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Author Topic: [M|AoSh|YASD] I can prove, with science, that I'm stupidly lucky.  (Read 4587 times)

Blahness

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-------------------------------------------------------------
 DoomRL (v.0.9.9.2) roguelike post-mortem character dump
--------------------------------------------------------------

 Blah, level 7 Former Human Corporal, couldn't evade a revenant's fireball
 on level 16 of the Phobos base.
 He survived 63306 turns and scored 37727 points.
 He played for 1 hour, 2 minutes and 20 seconds.
 He didn't like it too rough.

 He killed 318 out of 325 hellspawn. (97%)
 He held his right to remain violent.
 He was an Angel of Shotgunnery!


-- Special levels --------------------------------------------

  Levels generated : 9
  Levels visited   : 3
  Levels completed : 2

-- Awards ----------------------------------------------------

  Shottyman Bronze Badge

-- Graveyard -------------------------------------------------

  ###########################################################
  ###....+==...../....+....#.......#0.../...../.#.........+..
  ###....#==######....#....#.......#....#.....#.#/#########..
  ###...=+==.....+..\.#...0/......./....#.....#././.......#..
  ###..=====.....#....#....#.......#....#######.#.#.......###
  ###....#=......#..../...}#.......#....+.......#.#......./..
  ######/####+####+#######/####/####+#######+####+####+######
  ###....#......^#..../.......#......0../.0;....\.#.......+..
  ###>..h==......#...==.......#.........#.........#.......#..
  ###=..==......./..==#......./...%.....#...h...../.......#..
  #===.==#......^#..=.#..0....#.X.}.....#..h.}....#.......#.^
  ##===>0#.......#.===+=......#.|...%.../.R.|.....#.......+..
  ###=##+####+####+#=====#/####.####/#######/####+####+######
  ###.......=s#.......+===./..}%.../.}../.................+..
  ###.....====+...0...#===.#########....#.................#..
  ###......====########==../.....|./|...#....^............#..
  ###.....0..=/.......#..=\#....}..#....#.................###
  ###.........=......./.==.#.......#..0.+.................+..
  ###########################################################
  ###########################################################

-- Statistics ------------------------------------------------

  Health 0/70   Experience 19684/7
  ToHit Ranged +0  ToHit Melee +0  ToDmg Ranged +0  ToDmg Melee +0

-- Traits ----------------------------------------------------

    Ironman          (Level 2)
    Tough as nails   (Level 2)
    Reloader         (Level 2)
    Shottyman        (Level 1)

  Rel->Rel->SM->Iro->Iro->TaN->TaN->

-- Equipment -------------------------------------------------

    [a] [ Armor      ]   nothing
    [b] [ Weapon     ]   modified super shotgun (10d4)x3 [0/2] (P1)
    [c] [ Boots      ]   modified protective boots [1/2] (35%) (A)
    [d] [ Prepared   ]   plasma shotgun (7d3) [30/30]

-- Inventory -------------------------------------------------

    [a] shotgun shell (x50)
    [b] shotgun shell (x50)
    [c] shotgun shell (x50)
    [d] shotgun shell (x50)
    [e] shotgun shell (x50)
    [f] shotgun shell (x50)
    [g] shotgun shell (x50)
    [h] shotgun shell (x46)
    [i] power cell (x21)
    [j] large med-pack
    [k] large med-pack
    [l] large med-pack
    [m] phase device
    [n] envirosuit pack
    [o] envirosuit pack
    [p] thermonuclear bomb
    [q] agility mod pack
    [r] bulk mod pack
    [s] bulk mod pack

-- Kills -----------------------------------------------------

    75 former humans
    39 former sergeants
    9 former captains
    62 imps
    43 demons
    54 lost souls
    15 cacodemons
    3 barons of hell
    9 hell knights
    5 former commandos
    2 pain elementals
    2 bruiser brothers

-- History ---------------------------------------------------

  He started his journey on the surface of Phobos.
  On level 2 he entered Hell's Arena.
  He cowardly fled the Arena.
  On level 6 he stormed the Chained Court.
  On level 13 he ventured into the Halls of Carnage.
  On level 15 he encountered the Phobos Hellgate.
  On level 16 he finally was killed by a revenant.

-- Messages --------------------------------------------------

 There is shotgun shell (x30) lying here.
 You found 30 of shotgun shell.
 You use a large med-pack. You feel fully healed.
 You start running!
 There is a combat shotgun (7d3) [5/5] lying here.
 You open the door.
 Your red armor is completely destroyed!
 Fire -- Choose target...
 You see : a revenant (unhurt) [m]ore | floor
 The revenant fires!
 The revenant fires!
 The former sergeant fires!
 Fire -- Choose target...
 You see : a revenant (wounded) [m]ore | floor
 The former sergeant dies. The revenant fires! You are hit! You die!...
 Press <Enter>...

-- General ---------------------------------------------------

 Before him 5 brave souls have ventured into Phobos:
 4 of those were killed.

 Some rumours though, say that the Cyberdemon was killed already!
 Is he immortal? 1 souls claim to have killed him...
 1 showed that it can outsmart hell itself.

--------------------------------------------------------------

Have Unique and Exotic spawns changed to be dependent on your challenge, or am I just the luckiest SoB ever?

And I wasted them, too.  I'm so mad that I died; it was my own stupidity and overconfidence at having a weapon that dealt, you know, 10d12 at close range, and would ignore armor very soon.
« Last Edit: April 09, 2011, 18:53 by Blahness »
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raekuul

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[rant]
Actually, it's more like 20d4 instead of 10d12. First of all, the multiplier you see after your damage numbers? That's limited by the number of shots you have in your gun when you fire (the multiplier is actually how many times the gun will try to fire). Second of all, the first number in xdy is how many dice are rolled, the second is the size of the die. If the multiplier wasn't broken, you won't be rolling ten twelve-sided dice, you'd be rolling ten four-sided dice three times (as it is, you're rolling them twice).
[/rant]
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

thelaptop

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AoSh.

Fix it please.
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I compute, therefore I am.

2nd Lieutenant (JH 1.1a)
[8/7/2/0/0/0]

Blahness

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Quote
Actually, it's more like 20d4 instead of 10d12

You're right, although I didn't know that the weapon's multiplier was actually broken.  That significantly changes the damage probabilities, and heavily weights it into the 30-50 range (though, if I'm reading this right, it's supposed to be weighted into the 40-60ish range)
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raekuul

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If multi-shell shotguns could be legally modded to take three shells, it would make them a lot more powerful. And it would make a Firestorm Double Shotgun marginally less useless.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

BirdoPrey

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[rant]
Actually, it's more like 20d4 instead of 10d12. First of all, the multiplier you see after your damage numbers? That's limited by the number of shots you have in your gun when you fire (the multiplier is actually how many times the gun will try to fire). Second of all, the first number in xdy is how many dice are rolled, the second is the size of the die. If the multiplier wasn't broken, you won't be rolling ten twelve-sided dice, you'd be rolling ten four-sided dice three times (as it is, you're rolling them twice).
[/rant]

Is there any word on when this bug might be fixed (it is considered to be a bug right?). Just found out about it after my 13 billionth failed shottyman gold attempt and am kind of pissed off at being cheated out of my damage.
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raekuul

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All Kornel has to do is change the x3 to x2, then it won't be a lie any more.

Unless you want to use 50% more shells...?
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

BirdoPrey

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I want to have a better chance to one-shot those R's and V's with my MAD-powered double shotty :P

Wouldn't the ideal fix for the bug be to make the damage indicator true without increasing shell use? Would be more work to implement though.
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rchandra

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alternate fix: something like 10-12d3 x2, if the trick is making the number of shots work properly.  or even 20-24d3 x1 using 2 shells, to avoid having the first shot knockback the target out of effective damage range for the second (I'm not sure if that happens or not).
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0.9.9.1-4: Arch-Vile Br. General [25/25/17/5/1]
0.9.9.5-7: Hell Baron Major [ 21 16 12 4 1 0 ]

raekuul

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Wouldn't the ideal fix for the bug be to make the damage indicator true without increasing shell use? Would be more work to implement though.
...you do realize that the multiplier is shots fired, yes? And that's with a 1:1 ratio of ammo:shots. I'll have to do some digging around in hex, but there's one address for "ammo per shot" and another one for "shots per fire". There's no "base ammo per fire" for some reason, though, but that's probably because weapons check ammo each shot and not each fire (If that makes any sense, I applaud you), and a BApF address would be the one we need to change in order to get a double shotgun to act properly in this version.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

BirdoPrey

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What the heck is with this hex editing stuff? I'm talking about fixing the bug in future versions, not playing with the guts of my current binary :P

e - p. cool that you know how to do that though
« Last Edit: April 18, 2011, 07:31 by BirdoPrey »
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raekuul

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If I can change it in Hex, then Kornel can easily change it in source.
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Tormuse doesn't lose, he dies on purpose to lull the demons into a false sense of security.

tehtmi

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Keep in mind that the current behavior is partly intentional: if a double shotgun is alt-reloaded with one shell, then it only does x1 damage.  This makes the ammo/fire model less appealing.

As for fixing the bug, I couldn't find any way to do it in pure lua.  Maybe a flag will have to be added to indicate e.g. full ammo -> full number of shots.
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