgo01
05-02-2015, 11:22 PM
https://gswiki.play.net/mediawiki/index.php/Natural_weapons
These damage tables may not be completely reliable for all creature attacks listed.
Mark
Awesome. Yeah, rabid squirrel's attack still doesn't match any of those weapons but it will be nice to add the natural weapons to the list, I'm sure they will work for most critters.
Whirlin
05-03-2015, 11:03 AM
You remove a single arrow from a bundle of arrows.
>You nock an arrow in your long bow.
You fire an arrow at a war griffin!
AS: +444 vs DS: +314 with AvD: +23 + d100 roll: +35 = +188
... and hit for 48 points of damage!
Attack punctures the eye and connects with something really vital!
The war griffin crashes to the ground, motionless.
** Necrotic energy from your long bow overflows into you! **
You feel energized!
The scintillating red light surrounding the arrow fades some.
The arrow sticks in a war griffin's right eye!
Roundtime: 6 sec.
Roundtime changed to 1 second.
>
#######################################
#####Critter Information#####
Name: Ithzir janissary
Torso Armor:
: Divisor:
: Divisor:
: Divisor:
: Divisor:
: Divisor:
: Divisor:
#######################################
#####Weapon Information#####
Weapon Type:
Forging Bonus: None
1605 Bonus: None
Dexterity: 100 (40)
#######################################
#####Crit Information#####
Crit Rank: 4
Crit Type: Puncture
Crit Location: Left Eye
Status Effect: Fatal
Wounds Caused: Rank 3 Left Eye, Rank 3 Head
Crit Message: Attack punctures the eye and connects with something really vital!
#######################################
COULD NOT DETERMINE EXACT CRITTER ARMOR. LISTING INFORMATION FOR ALL ARMOR BASED ON AVD.
#######################################
Riltus
05-03-2015, 01:17 PM
Nip damage table (incomplete)
AvDs| 35|40 39 38 37|25 23 21 19|28 24 20 16|20 14 8 2
Damage type: Puncture
Cloth DF: .125 (confirmed)
Leather DF: ?
Scale DF: ?
Chain DF: ?
Plate DF: ?
This has been added to the wiki.
Mark
Whirlin
05-03-2015, 02:36 PM
Nip damage table (incomplete)
AvDs| 35|40 39 38 37|25 23 21 19|28 24 20 16|20 14 8 2
Damage type: Puncture
Cloth DF: .125 (confirmed)
Leather DF: ?
Scale DF: ?
Chain DF: ?
Plate DF: ?
This has been added to the wiki.
Mark
Nip?
nvm... saw the wiki edit... nice to know who you are now! interesting take to start gathering critters' DFs
Tgo01
05-03-2015, 03:15 PM
You remove a single arrow from a bundle of arrows.
>You nock an arrow in your long bow.
You fire an arrow at a war griffin!
AS: +444 vs DS: +314 with AvD: +23 + d100 roll: +35 = +188
... and hit for 48 points of damage!
Attack punctures the eye and connects with something really vital!
The war griffin crashes to the ground, motionless.
** Necrotic energy from your long bow overflows into you! **
You feel energized!
The scintillating red light surrounding the arrow fades some.
The arrow sticks in a war griffin's right eye!
Roundtime: 6 sec.
Roundtime changed to 1 second.
>
#######################################
#####Critter Information#####
Name: Ithzir janissary
Torso Armor:
: Divisor:
: Divisor:
: Divisor:
: Divisor:
: Divisor:
: Divisor:
#######################################
#####Weapon Information#####
Weapon Type:
Forging Bonus: None
1605 Bonus: None
Dexterity: 100 (40)
#######################################
#####Crit Information#####
Crit Rank: 4
Crit Type: Puncture
Crit Location: Left Eye
Status Effect: Fatal
Wounds Caused: Rank 3 Left Eye, Rank 3 Head
Crit Message: Attack punctures the eye and connects with something really vital!
#######################################
COULD NOT DETERMINE EXACT CRITTER ARMOR. LISTING INFORMATION FOR ALL ARMOR BASED ON AVD.
#######################################
That's odd. Is this the only time this happened? Ithzir are the critters that can fade when you attack them right? Did you happen to attack an Ithziir janissary right before this attack? I'm thinking the Janissary faded and the script isn't set up to recognize this so it got stuck waiting for the AS/DS line and continued on when you attacked the griffin.
Can you give me the message for when critters fade?
Wrathbringer
05-03-2015, 03:16 PM
That's odd. Is this the only time this happened? Ithzir are the critters that can fade when you attack them right? Did you happen to attack an Ithziir janissary right before this attack? I'm thinking the Janissary faded and the script isn't set up to recognize this so it got stuck waiting for the AS/DS line and continued on when you attacked the griffin.
Can you give me the message for when critters fade?
We should probably give up on this for now, don't you think?
Tgo01
05-03-2015, 03:17 PM
https://gswiki.play.net/mediawiki/index.php/Natural_weapons
These damage tables may not be completely reliable for all creature attacks listed.
Mark
Awesome. How did you gather the AvDs so fast? Or do AvDs always follow the same pattern? IE They go down by 1 for each subgroup for leather, 2 for scale, 4 for chain, and 6 for plate?
Tgo01
05-03-2015, 03:17 PM
We should probably give up on this for now, don't you think?
Give up on what? :(
Wrathbringer
05-03-2015, 03:18 PM
Give up on what? :(
Whatever it is going on in this thread. I wasn't really paying attention.
Riltus
05-03-2015, 03:24 PM
Awesome. How did you gather the AvDs so fast? Or do AvDs always follow the same pattern? IE They go down by 1 for each subgroup for leather, 2 for scale, 4 for chain, and 6 for plate?
Correct. You only need to test one armor per group.
Mark
Tgo01
05-03-2015, 03:24 PM
That's odd. Is this the only time this happened? Ithzir are the critters that can fade when you attack them right? Did you happen to attack an Ithziir janissary right before this attack? I'm thinking the Janissary faded and the script isn't set up to recognize this so it got stuck waiting for the AS/DS line and continued on when you attacked the griffin.
Can you give me the message for when critters fade?
Also I just realized that archers probably hold their bow/crossbow in their left hand right?
Whirlin
05-03-2015, 05:06 PM
Also I just realized that archers probably hold their bow/crossbow in their left hand right?
Correct... However, the message is consistent for firing
Tgo01
05-03-2015, 05:31 PM
Correct... However, the message is consistent for firing
You mean between bows and crossbows or do you mean there is random messaging when firing a bow or crossbow?
The knocking part shouldn't matter, the script just looks at this line:
You fire an arrow at a war griffin!
As long as it says "You fire" when using a bow or crossbow it should all be good.
Whirlin
05-03-2015, 05:39 PM
As long as it says "You fire" when using a bow or crossbow it should all be good.
Correct... however, each bow has different DF/AvD... because, fun.
May be easier just to have the user 'set' their weapon stats.
Tgo01
05-03-2015, 05:49 PM
Correct... however, each bow has different DF/AvD... because, fun.
May be easier just to have the user 'set' their weapon stats.
The script checks the name of the weapon against all weapon names listed on the wiki to determine the weapon type and thus its DF and AvD and whatnot. It's just I had it setup to get the name of the weapon in the right hand because I didn't want to have to bother with TWC stuff because I'm lazy and didn't account for the fact that archers have their weapon in their left hand.
I should have this problem fixed but I'm curious if I was correct about why the script thought you were attacking an Ithzir instead of a griffin before I upload a new version.
Also you can start the script as, for example:
;crit long bow
So the script will always use a long bow stats for any weapon you're using.
Whirlin
05-03-2015, 06:31 PM
Oceaniania gestures at an Ithzir seer.
CS: +527 - TD: +424 + CvA: +19 + d100: +36 == +158
Warding failed!
... and hits for 20 points of damage!
An Ithzir seer is suddenly engulfed in flames of pure essence!
... 60 points of damage!
Flame engulfs back: an Ithzir seer flambe!
The Ithzir seer vainly struggles to rise, then goes still.
The opalescent aura fades from around an Ithzir seer.
The deep blue glow leaves an Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around an Ithzir seer.
The powerful look leaves an Ithzir seer.
An Ithzir seer seems to lose an aura of confidence.
>
Out of the corner of your eye, you see a grizzled Ithzir seer approaching. He must be the creature that you've been tasked to kill!
>
Ithzir seer entered the room.
loot
--- Lich: sloot active.
[sloot]>search #46080785
You search the Ithzir seer.
He had a twisted crystal-tipped staff.
You discard the seer's remaining useless equipment.
He didn't carry any silver.
He had nothing of interest.
An Ithzir seer's body shimmers slightly, then fades from view like a dissipating phantom.
>--- Lich: sloot has exited.
take 1 arrow from my quiver
fire
You remove a single arrow from a bundle of arrows.
>You nock an arrow in your long bow.
You fire an arrow at a grizzled Ithzir seer!
AS: +444 vs DS: +312 with AvD: +32 + d100 roll: +14 = +178
... and hit for 42 points of damage!
Attack punctures the eye and connects with something really vital!
[You have completed this portion of your Adventurer's Guild task.]
The Ithzir seer clutches at his wounds as he falls, the life fading from his eyes.
The opalescent aura fades from around a grizzled Ithzir seer.
The deep blue glow leaves a grizzled Ithzir seer.
The Ithzir seer no longer bristles with energy.
The dim aura fades from around a grizzled Ithzir seer.
The light blue glow leaves a grizzled Ithzir seer.
The powerful look leaves a grizzled Ithzir seer.
The scintillating red light surrounding the arrow fades some.
The arrow sticks in a grizzled Ithzir seer's right eye!
Roundtime: 6 sec.
Roundtime changed to 1 second.
Irrelevant to the script... I just love being an archer.
Tgo01
05-03-2015, 06:52 PM
Archers are overpowered!
Wrathbringer
05-03-2015, 06:54 PM
Archers are overpowered!
I'm in favor of tough bow control measures!
Tgo01
05-03-2015, 08:37 PM
I uploaded a new version of crit-tracking that should properly identify the bow/crossbow type of your weapon if it's in the left hand. I think I also fixed the problem with critters fading and fucking everything up. Let me know.
Every time I glance through the list of topics I keep seeing "Clit Tracking".
Riltus
05-04-2015, 11:44 AM
Nip (rabid squirrel attack) damage table.
AvDs| 35|40 39 38 37|25 23 21 19|28 24 20 16|20 14 8 2
Damage type: Puncture
Cloth DF: .125
Leather DF: .105
Scale DF: .090*
Chain DF: .090
Plate DF: .100
*It's possible that the scale DF is .095. I ran out of patience trying to determine the exact value and ended up with a DF range of .090 to .096. All confirmed natural weapon DFs have a thousandths place values of 0 or 5. So, it's very unlikely the scale DF would have a value such as .091 or .096
Mark
Haldrik
03-03-2016, 10:09 PM
Does this work with UAC?
Tgo01
03-03-2016, 10:15 PM
Does this work with UAC?
Good question. I haven't worked on this script in forever :(
It's been bugging out on me but suddenly it started working again. So, my weapon is a 'twohanded sword' and in the script it's set as 'two-handed sword'. I tried ;crit two-handed sword which resulted in errors. Greatsword, same thing. I'm about to run it again to see if it actually works again. This is a pretty cool piece of work when it does work.
Tgo01
03-04-2016, 12:08 AM
How is it bugging out? What error messages are you getting?
I really should reactivate Dreaven so I can update all of these scripts.
[bigshot]>kill #76054313
You swing an obsidian twohanded sword at a vourkha!
AS: +268 vs DS: +158 with AvD: +43 + d100 roll: +75 = +228
... and hit for 90 points of damage!
Right leg mangled horribly.
The vourkha is knocked to the ground!
** Your twohanded sword pulses with a burst of plasma energy! **
... 10 points of damage!
Searing bolt of energy strikes the vourkha, scorching a wide swath of flesh!
Roundtime: 6 sec.
>
################################################## ##############
Critter left room before I could gather all necessary data. Can't compute crit information for this attack.
################################################## ##############
A vourkha slowly pulls herself back up on her feet.
>
[bigshot]>cman feint #76054313
[Roll result: 144 (open d100: 59) Bonus: 16]
You feint to the right, the vourkha buys the ruse and twists awkwardly to block the blow that never came!
Roundtime: 3 sec.
>
[bigshot]>kill #76054313
>
You swing an obsidian twohanded sword at a vourkha!
AS: +268 vs DS: +145 with AvD: +43 + d100 roll: +62 = +228
... and hit for 85 points of damage!
Weapon arm mangled horribly.
Roundtime: 6 sec.
>
################################################## ##############
Critter left room before I could gather all necessary data. Can't compute crit information for this attack.
################################################## ##############
#######################################
[sloot]>get #76057214
#####Critter Information#####
Name:
Torso Armor: Reinforced Leather
Weapon: None
Shield: None
Worn Torso Armor: None: Divisor: 6
Arm & Hand Protection: None: Divisor: 6
Leg Protection: None: Divisor: 6
Head Protection: None: Divisor: 5
Eye Protection: None: Divisor: 5
Neck Protection: None: Divisor: 5
All Critter Gear: ["her"]
#######################################
#####Weapon Information#####
Weapon Type: Two-Handed Sword
Forging Bonus: None
1605 Bonus: 1.1%
DF Base: 0.5
DF Total: 0.550
Dexterity: 87 (13)
#######################################
#####Crit Information#####
Crit Rank: 8
Crit Type: Slash
Crit Location: Head
Status Effect: Fatal
Wounds Caused: Rank 3 Head
Crit Message: Horrible slash to the vourkha's head! Brain matter goes flying!
#######################################
#####Damage Information#####
End Roll: 172
Base Raw Damage: 36.000
Forging Bonus Damage: 0
1605 Bonus Damage: 3.600
Unexplained Damage: 0
Total Raw Damage: 40
Crit Damage: 40
Total Damage: 80
#######################################
#####Bottom Line#####
Raw Damage Lowest Possible Crit: 4
Raw Damage Highest Possible Crit: 8
Actual Crit Rank: 8
Final Crit Divisor: 5
No critter crit padding observed.
No critter damage padding observed.
No crit weighting observed.
#######################################
It seems to work on kills more often than anything.
Tgo01
03-04-2016, 12:12 AM
I take it the critter isn't actually leaving the room? Does this happen against all critters with all weapons?
Have you tried deleting the hyphen in the script as you pointed out to see if that fixes it?
Tgo01
03-04-2016, 12:16 AM
I take it the critter isn't actually leaving the room? Does this happen against all critters with all weapons?
Have you tried deleting the hyphen in the script as you pointed out to see if that fixes it?
More specifically there are 17 lines such as this one:
'\b(1|two\-handed sword|battlesword|beheading sword|bidenhander|falx|executioner\'s sword|greatsword|no\-dachi|zweihander)\b'
You could try adding
|twohanded sword
to the end of each like so:
'\b(1|two\-handed sword|battlesword|beheading sword|bidenhander|falx|executioner\'s sword|greatsword|no\-dachi|zweihander|twohanded sword)\b'
Just make sure you leave the number at the beginning of the line the same.
They don't, no. And so far, yes, it's throwing this up to everything so far which is actually new. Before it was calculating the information but not able to come to terms that I had ;crit greatsword (I guess you can't override it completely if you're lying to it?).
I thought about it. I could always just add |twohanded sword| in the appropriate sections, right?
Hah, right on.
It appears to be recording the kills, though.
[bigshot]>kill #76061310
You swing an obsidian twohanded sword at a lesser moor wight!
AS: +261 vs DS: +158 with AvD: +38 + d100 roll: +6 = +147
... and hit for 31 points of damage!
Awkward slash to the moor wight's stomach!
Everyone needs another belly button.
You hear a sound like a weeping child as a white glow separates itself from the moor wight's body as it rises, disappearing into the heavens.
A lesser moor wight crumples to a heap on the ground.
The glowing specks of energy surrounding a lesser moor wight suddenly shoot off in all directions, then quickly fade away.
The light blue glow leaves a lesser moor wight.
The powerful look leaves a lesser moor wight.
[bigshot]>stance defensive
The shimmering multicolored sphere fades from around a lesser moor wight.
Roundtime: 6 sec.
>
[sexual-favors: + 102 (+/- 9) = 165,392 (+/- 66,198)]
[killcounter: Total kills: 21395]
...wait 6 seconds.
>
A barghest tries to bite you!
AS: +223 vs DS: +216 with AvD: +25 + d100 roll: +52 = +84
A clean miss.
>
[bigshot]>stance defensive
You are now in a defensive stance.
>
--- Lich: sloot active.
[sloot]>search #76061310
You search the moor wight.
It had 283 silvers on it.
You gather the remaining 283 coins.
It had nothing else of value.
A lesser moor wight disperses in the wind.
>
#######################################
#####Critter Information#####
Name:
Torso Armor: Brigandine Armor
Weapon: None
Shield: None
Worn Torso Armor: None: Divisor: 7
Arm & Hand Protection: None: Divisor: 7
Leg Protection: None: Divisor: 7
Head Protection: None: Divisor: 7
Eye Protection: None: Divisor: 7
Neck Protection: None: Divisor: 7
All Critter Gear: ["it"]
#######################################
#####Weapon Information#####
Weapon Type: Two-Handed Sword
Forging Bonus: None
1605 Bonus: 1.1%
DF Base: 0.5
DF Total: 0.550
Dexterity: 87 (13)
#######################################
#####Crit Information#####
Crit Rank: 1
Crit Type: Slash
Crit Location: Abdomen
Status Effect: None
Wounds Caused: Rank 1 Abdomen
Crit Message: Awkward slash to the moor wight's stomach!
#######################################
#####Damage Information#####
End Roll: 147
Base Raw Damage: 23.500
Forging Bonus Damage: 0
1605 Bonus Damage: 2.350
Unexplained Damage: 0
Total Raw Damage: 26
Crit Damage: 5
Total Damage: 31
#######################################
#####Bottom Line#####
Raw Damage Lowest Possible Crit: 2
Raw Damage Highest Possible Crit: 3
Actual Crit Rank: 1
Final Crit Divisor: 7
Compared to your Crit Weighting the critter has between 6 and 19 crit padding.
No critter damage padding observed.
No crit weighting observed.
Tgo01
03-04-2016, 12:18 AM
They don't, no. And so far, yes, it's throwing this up to everything so far which is actually new. Before it was calculating the information but not able to come to terms that I had ;crit greatsword (I guess you can't override it completely if you're lying to it?).
I thought about it. I could always just add |twohanded sword| in the appropriate sections, right?
Is it just happening with your twohanded sword or have you not tried any other weapons? Not sure why it wouldn't allow you to override it with greatsword, does it give an error or just do the same thing?
And this is new:
################################################## ##############
Critter left room before I could gather all necessary data. Can't compute crit information for this attack.
################################################## ##############
--- Lich: error: nil can't be coerced into Fixnum
crit-tracking:2696:in `/'
crit-tracking:2696:in `block in _script'
--- Lich: crit-tracking has exited.
When I was inputing greatsword, it would feed me back the rank of the wound, damage and so on but it would not calculate the divisors, acknowledge the target at all or that I had a weapon. This is all I have on me right now, I've just been letting it go to see what happens.
Tgo01
03-04-2016, 12:21 AM
And this is new:
################################################## ##############
Critter left room before I could gather all necessary data. Can't compute crit information for this attack.
################################################## ##############
--- Lich: error: nil can't be coerced into Fixnum
crit-tracking:2696:in `/'
crit-tracking:2696:in `block in _script'
--- Lich: crit-tracking has exited.
Did the critter happen to leave the room shortly after you attacked this time or was the critter still there?
He was still there. It crashed right after the swing.
Tgo01
03-04-2016, 12:23 AM
Did the critter happen to leave the room shortly after you attacked this time or was the critter still there?
Oh oh! Or was it one of those pesky undeads that disappear shortly after they die?
Tgo01
03-04-2016, 12:23 AM
He was still there. It crashed right after the swing.
Huh. Well that is odd. Is this happening with every swing? Next time it happens can you copy and paste over the error message and the attack right before the error message?
Nope, it's only happened twice so far. This is kind of long and it might not be necessary but this seems to capture each current logic data point it's following
[High Plains, Cliff's Edge]
The trail rounds the edge of the barren plain, coming dangerously close to the treacherous edge of the rocky ravine. The gliding silhouettes of huge birds circle overhead, darker black against the deep grey of the sky, as they scan the desolate landscape for their next meal. You also see a greater moor wight, a lesser moor wight and some acantha leaf.
Obvious paths: east, northwest
>[bigshot]>stance adv
You are now in an advancing stance.
>[bigshot]>cman feint #76061304
[Roll result: 133 (open d100: 49) Bonus: 9]
You feint to the right, the moor wight buys the ruse and twists awkwardly to block the blow that never came!
Roundtime: 3 sec.
>[cman_calc: 5 RT, -33% stance.]
[bigshot]>kill #76061304
You swing an obsidian twohanded sword at a greater moor wight!
AS: +261 vs DS: +187 with AvD: +38 + d100 roll: +19 = +131
... and hit for 22 points of damage!
Slash to the moor wight's right leg hits high!
Kinda makes your knees weak, huh?
Roundtime: 6 sec.
>
Your steel cuirass hums with spiritual force, filling you with a sense of divine vigilance and a preternatural awareness of a lesser moor wight. Anticipating its next move, you steel yourself against the oncoming assault!
A lesser moor wight swings a blackened twisted steel longsword at you!
AS: +250 vs DS: +246 with AvD: +35 + d100 roll: +86 = +125
... and hits for 1 point of damage!
Flashy swing!
You're lucky that it only bopped your nose.
>[calcredux: Instance redux is 77.142%]
[calcredux: Average redux is 11.343%]
>################################################## ##############
Critter left room before I could gather all necessary data. Can't compute crit information for this attack.
################################################## ##############
You lose your extra internal fortitude.
[bigshot]>kill #76061304
You swing an obsidian twohanded sword at a greater moor wight!
AS: +261 vs DS: +185 with AvD: +38 + d100 roll: +12 = +126
... and hit for 19 points of damage!
Blow to the head causes the moor wight's ears to ring!
Roundtime: 6 sec.
>################################################## ##############
Critter left room before I could gather all necessary data. Can't compute crit information for this attack.
################################################## ##############
A greater moor wight swings a wickedly curved scimitar at you!
AS: +243 vs DS: +213 with AvD: +30 + d100 roll: +86 = +146
... and hits for 1 point of damage!
Glancing blow to your right leg!
>[calcredux: Instance redux is 86.824%]
[calcredux: Average redux is 18.205%]
A lesser moor wight arrives on a cold wind.
>Your steel cuirass hums with spiritual force, filling you with a sense of divine vigilance and a preternatural awareness of a lesser moor wight. Anticipating its next move, you steel yourself against the oncoming assault!
A lesser moor wight swings a blackened twisted steel longsword at you!
AS: +250 vs DS: +243 with AvD: +35 + d100 roll: +68 = +110
... and hits for 1 point of damage!
Poked in the tummy.
Hehehe.
>[calcredux: Instance redux is 42.857%]
[calcredux: Average redux is 18.205%]
[bigshot]>stance defensive
...wait 1 seconds.
>[bigshot]>stance defensive
You are now in a defensive stance.
>[bigshot]>east
[Yegharren Plain, High Plains]
The misty, moonlit plain stretches in all directions, bounded by the dark forms of the distant hills. Scattered stones and patches of brambles break the landscape here and there, and the steady wind pushes faint clouds of fog in an everchanging swirling pattern.
Obvious paths: northeast, south, west
>[bigshot]>northeast
[High Plains, Moorgate]
The road rises to the north, the ground piled into a sloping ramp that ends in a massive, ancient stone gate. No barrier stands to either side of the gate but the sheer ledge that forms the edge of the higher ground, and the heavy mist that covers the dark plateau beyond seeps down around its sides to swirl and dissipate in the cold night air. You also see a barghest and a greater moor wight.
Obvious paths: east, south, southwest, northwest
>[bigshot]>stance adv
You are now in an advancing stance.
>[bigshot]>cman feint #76061300
Your steel cuirass hums with spiritual force, filling you with a sense of divine vigilance and a preternatural awareness of a greater moor wight. Anticipating its next move, you steel yourself against the oncoming assault!
A greater moor wight swings a wickedly curved scimitar at you!
AS: +252 vs DS: +246 with AvD: +30 + d100 roll: +80 = +116
... and hits for 1 point of damage!
Thumped your chest.
>[bigshot]>cman feint #76061300
[calcredux: Instance redux is 62.121%]
[calcredux: Average redux is 18.205%]
[Roll result: 161 (open d100: 83) Bonus: 9]
You feint to the right, the moor wight buys the ruse and twists awkwardly to block the blow that never came!
Roundtime: 3 sec.
>[cman_calc: 8 RT, -61% stance.]
...wait 3 seconds.
>[bigshot]>kill #76061300
...wait 1 seconds.
>[bigshot]>kill #76061300
...wait 1 seconds.
>[bigshot]>kill #76061300
You swing an obsidian twohanded sword at a greater moor wight!
AS: +261 vs DS: +180 with AvD: +38 + d100 roll: +88 = +207
... and hit for 84 points of damage!
Vertebrae in neck disintegrate from impact!
Neck sinks into shoulders.
You hear a sound like a weeping child as a white glow separates itself from the moor wight's body as it rises, disappearing into the heavens.
A greater moor wight wails one final time as it collapses.
A greater moor wight becomes solid again.
The light blue glow leaves a greater moor wight.
The powerful look leaves a greater moor wight.
The shimmering multicolored sphere fades from around a greater moor wight.
Roundtime: 6 sec.
>[bigshot]>stance defensive
[killcounter: Total kills: 21396]
[sexual-favors: + 107 (+/- 8) = 165,499 (+/- 66,206)]
...wait 6 seconds.
>A barghest tries to bite you!
AS: +223 vs DS: +208 with AvD: +25 + d100 roll: +60 = +100
A clean miss.
[bigshot]>stance defensive
You are now in a defensive stance.
>--- Lich: sloot active.
[sloot]>search #76061300
>You search the moor wight.
You discard the wight's useless equipment.
It carried a rotting fel coffer on it!
A greater moor wight breaks apart into misty tendrils.
>I could not find what you were referring to.
>################################################## ##############
Critter left room before I could gather all necessary data. Can't compute crit information for this attack.
################################################## ##############
[sloot]>get #76081006
You pick up a rotting fel coffer.
>[sloot]>put my coffer in #76038284
>Your steel cuirass hums with spiritual force, filling you with a sense of divine vigilance and a preternatural awareness of a barghest. Anticipating its next move, you steel yourself against the oncoming assault!
A barghest charges at you!
By amazing chance, you evade the attack!
>You put a rotting fel coffer in your leather cloak.
>--- Lich: sloot has exited.
>[bigshot]>southwest
[Yegharren Plain, High Plains]
The misty, moonlit plain stretches in all directions, bounded by the dark forms of the distant hills. Scattered stones and patches of brambles break the landscape here and there, and the steady wind pushes faint clouds of fog in an everchanging swirling pattern.
Obvious paths: northeast, south, west
>[bigshot]>south
[Yegharren Plain, High Plains]
The distant howl of some unknown beast echoes faintly over the plain, carried on the damp, chill wind. A few trees, their branches denuded by the wind and weather, stand in a small group near the trail, as if huddling together against some threatening force. You also see the edge of a ravine.
Obvious paths: north, east
>[bigshot]>east
[High Plains, Old Barrow Road]
A brisk, chill night wind blows over the plain, bending the dark patches of brambles and heather that dot the surrounding plain in an eternal slant. Parallel lines of crumbled stone stretch to the north, marking the edges of the rutted road. You also see a barghest, a blackened twisted steel longsword and the edge of a ravine.
Obvious paths: north, southeast, west
[bigshot]>southeast
[High Plains, Plateau]
The ground rises into a desolate plateau, overlooking the abyss of the ravine far below, its darkness bottomless in the night. A lone tree stands on the moor amid tendrils of swirling mist, its dark branches stripped by the constant wind into an ominous skeleton of wood. You also see a vourkha.
Obvious paths: northeast, northwest
>Your steel cuirass hums with spiritual force, filling you with a sense of divine vigilance and a preternatural awareness of a vourkha. Anticipating its next move, you steel yourself against the oncoming assault!
A vourkha tries to bite you!
You evade the attack by a hair!
>[bigshot]>stance adv
You are now in an advancing stance.
>[bigshot]>cman feint #76073944
[Roll result: 104 (open d100: 30) Bonus: 9]
You feint to the left, the vourkha buys the ruse and moves to block the blow that never came!
Roundtime: 3 sec.
>[cman_calc: 3 RT, -4% stance.]
[bigshot]>kill #76073944
You swing an obsidian twohanded sword at a vourkha!
AS: +261 vs DS: +172 with AvD: +43 + d100 roll: +33 = +165
... and hit for 41 points of damage!
Feint to the vourkha's head!
Quick flick at his weapon hand!
Nasty cut to right hand!
Roundtime: 6 sec.
>################################################## ##############
Critter left room before I could gather all necessary data. Can't compute crit information for this attack.
################################################## ##############
--- Lich: error: nil can't be coerced into Fixnum
crit-tracking:2696:in `/'
crit-tracking:2696:in `block in _script'
--- Lich: crit-tracking has exited.
If I let it run without declaring the weapon type:
#####Critter Information#####
Name:
Torso Armor:
: Divisor:
: Divisor:
: Divisor:
: Divisor:
: Divisor:
: Divisor:
#######################################
#####Weapon Information#####
Weapon Type:
Forging Bonus: None
1605 Bonus: 1.1%
Dexterity: 87 (13)
#######################################
#####Crit Information#####
Crit Rank: 7
Crit Type: Slash
Crit Location: Left Leg
Status Effect: Stun 8, Knockdown, Limb Loss
Wounds Caused: Rank 3 Left Leg
Crit Message: Wild downward slash severs the moor wight's left foot!
#######################################
COULD NOT DETERMINE EXACT CRITTER ARMOR. LISTING INFORMATION FOR ALL ARMOR BASED ON AVD.
#######################################
It doesn't fail to report it, at least.
Tgo01
03-04-2016, 12:53 AM
[quote]
--- Lich: error: nil can't be coerced into Fixnum
crit-tracking:2696:in `/'
crit-tracking:2696:in `block in _script'
--- Lich: crit-tracking has exited.
[/code]
Did this error happen before or after you made the twohanded sword change to your script? If it was after you made the changes did you kill the script in your game then start the script up again?
I'll have to look at this some more later.
I hadn't made those changes yet. I was hoping for more data. Is there any reason it would be case sensitive when declaring weapon type on start up?
Thanks for taking a look, too.
Tgo01
03-04-2016, 01:22 AM
I hadn't made those changes yet. I was hoping for more data.
From a cursory glance it looked like that error message was possible if the script couldn't find what weapon you were using so that might explain that.
Is there any reason it would be case sensitive when declaring weapon type on start up?
It does look like weapon names are case sensitive in the script, that is they should all be in lower case. When you declare a weapon upon start up it should echo back to you what weapon type you just inputted.
For example if you do
;crit greatsword
The script should echo back
Using greatsword as your weapon type.
If it's not doing that then something is wrong.
Also if you do declare a weapon in such a manner then it should go by whatever you inputted and ignore whatever is really in your hand.
Haldrik
03-04-2016, 02:05 AM
I tried to use the script and it wouldn't work at all. Tried with a twohanded sword, and a knife. Gave up.
>att ant
You swing a twohanded sword at a fire ant!
AS: +32 vs DS: +27 with AvD: +44 + d100 roll: +87 = +136
... and hit for 26 points of damage!
Slash to the fire ant's right arm!
Slices neatly through the skin and meets bone!
The fire ant is stunned!
Roundtime: 5 sec.
R>
################################################## ##############
Critter left room before I could gather all necessary data. Can't compute crit information for this attack.
################################################## ##############
>;kill crit
--- Lich: crit-tracking has exited.
>;crit knife
--- Lich: crit-tracking active.
[crit-tracking: Using knife as your weapon type.]
>att
You swing a rolaren-cored silvery glaes knife at a fire ant!
AS: +52 vs DS: +27 with AvD: +22 + d100 roll: +36 = +83
A clean miss.
Roundtime: 3 sec.
R>
A fire ant just arrived.
R>att
You swing a rolaren-cored silvery glaes knife at a fire ant!
AS: +52 vs DS: +27 with AvD: +22 + d100 roll: +89 = +136
... and hit for 10 points of damage!
Minor puncture to the right arm.
Roundtime: 3 sec.
R>
################################################## ##############
Critter left room before I could gather all necessary data. Can't compute crit information for this attack.
################################################## ##############
--- Lich: go2 active.
>att
You swing a rolaren-cored silvery glaes knife at a kobold!
AS: +52 vs DS: +44 with AvD: +23 + d100 roll: +96 = +127
... and hit for 5 points of damage!
Thrust slides along the back.
Cuts a nagging itch.
Roundtime: 3 sec.
R>
################################################## ##############
Critter left room before I could gather all necessary data. Can't compute crit information for this attack.
################################################## ##############
>;crit knife
>;crit knife
--- Lich: crit-tracking is already running (use ;force [scriptname] if desired).
>;kill crit
--- Lich: crit-tracking has exited.
>;crit knife
--- Lich: crit-tracking active.
[crit-tracking: Using knife as your weapon type.]
>att
You swing a rolaren-cored silvery glaes knife at a kobold!
AS: +52 vs DS: +44 with AvD: +23 + d100 roll: +96 = +127
... and hit for 8 points of damage!
Strike through the palm!
Roundtime: 3 sec.
R>
################################################## ##############
Critter left room before I could gather all necessary data. Can't compute crit information for this attack.
################################################## ##############
>;kill crit
--- Lich: crit-tracking has exited.
>att
You swing a rolaren-cored silvery glaes knife at a kobold!
AS: +52 vs DS: +66 with AvD: +23 + d100 roll: +99 = +108
... and hit for 2 points of damage!
Hard blow, but deflected.
Not much damage.
Roundtime: 3 sec.
R>
A kobold thrusts with a dirt-caked estoc at you!
You move at the last moment to evade the attack!
R>;crit
--- Lich: crit-tracking active.
>att
You swing a rolaren-cored silvery glaes knife at a kobold!
AS: +52 vs DS: +66 with AvD: +23 + d100 roll: +58 = +67
A clean miss.
Roundtime: 3 sec.
R>stance o
You are now in an offensive stance.
>hide
Roundtime: 3 sec.
You attempt to blend with the surroundings, and feel confident that no one has noticed your doing so.
HR>att
You leap from hiding to attack!
You swing a rolaren-cored silvery glaes knife at a kobold!
AS: +52 vs DS: +24 with AvD: +23 + d100 roll: +60 = +111
... and hit for 2 points of damage!
Poked in the tummy.
Hehehe.
Roundtime: 3 sec.
R>
################################################## ##############
Critter left room before I could gather all necessary data. Can't compute crit information for this attack.
################################################## ##############
A kobold thrusts with a dirt-caked estoc at itself!
Tgo01
03-04-2016, 02:35 AM
Stop breaking my scripts!! :O
I'm not sure what could be causing this to be honest. I could have sworn this script was working last time I used it.
The only time that message should pop up is if you can't look at the critter after you attack it, and I don't see why you wouldn't be able to do that in the logs you provided.
If you're interested in helping me track down the problem try this; open up the script and replace lines 2311, 2313, and 2315 (all three lines should just be "nil") with:
server_string
And try running the script again. With this change you should actually be able to see what happens when your character LOOKs at the critter. If for some reason it's saying "I could not find what you were referring to." then that would be the problem and I could try and figure out why it can't see the critter.
Actually, yeah. I guessed that. So I started spamming >look at the mob...
You swing an obsidian twohanded sword at a baesrukha!
AS: +261 vs DS: +147 with AvD: +42 + d100 roll: +3 = +159
... and hit for 47 points of damage!
You ripped a chunk out of the baesrukha's left leg with that one.
** Your twohanded sword pulses with a burst of plasma energy! **
... 15 points of damage!
The baesrukha's hand blisters and bleeds from intense heat.
Roundtime: 6 sec.
>
You see a fairly typical baesrukha.
He has some minor cuts and bruises on his right leg, a fractured and bleeding left leg, some minor cuts and bruises on his left hand and some minor cuts and bruises on his back.
He has nothing at this time.
>
...wait 6 seconds.
>
...wait 6 seconds.
>
#
and it spammed me back:
######################################
#####Critter Information#####
Name:
Torso Armor: Double Leather
Weapon: None
Shield: None
Worn Torso Armor: None: Divisor: 6
Arm & Hand Protection: None: Divisor: 6
Leg Protection: None: Divisor: 6
Head Protection: None: Divisor: 6
Eye Protection: None: Divisor: 6
Neck Protection: None: Divisor: 6
All Critter Gear: None
Critter Wounds: Rank 1 Left Hand, Rank 2 Left Leg, Rank 1 Right Leg, Rank 1 Back,
#######################################
#####Weapon Information#####
Weapon Type: Two-Handed Sword
Forging Bonus: None
1605 Bonus: 1.1%
DF Base: 0.5
DF Total: 0.550
Dexterity: 87 (13)
#######################################
#####Crit Information#####
Crit Rank: 3
Crit Type: Crush
Crit Location: Left Leg
Status Effect: Stun 1
Wounds Caused: Rank 2 Left Leg
Crit Message: You ripped a chunk out of the baesrukha's left leg with that one.
#######################################
#####Damage Information#####
End Roll: 159
Base Raw Damage: 29.500
Forging Bonus Damage: 0
1605 Bonus Damage: 2.950
Unexplained Damage: 0
Total Raw Damage: 32
Crit Damage: 15
Total Damage: 47
#######################################
#####Bottom Line#####
Raw Damage Lowest Possible Crit: 3
Raw Damage Highest Possible Crit: 5
Actual Crit Rank: 3
Final Crit Divisor: 6
No critter crit padding observed.
No critter damage padding observed.
No crit weighting observed.
#######################################
(2:29:24 AM) Zen Ian:
#######################################
#####Critter Information#####
Name:
Torso Armor: Cuirbouili Leather
Weapon: None
Shield: None
Worn Torso Armor: None: Divisor: 7
Arm & Hand Protection: None: Divisor: 7
Leg Protection: None: Divisor: 6
Head Protection: None: Divisor: 6
Eye Protection: None: Divisor: 6
Neck Protection: None: Divisor: 6
All Critter Gear: None
Critter Wounds: Rank 1 Left Hand, Rank 2 Left Leg, Rank 1 Right Leg, Rank 1 Back,
#######################################
#####Weapon Information#####
Weapon Type: Two-Handed Sword
Forging Bonus: None
1605 Bonus: 1.1%
DF Base: 0.5
DF Total: 0.550
Dexterity: 87 (13)
#######################################
#####Crit Information#####
Crit Rank: 3
Crit Type: Crush
Crit Location: Left Leg
Status Effect: Stun 1
Wounds Caused: Rank 2 Left Leg
Crit Message: You ripped a chunk out of the baesrukha's left leg with that one.
#######################################
#####Damage Information#####
End Roll: 159
Base Raw Damage: 29.500
Forging Bonus Damage: 0
1605 Bonus Damage: 2.950
Unexplained Damage: 0
Total Raw Damage: 32
Crit Damage: 15
Total Damage: 47
#######################################
#####Bottom Line#####
Raw Damage Lowest Possible Crit: 3
Raw Damage Highest Possible Crit: 5
Actual Crit Rank: 3
Final Crit Divisor: 6
No critter crit padding observed.
No critter damage padding observed.
No crit weighting observed.
#######################################
However. I think the script has a fit when it can't recognize the weapon or if you try to override it with an existing, actual weapon but don't have that weapon in your hand via Gameobj, which sees a weapon not even in its database (it is right now, though and I'll be testing in a moment). I'm not very good with coding but to me it looks like it's following the logic of weapon to attack, causing damage, looking at it to find the targets armor, confirm the injuries and thus the AVD and DF. I think it's spazzing out when the declaration, or no declaration, is made can't match. It spits out half the data but not all of it.
When the declaration matches an actual variable, but game.obj can't confirm it, it can't look at what its supposed to be seeing and so doesn't even gather that info unless I manually spam it.
But I didn't make those changes you suggested. That was just guess work so far. I'm going to see what happens after I've added twohanded sword into it.
Tgo01
03-04-2016, 03:04 AM
The script should first use the weapon you specified when you started the script, if you didn't declare a weapon and just started the script normally it then looks to see if you're using a ranged weapon then goes by what is in your left hand, if not using a ranged weapon it then looks to see if your right hand is empty and thus it uses the "closed fist" weapon type (so at the moment it doesn't use UAC), if none of that is true then it goes by the name of the object in your right hand.
If the object in your right hand isn't recognized by the script it probably would cause problems.
After that the script goes through a series of checking stuffs out, checking to see if your weapon has a forging bonus, if you have 1605 up, stuff like that. It then checks to see if the end roll was at least 101, if not it starts over again and waits for you to attack again.
If the attack was over 101 it calculates damage and crit and crit ranks and all of that. The reason it looks at the critter is to see if they are wearing armor accessories like arm greaves or leg greaves, so if the attack hit the critter's arm and the critter is wearing arm greaves it needs to know that stuff so properly adjust the numbers and stuff. If the script can't look at the critter then it just doesn't spit out any information, this was the easiest way I felt like dealing with this unlikely scenario.
And the only place in the script where the message "Critter left room before I could gather all necessary data. Can't compute crit information for this attack." is if the script fails to look at the critter, and since it appears the script isn't noting the name of the critter that you attacked I'm assuming the script for some reason is no longer properly gathering the critter's ID number or the name or anything. Which is odd because I don't see why it would stop doing that since last time I used the script. Unless I updated the script on my end but didn't upload it to the repo :O
Okay, cool thing.
Its in there now (twohanded sword). It didn't fix the problem. Spamming look still forced the script to return the data it collected from the swing. However, when I left it blank, it started having the problem I was having by declaring it with the mob not being in the room. Before adding twohanded swords, not declaring a weapon would return the damage information but nothing else. Before I make the changes you suggest;
DownstreamHook.add("#{script.name}_gather_critter_information",
action)
before_dying { DownstreamHook.remove("#{script.name}
_gather_critter_information") }
silence_me
fput "look ##{enemy_id}"
silence_me
while line = get
if (line =~ /bleeding|lacerations|(missing|blinded|swollen|
bruised) .* eye|severed .* (arm|leg|hand)|convulsions|minor bruises|minor cuts|muscle
twitching/)
Is enemy_ID still valid? After all the server issues that Tillmen had, maybe DownstreamHook.remove("#{script.name}
_gather_critter_information") }
is being rejected or sending back nothing because it can't be expressed via enemy_ID or whatever that method of filing it as doesn't work any longer.
Haldrik
03-04-2016, 03:41 AM
I ran the regex for attacking and it appeared okay. (I pulled the XML and threw it into regexr.)
Line 2596 regex was ok.
Line 2555 was ok.
So its somewhere after lines 2560-2562. (if enemy_id is being dropped somehow)
Also Zho, don't try and follow a Dreaven script. It's like sticking your head in a pot of honey, then wandering through a corn field. Ain't gunna happen.
Haldrik
03-04-2016, 03:46 AM
Okay, cool thing.
Its in there now (twohanded sword). It didn't fix the problem. Spamming look still forced the script to return the data it collected from the swing. However, when I left it blank, it started having the problem I was having by declaring it with the mob not being in the room. Before adding twohanded swords, not declaring a weapon would return the damage information but nothing else. Before I make the changes you suggest;
DownstreamHook.add("#{script.name}_gather_critter_information",
action)
before_dying { DownstreamHook.remove("#{script.name}
_gather_critter_information") }
silence_me
fput "look ##{enemy_id}"
silence_me
while line = get
if (line =~ /bleeding|lacerations|(missing|blinded|swollen|
bruised) .* eye|severed .* (arm|leg|hand)|convulsions|minor bruises|minor cuts|muscle
twitching/)
Is enemy_ID still valid? After all the server issues that Tillmen had, maybe DownstreamHook.remove("#{script.name}
_gather_critter_information") }
is being rejected or sending back nothing because it can't be expressed via enemy_ID or whatever that method of filing it as doesn't work any longer.
DAMN IT ZHO. YOUR FUMBLING MAKES ME WANT TO HELP YOU.
: Divisor:
: Divisor:
: Divisor:
: Divisor:
: Divisor:
: Divisor:
#######################################
#####Weapon Information#####
Weapon Type:
Forging Bonus: None
1605 Bonus: 1.1%
Dexterity: 87 (13)
#######################################
#####Crit Information#####
Crit Rank: 1
Crit Type: Slash
Crit Location: Chest
Status Effect: None
Wounds Caused: Rank 1 Chest
Crit Message: Deft slash across chest draws blood!
#######################################
COULD NOT DETERMINE EXACT CRITTER ARMOR. LISTING INFORMATION FOR ALL ARMOR BASED ON AVD.
#######################################
But telling it a wrong weapon type that doesn't exist (or, like before adding twohanded sword to the list), it clearly IS collecting the data and saving it. Declaring the weapon for the script seems to cause it to skip over its own shut down, because it can''t reject the declaration since it doesn't exist in its library. So cleearly its collecting the woudns but nothing but the enemy_ID. It's still not looking at them, but it IS triggering and printing the results of the actual attack type.
I CANT HANDLE ITS REJECTION
Tgo01
03-04-2016, 03:55 AM
Is enemy_ID still valid? After all the server issues that Tillmen had, maybe DownstreamHook.remove("#{script.name}_gather_critter_information") }
is being rejected or sending back nothing because it can't be expressed via enemy_ID or whatever that method of filing it as doesn't work any longer.
The server issues with lnet shouldn't affect Downstreamhooks. But I'm assuming the script isn't picking up on the critter's ID for some reason, or the script is seeing the game line "I could not find what you were referring to" when it shouldn't be.
I thought perhaps the script was hanging somewhere after attacking and killing one critter then it started moving again when another critter was attacked but the script still thought you were attacking the first critter that is now dead and thus couldn't be looked at but Haldrik's log showed he started the script and the very first thing he attacked caused the error so that can't be the problem.
Also Zho, don't try and follow a Dreaven script. It's like sticking your head in a pot of honey, then wandering through a corn field. Ain't gunna happen.
Hey my scripts are awesome :O
Haldrik
03-04-2016, 03:57 AM
Noobs. I found the first error.
start on line: 2556
echo line
if (line =~ /You (swing|fire|hurl|thrust|slash|throw|punch|attempt to punch|attempt to kick|attempt to throw).* an? (.*) at .* \<a exist\="(.*)" noun\=".*"\>(.*)\<\/a\>.*\!/)
echo $0
echo $1
echo $2
echo $3
nil_everything_out.call
#if line =~ /You fire/
# using_ranged_weapon = true
#end
echo $0
echo $1
echo $2
echo $3
echo "inside line = get #{$3}"
You added the "You fire if statement" which overwrites the regex from the first attack.
Tgo01
03-04-2016, 03:58 AM
Oh yeah, if someone wants to try my suggestion of changing those nil lines go ahead and comment out lines 2322 and 2324 (both of which should read silence_me).
That way you can see exactly what the script is trying to look at. It might be trying to look at something entirely different and wrong.
Tgo01
03-04-2016, 03:59 AM
Noobs. I found the first error.
start on line: 2556
You added the "You fire if statement" which overwrites the regex from the first attack.
It shouldn't. What do you mean?
Haldrik
03-04-2016, 04:13 AM
It shouldn't. What do you mean?
if (line =~ /You (swing|fire|hurl|thrust|slash|throw|punch|attempt to punch|attempt to kick|attempt to throw).* an? (.*) at .* \<a exist\="(.*)" noun\=".*"\>(.*)\<\/a\>.*\!/)
nil_everything_out.call
if line =~ /You fire/
using_ranged_weapon = true
end
weapon_name = $2 unless weapon_name
enemy_id = $3 unless enemy_id
enemy_name = $4 unless enemy_name
This your original code.
The texted i colored red is a regex pattern. It overwrites the $2, $3, $4 from the prior regex because that's how $1, $2, $3 work with regex. It takes the last regex pattern, in this case =~ /You fire/.
#if line =~ /You fire/
# using_ranged_weapon = true
#end
Commenting that out fixed it completely for me.
Haldrik
03-04-2016, 04:17 AM
Also you aren't a noob. I was actually impressed by the output when it started working.
Tgo01
03-04-2016, 04:17 AM
if (line =~ /You (swing|fire|hurl|thrust|slash|throw|punch|attempt to punch|attempt to kick|attempt to throw).* an? (.*) at .* \<a exist\="(.*)" noun\=".*"\>(.*)\<\/a\>.*\!/)
nil_everything_out.call
if line =~ /You fire/
using_ranged_weapon = true
end
weapon_name = $2 unless weapon_name
enemy_id = $3 unless enemy_id
enemy_name = $4 unless enemy_name
This your original code.
The texted i colored red is a regex pattern. It overwrites the $2, $3, $4 from the prior regex because that's how $1, $2, $3 work with regex. It takes the last regex pattern, in this case =~ /You fire/.
That would certainly explain all of the problems then. Although I could have sworn I tested that and it worked, unless for some reason I moved that bit of code after I tested it :O
I may not understand the entire context of how you're having this build a computational dataset, but I am totally impressed by how much its able to present in plaintext without insane scroll to collect it. I haven't used 1618 with it yet; did you guys ever confirm anything regarding how the spell actually works? This thing should be writing to a file so it's not wasted on my curiosity and addiction to having a sea of text numbers ticking by.
Tgo01
03-04-2016, 04:52 AM
I haven't used 1618 with it yet; did you guys ever confirm anything regarding how the spell actually works?
I don't have a paladin so I never played around with the numbers. Assuming you don't have a damage weighted weapon the script should tell you how much benefit you're getting from the spell though.
This thing should be writing to a file so it's not wasted on my curiosity and addiction to having a sea of text numbers ticking by.
Yeah but I'm lazy :(
So after using this script for most of the day, I have yet to see it confirm any hidden crit weighting variables. There are supposed to be, yeah?
Tgo01
03-04-2016, 11:56 PM
So after using this script for most of the day, I have yet to see it confirm any hidden crit weighting variables. There are supposed to be, yeah?
I think a high dex is supposed to give crit weighting but I didn't see it either when testing. Other than that you'll only have damage weighting or crit weighting if your weapon has it, or possibly when ambushing from hiding? I think?
The other thing the script will point out is if the critter has possible damage or crit padding but not all critters have this.
Ah, I guess low Giantman dex scores balance out for the AS from strength. Makes sense.
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