00:14:04 Unstable branch on cbro.berotato.org updated to: 0.33-a0-811-gd7ebb852bb (34) 00:55:17 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-811-gd7ebb852bb 04:33:53 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 05:06:36 Unstable branch on crawl.akrasiac.org updated to: 0.33-a0-811-gd7ebb85 (34) 07:19:35 03Aliscans02 07https://github.com/crawl/crawl/pull/4285 * 0.33-a0-807-gfadad32a45: Don't hang on SIGHUP in the arena. 10(22 seconds ago, 1 file, 5+ 0-) 13https://github.com/crawl/crawl/commit/fadad32a4562 14:32:01 03Cgettys02 {DracoOmega} 07* 0.33-a0-812-g11f0fbb8a0: style: fix a few warnings 10(21 hours ago, 5 files, 12+ 11-) 13https://github.com/crawl/crawl/commit/11f0fbb8a0c0 16:42:07 Unstable branch on underhound.eu updated to: 0.33-a0-812-g11f0fbb8a0 (34) 17:02:23 03dolorous02 07* 0.33-a0-813-g6e8ebd26cc: Add another vice name to artefacts. 10(2 minutes ago, 1 file, 2+ 0-) 13https://github.com/crawl/crawl/commit/6e8ebd26cc74 23:21:20 <04d​racoomega> Another day, another rabbit hole. (Among other things, I have learned that xv display for hex success chance against the player lies in at least 4 different circumstances - a couple of which can rarely come up in a real game, but sometimes can) 23:28:48 <04d​racoomega> 1) xv assumes monster hex spellpower caps at 200, when this is only true for a handful of spells and none of the zap-based ones. - (In practice, this mostly matters only in some Sprints, because monster HD isn't high enough to pass this threshold anyway, mostly. But some Sprint monsters definitely have hexes that will significantly underreport their success rate.) 2) xv makes certain assumptions about how beam hex power is 23:28:49 calculated that are untrue. Notably: -Mindburst power doesn't scale with HD at all for some reason, while xv thinks it does. By coincidence, the only normal caster of it (great orb of eyes) has HD perfectly positioned to give almost the correct answer anyway. (xv thinks it casts it with 52 power, but it actually does it with 50). -Soul splinter success chance is wildly underestimated by xv (but currently this can only be cast by orc wizard 23:28:49 apostles and player ghosts) 3) Related to above, it is wrong about wand power, because it assumes they are cast as normal spells. (Largely this means that it will overestimate their success rate, once they're on monsters with more than a few HD) 4) Orb of guile is applied to the player's willpower twice for xv, resulting in overestimating enemy hex success rates against you. 23:31:37 <04d​racoomega> Honestly, the way it is effectively decoupled from many of the steps that go into calculating the power that is actually checked against the player (and then reconstructing them 'by convention') is always going to be prone to problems like these (and I may have even overlooked yet more issues) 23:32:04 <04d​racoomega> I realize spell damage in xv also is to some extent, but less so 23:35:22 Unstable branch on crawl.develz.org updated to: 0.33-a0-813-g6e8ebd26cc (34) 23:42:28 <04d​racoomega> Though mucking around with hex success chance against different characters, with different species/xl/gear, is reminding me of my various long-standing dissatisfactions with the way a bunch of these success rates work in Crawl in general. There's a weird inflection curve where players are universally very vulnerable to everything early on, and then eventually some people naturally start to ignore almost anything (or a minor gear 23:42:28 change provides effectively a 80+% resistance if you're at the right point in that curve). Also how low-impact effects are bundled in the same system as effects that are a hair away from instakills (often at nearly the same power - partially because power scaling on hex effects works weirdly because of the resistance curve and also the automatic power stepdowns they get.) There's been an increasing reliance on will-ignoring things, especially later 23:42:29 in the game, at least partially in response to this (and Tartarus has to go as far as passively cutting willpower in half just to make Doom Howl actually function at that point in the game) 23:44:42 <04d​racoomega> And tinkering on a somewhat lategame/extended-aimed hex at the moment, combined with finding all those bugs in the process of doing so, is making me really want to consider reevaluating the resistance and willpower formulas from the ground up >.> 23:45:03 <04d​racoomega> (Not for 0.33, but I am genuinely tempted to consider this for 0.34 >.>) 23:47:09 <04d​racoomega> Oops, disregard #4 up there 23:47:31 <04d​racoomega> That was handling for an enemy holding an orb of guile and I just misread, sorry >.> 23:47:52 <04d​racoomega> (The other stuff I had tested more thoroughly before saying anything here >.>; ) 23:58:11 Windows builds of master branch on crawl.develz.org updated to: 0.33-a0-813-g6e8ebd26cc