00:04:24 From discord: 00:04:28 this makesno sense to me 00:04:31 crashing in isspace??? 00:55:38 Monster database of master branch on crawl.develz.org updated to: 0.33-a0-1092-gce43c158f7 02:59:01 <02M​onkooky> consider distraction 03:00:26 <06m​umra> (Could call it "Jack") 03:01:31 <02M​onkooky> distraction enables stabbing, might let you do funny things with kicking a dude and running away, and unlike para isn't just insanely good to apply for every char 03:02:26 <06m​umra> I'm thinking that has to be a red herring and the crash didn't really happen there, it just looks that way due to compiler weirdness? 03:05:03 <02M​onkooky> what are the odds of making a kick attack? 03:44:02 cgettys: that's a smashed stack (note that the stack trace ends there) 03:49:35 / mumra 03:50:07 unfortunately that's going to make diagnosis particularly difficult 03:53:38 <04d​racoomega> From the player themselves: It crashes when I press Quiver (Shift+q) and ESC multiple times in combat, and I've been deliberately trying to do it again and it doesn't crash. But it's happened twice, so it's not obvious to ignore. So that's at least something 03:53:57 <04d​racoomega> I mean, that's still pretty vague, but... 04:34:07 Experimental (bcrawl) branch on underhound.eu updated to: 0.23-a0-5261-gd9800d219b 05:30:24 Unstable branch on crawl.akrasiac.org updated to: 0.33-a0-1092-gce43c15 (34) 11:59:03 <09h​ellmonk> I wonder how many interlevel luring problems would be solved if monsters refused to follow the player more than a certain number of floors (say, 3) from their origin 11:59:18 <09h​ellmonk> thinking abt theoretical problems with hot swap spell 12:21:35 <04d​racoomega> ....how often is anyone pulling a monster three floors away from its starting point? 12:21:38 <04d​racoomega> I feel even two is rare 12:24:05 I remember pulling crimson imps up several flights when I played a Venom Mage and neither poison nor fire would harm them. May as well stash them far away. 12:45:55 it's relatively rare these days I think, since the old cases when it made sense to do so got nerfed 13:48:56 geekosaur: ah, yeah, smashed stack makes sense. I had went "well it can't be stack overflow"... should have realized it's stack corruption/smashing 13:51:03 <06m​umra> Alternatively, what if everything in LOS gets to follow you through the stairs (with an appropriate delay based on how far away they were when you took the stairs) 13:51:16 @Monkooky: supposedly 100%? but doesn't seem to be, so I'm confused 13:51:18 : AuxAttackType(5, 100, "kick") { }; 13:51:39 middle number is "chance" 13:55:53 Distract does seem reasoanble 14:05:47 But then that's only a low-tier stab 14:09:04 Sleep, maybe? or Sleep + Confused? 14:15:52 <09h​ellmonk> Well that's kinda the point, right? Doesn't interfere w/ normal play at all bc it only happens w/ hyper degen stuff like luring convokers to transporter vaults or walking a weak monster around to use for an escape ability. Was wondering if some kind of hard limit on that stuff would free up some design space. 14:17:22 <09h​ellmonk> I think this has been discussed before but I don't remember where. Needs at least a little complication so you can't use stairs to get adjacent to a ranged monster for free. 14:18:27 <04d​racoomega> I'd be deeply worried about what this means for a lot of normal play, tbh. Like, ambush vaults are an obvious one, but I think Crawl somewhat depends on the player being able to just leave. And suddenly if a couple spaces of distance and stairs can't do that, I feel like a lot of things kind of break. 14:19:37 <06r​egret-⸸nde※> There'll be fairly less transporter / runed door vaults most games with Necropolis done, and I believe gammafunk wanted to have vault tags to just prevent things from being convoked out of them (which would still be relevant for, say, monsters behind glass vaults or what-not). 14:20:15 <04d​racoomega> It's an interesting thought. My immediate concern is that it might be kind of opaque to players, including even what a creature's original depth is in some cases. How does this interact with shafts, for instance? 14:20:40 <04d​racoomega> Like, maybe this is arguably fine since in normal play it should almost never come up 14:20:58 <04d​racoomega> So most people just don't need to think about it 14:21:20 Well, isn't teh original depth a bit irrelevant? 14:21:22 because OOD? 14:21:39 But agreed, I feel like it'd break Spriggan 14:21:47 <04d​racoomega> Oh, you can't see what I replied to 14:21:53 <04d​racoomega> Those were on two different subjects 14:22:15 <04d​racoomega> The second one was in response to 'Creatures cannot move more than 3 floors away from where they spawned' 14:22:23 Kinda my comments were too, first one was replying to opacity of depth 14:22:43 Second was "not being able to run feels like it'd break spriggan" 14:22:57 but the conjunction between the two ideas, was not entirely clear :D 14:24:05 <06r​egret-⸸nde※> (I'd be rather concerned about doing Brogue style stairs with a bunch of branch ends, like V:5 or a lucky Swamp:4 or the one Snake:4 ambush vault, as it'd make stairdancing + teleport be much stronger than it currently is through dividing up the spawns onto a cleared floor.) 14:24:12 <09h​ellmonk> Right, and I think this will solve convoker luring for the most part, but there are still some general design constraints from "any monster that spawns can be moved by the player to any level". Like we couldn't make an early game variant of silent spectre for example, because it could just get dragged around for free silence against other floors. 14:24:45 <09h​ellmonk> or rather, we'd have to have some piecemeal solution for that problem if we wanted it 14:25:08 <06r​egret-⸸nde※> Silent spectres already can't travel through stairs at all, I believe? 14:25:23 I was about to say, why not block specific such monsters from stair travel etc? 14:25:29 already is done for mindless, no? 14:25:36 <09h​ellmonk> Anyway, I'm only bringing this up bc I have concerns about it wrt hot swap spell 14:26:00 <06r​egret-⸸nde※> https://cdn.discordapp.com/attachments/747522859361894521/1350580817406984222/image.png?ex=67d741e7&is=67d5f067&hm=7236d8a019c3466c8f426a820bb5c841f1297f16fd3b2ff04d5d11148cad793a& 14:26:23 <09h​ellmonk> Correct, that was the piecemeal solution last time. But do we really want to tag any monster that could be abused for any reason to not take stairs? 14:29:02 what does hotswap enable that potion of attraciton wouldn't? 14:32:56 <04d​racoomega> While I am not sure that a bunch of theoretical concerns are realistic concerns, regarding stashing/carrying monsters around, I can agree that it's sort of nice in theory to have a 'final word' on not having to worry about such things. It's not like 'leashing after an arbitrary distance' is an uncommon thing in video games, after all. 14:33:31 <06r​egret-⸸nde※> (...To be entirely honest, the kinds of player behaviour that'd cart orcs across the entire Dungeon to most likely move one tile when needed already feels like it exists in some unavoidable capacity with Vhi's and feel like the kind of non-automatable hyperoptimization tedium behaviour that would make a person play poorly in most other aspects. Gammafunk doesn't even bother with making qw abuse stair-shouting tactics, as 14:33:31 another common feared optimization front, and that's literally for a bot.) 14:33:58 <04d​racoomega> (Trying to think of other possible weird consequences to this rule, but I imagine almost any situation where you can afford to 'flee' by carrying a monster up 3 different staircases means you were never actually in danger from it in the first place >.>) 14:34:26 <09h​ellmonk> (obviously my favored solution for this stuff is no stairs but I've been trying to think in mainline friendly terms) 14:34:41 <09h​ellmonk> yeah idk maybe I'm just overly paranoid about these things 14:34:52 <09h​ellmonk> which I would not do myself 14:35:42 <02M​onkooky> cgettys: aux attacks have an XL scaling chance to fire in addition to a per-aux chance I believe- but that's 50% at a minimum. 14:36:02 <04d​racoomega> I mean, I understand the paranoia 14:36:37 <04d​racoomega> I've certainly fretted about such things in past (and maybe even backed away from some designs where actual problems may have been inevitable due to this, on reflection, hmmm...) 14:38:11 <02M​onkooky> I do think that any rat value problems from hot swap already exist for vhi's 14:39:04 <09h​ellmonk> Worried that hot swap will be slightly worse because it allows you to block a monster with another hostile monster 14:39:24 <02M​onkooky> don't monsters swap past weaklings though? 14:40:03 <09h​ellmonk> I'm imagining a scenario w/ a ranged attacker at a distance 14:40:15 @monkooky you mean beyond the obvious? 14:41:10 I'm lookin at melee-attack.cc 14:41:21 Oooh, I see 14:41:34 virtual bool xl_based_chance() const { return true; } 14:41:34 <02M​onkooky> is this scenario meaningfully different from dragging a rat around and just walking behind it? 14:42:28 it's modified by the whole (30 + experience_level) / 59 14:42:39 <09h​ellmonk> It's faster and you can do it in a hallway with a monster that is less likely to be cast through 14:42:44 That explains what I was eeing 14:43:57 Thanks @Monkooky 14:44:23 <02M​onkooky> cgettys: 50% to paralyze on attack is unreasonably powerful, if you're thinkin that's low odds you need to adjust the expected power level of this wayyyyy down 14:44:25 That seems sensible for this effect, and if I didn't want it I could jus toverride xl_bsed_chance 14:44:31 <09h​ellmonk> Maybe there's some reason I'm not thinking of why it's not a problem though, or a reason why this solution wouldn't work 14:44:36 Oh I knew that was too strong 14:44:50 I just was triyng to figure out why it wasn't hitting when it should 14:44:52 <09h​ellmonk> Trying not to fuck anything up here 14:45:14 (answer: because I was testing at level like, 4 or 5, so 100% * (35/59) 14:45:55 <02M​onkooky> hm. So you've got to pick a monster that will survive a hot swap, but won't be a real threat to you in terms of fighting an additional monster 14:46:04 <02M​onkooky> probably doable enough unfortunately 14:46:07 Also keep in mind that the duration is quite short, just long enough to get a stab in. But even so it's too powerful agreed 14:46:22 <02M​onkooky> one para stab is probably an instakill 14:46:40 <06m​umra> I mean you could do something like: more monsters will follow you up stairs, but if you then lose them they'll have some homing instinct to return back to their original floor and rough position. So you can't use stair pulling and teleport to just completely disperse monsters, and the pulling small groups to deal with them safely is no longer so safe, however stairs are still a tactical retreat into more favourable terrain which is 14:46:40 a valid normal method of dealing with monsters on any given floor when you're not using stairs 14:46:46 True, I had it at like 2 in 5 originally and even that might be high 14:47:23 <04d​racoomega> I mean, I think an important consideration here is not that this is possible, but that it is actually more effective than not doing so. The moment the other monster is contributing even semi-meaningful damage to the fight (and walking between fights/resting!) I'm not sure that is the case any longer, much of the time 14:47:29 <06m​umra> Don't have to have necessarily everything following you, just ... a bit more than only what happened to be exactly adjacent at the time 14:48:05 <09h​ellmonk> Have it scale with short blades skill so there's a funny reason for 27 sbl title? 14:48:32 The duration, the liklihood, or the damage? 14:48:42 I do like the idea of the damage being tied to it 14:48:48 <04d​racoomega> Having monsters move back to anywhere on another floor over time sounds like it's wanting a level of simulating other floors that Crawl just doesn't do, though 14:48:49 <09h​ellmonk> Chance 14:49:13 hmmm 14:49:15 <04d​racoomega> We can't really tell a monster to go anywhere in particular on a floor the player isn't on. Not really. 14:49:36 so make xl_bsaed_chance false, make it it its own aux attack type, and make the chance scale on short blades? 14:52:40 <09g​ammafunk> I was thinking whether having it take an actual dagger weapon as something it equipped would be interesting (in the spirit of DracoOmega's recent unrand/equipment work) 14:52:50 <09g​ammafunk> if it can only take a dagger, I suppose the answer is it's not very interesting? 14:52:58 I do like the idea of that too, it does sound fun 14:53:01 <09g​ammafunk> like dagger egos aren't that interesting 14:53:06 I'm just not sure how to balance it 14:53:11 <02M​onkooky> I feel like having this para makes it really unreasonably good unless the chances are low enough that it feels bad 14:53:12 cause it could also end up super OP that way 14:53:14 <09g​ammafunk> and maybe you have an randart dagger and get properties from it 14:53:22 <09g​ammafunk> but that doesn't seem quite interesting enough 14:53:41 <09g​ammafunk> it's just an unfortante aspect of dagger stabbing that there's not tons of interesting stuff happening there 14:53:44 right, what if you have sprrigan'sknife in your boot and gyre and gimbal in your hand 14:53:48 kinda OP 14:53:52 <06m​umra> Yeah the implementation is not nice, I think it has to be simplified into a couple of vectors of "monsters who are in transit to the current floor" and "monsters who are off their original level and will return soon" 14:54:06 Agreed Para is too good 14:54:14 I'm leaning towards sleep, maybe also too good? 14:54:17 but less OP 14:54:50 <06m​umra> doesn't feel impossible to do in a very boiled down way anyway 14:54:56 <09g​ammafunk> hrm 14:55:01 <09g​ammafunk> one thing about making it use the dagger that is good 14:55:08 <09g​ammafunk> you don't need any of this "it does a debuff" stuff 14:55:29 <09g​ammafunk> it just takes a dagger and hits with it sometimes and that's what it does 14:55:53 <09g​ammafunk> I guess having it apply a debuf is cool in that it's allowing new stab opportunities though 14:56:03 Right, that'st the whole back and force 14:56:04 <09g​ammafunk> versus taking a dagger and it's just getting whatever stab opportunities are there 14:56:10 *Forth 14:56:20 and also trying to make it unique 14:56:30 there's already a *Dazzle cloak, for example 14:57:06 But agreed, I think there are two ideas for this that could work, if either of them work 14:57:12 One is "adds second dagger" 14:57:21 Will be painful to implement still I think 14:57:30 cause it'd be weapon 3 for Co 14:57:40 which is cool 14:57:44 but it just adds more damage 14:58:20 <09g​ammafunk> well, on that note, one thing it does do is give you stabs on chars that might normally get very good stabs 14:58:38 True 14:58:40 <09g​ammafunk> a char using a non-sb (or even just non-dagger) weapon type now gets some big stabs sometimes 14:58:42 <09g​ammafunk> but 14:58:59 Fair, potential long blade synergy 14:59:31 <09g​ammafunk> not sure if DO's recent weapon generalization would help make implementing this less painful. Probably should explore the simpler debuff idea more first before committing to the more ambitious version 14:59:46 Maybe the idea just isn't unique enough. Spriggan's knife already has 50% of stabs treated as sleeping 15:00:18 And if it's a low-tier stab enabler, maybe that's enough? 15:00:34 <09g​ammafunk> well I think the knife doesn't create any stab opportunities, right? 15:00:37 <09g​ammafunk> ??spriggan's knife 15:00:37 <04C​erebot> spriggan's knife[1/2]: The +7 Spriggan's Knife {stab, EV+4 Stlth+} is an unrand {dagger} that converts all {stab}s into sleep stabs, the most damaging kind. This knife was made by Spriggans, or for Spriggans, or possibly from Spriggans. Anyway, it's in some way associated with those fey folk. 15:00:48 <09g​ammafunk> yeah, it just upgrades existing opportunities 15:00:54 Well, it does, but only itself 15:01:10 also wiki says half of stabs, that says all stabs 15:01:13 not sure which is right 15:01:35 <09g​ammafunk> only itself? I'm saying if the monster wasn't stabbable at all, the knife doesn't do anything 15:01:59 50% it looks like 15:02:03 <09g​ammafunk> so it doesn't create new opportunities to stab at all 15:02:04 Oooh I see what you mean 15:02:23 <09g​ammafunk> whereas *Dazzle does, for example 15:02:27 Right, you're right 15:02:35 it buffs 50% of stab attempts to high tier 15:03:09 Right 15:03:10 <09g​ammafunk> so this boot could apply a debuff to create said opportunities, which is a concern any "stabber" generally has 15:03:20 Which is the direction I was thinking of it going 15:03:27 I mean I was planning on giving it at least a little damage 15:03:30 seems like it should 15:03:38 but less than e.g. hooves or the like 15:04:16 Main idea would be giving the opportunities 15:04:28 Not as good at is as say Usk ideally 15:04:37 cause that'd be OP 15:04:48 but reliable enough to make use of 15:07:25 <09g​ammafunk> seems like there's nothing that applies confusion in the unrand list (aside from something like chaos), so maybe that is one of the more balanced choices. you would want this to be pretty short duration confusion, I guess, 1-2 turns, with a fairly low chance? feels like it would still be very strong 15:07:32 <08w​ormsofcan> I mean, a boot that turns a short blade of the player's choice into an aux kick is pretty strong already 15:07:45 <09g​ammafunk> hrm, what about a *Confuse effect to help balance? is that weird for boots 15:07:53 I was considerign confuse too 15:07:54 <09g​ammafunk> yes, but that's an alternative idea 15:08:26 <08w​ormsofcan> it's the better idea :PlogChamp: 15:08:35 <09g​ammafunk> it's definitely the more """fun""" idea 15:09:10 <09g​ammafunk> and I feel it would have to only accept a dagger since the idea of a rapier in your boot seems weird (and also harder to balance) 15:09:29 <08w​ormsofcan> rip arc blade kicks 15:09:32 and even so, a +9 vampiric dagger might be OP 15:09:39 <09g​ammafunk> I guess there's just "magic" to explain it but the wider the class of weapons you allow the weirder the balance issues there are 15:09:48 <09g​ammafunk> well, again, it doesn't have to always trigger 15:10:07 sure, but the thing is, the less often it triggers, the less you can depend on it 15:10:09 <09g​ammafunk> it can have a lowish chance and then you have to make/find this weapon 15:10:13 <08w​ormsofcan> kicks already have a % chance of triggering 15:10:15 <09g​ammafunk> depend on it? 15:10:20 <09g​ammafunk> you don't depend on this 15:10:22 <09g​ammafunk> it's an aux 15:10:36 Right, but if say, 1 in 2 go through, or 2 in 5 15:10:39 <09g​ammafunk> you depend on your main weapon, which always attacks 15:10:54 it's like "what's the point" 15:10:56 <09g​ammafunk> um 15:11:05 <09g​ammafunk> so you never use like slay+3 because "what's the point"? 15:11:23 <09g​ammafunk> significant damage 20% of the time is outstanding 15:11:33 Sure, if it's significant damage 15:11:41 <08w​ormsofcan> I mean finding a dagger of distortion with this is insanely op 15:11:45 <09g​ammafunk> with a +9 vampiric dagger 15:11:46 <09g​ammafunk> extremely is 15:11:48 what I'm trying to say is that I feel like it might require too many stars to align 15:12:05 <09g​ammafunk> I think you're vastly underestimating how good the damage would be here 15:12:07 <08w​ormsofcan> the only star you need to align is a dagger of distortion :PlogChamp: 15:12:20 <09g​ammafunk> yeah I mean, literally any well enchanted dagger is going to add a lot of damage 15:12:22 if you don't already have a decent source of stabs, how much does a sometimes bootknife do for you 15:12:23 <09g​ammafunk> don't even need disto 15:12:36 <08w​ormsofcan> it'll do more than talons/hooves and those are also pretty good 15:12:40 <09g​ammafunk> it would add an entire fully enchanted dagger to your attacks sometimes 15:12:44 <09g​ammafunk> that is very good 15:13:04 If you actually have two really good weapons, sure 15:13:08 <09g​ammafunk> two? 15:13:27 <09g​ammafunk> it literally doesn't depend on what your weapon exactly is, it depends on you having a good melee attack 15:13:44 <09g​ammafunk> and we're not even talking stabs here 15:13:49 <09g​ammafunk> like when it stabs it's actually cracked 15:13:57 <08w​ormsofcan> 4 base damage would already outperform hooves/talons 1 and you get the boots 15:14:09 That's what i'm trying to get at, when it stabs it's cracked 15:14:09 <08w​ormsofcan> at least I think it outperforms the first rank of those mutations 15:14:31 But whenit doesn't, it's m aybe underwhelming? 15:14:39 <09g​ammafunk> it's not underwhelming.... 15:14:49 <08w​ormsofcan> oh i guess hooves is 5 base damage 15:14:50 <09g​ammafunk> I think you're not really thinking how damage works in practice 15:15:00 <08w​ormsofcan> still quite good 15:15:16 <08w​ormsofcan> not sure what talons is 15:15:19 <09g​ammafunk> you seem to think these boots should outperform your melee attack on average, or something 15:15:24 <09g​ammafunk> that's not what they should try to do 15:15:27 No, I don't think that 15:15:29 that'd be stupid 15:15:33 <09g​ammafunk> yes they might sometimes do that 15:15:46 <08w​ormsofcan> you might not think that but your arguments make it sound like you do 15:15:48 <09g​ammafunk> even on average with the right items and when your melee weapon isn't that good 15:16:19 What i'm trying to say is that if they don't get a stab in, for a stabber, getting in a low tier stab with their main weaponw ould probably be doing more 15:16:27 Much less a high tier 15:16:27 <09g​ammafunk> great! that's good! 15:16:29 <09g​ammafunk> that's correct! 15:16:33 Agreed 15:16:39 <09g​ammafunk> this is not and either or! 15:16:43 <08w​ormsofcan> i'm not sure what you're trying to argue tbh 15:16:44 <09g​ammafunk> this is in addition 15:16:52 <08w​ormsofcan> these boots are clearly at least as good as having hooves/talons 15:16:59 <08w​ormsofcan> and significantly better 15:17:04 <08w​ormsofcan> once you get a decent dagger 15:17:04 <09g​ammafunk> you get your (better) melee weapon and then you get something that's also quite good on top 15:17:36 <09g​ammafunk> if the aux worked like, when it triggered, your primary melee attack doesn't do damage, then it'd be a problem 15:17:40 <09g​ammafunk> but that's not what auxes do 15:17:45 I know that as well :D 15:17:55 <08w​ormsofcan> what are you arguing then? 15:18:16 I'm arguing that it'll be hard to make that not underpowered while also not being overpowered 15:18:33 <09g​ammafunk> well it's not really clear to me why you think that, exactly 15:18:37 <08w​ormsofcan> no just limit them to daggers 15:18:37 If you already have a good source of stabs, and two good weapons, one of which happens to be a dagger, it will be insane 15:19:01 I guess if we get the chances just right it's probably fine and I'm worrying too much 15:19:03 <08w​ormsofcan> sure, other unrands have similar things going for them 15:19:18 <08w​ormsofcan> if certain things happen they will also be extremely good 15:19:34 Because e.g. if it's never more than 50% chance, no more than 50% extra damage 15:19:55 And even if it scales to almost 100% like XL based often do 15:20:14 still wouldn't be end of world, still would need two really good weapons 15:20:14 <08w​ormsofcan> we don't need unrands to do more than 50% bonus damage 15:20:24 And Co can dual wield just as much 15:20:31 <02M​onkooky> I'm not... sure if that was, like, an example apropos of nothing but 50% extra damage is extremely silly already 15:20:51 <08w​ormsofcan> there isn't some arbitrary benchmark that unrands need to satisfy 15:20:51 <09g​ammafunk> yes, just assume this 15:20:57 <09g​ammafunk> 1) the player has a good melee weapon 15:20:59 I was more saying if you have two weapons, and y ou're going to put the better one in your main slot 15:21:06 <08w​ormsofcan> the only thing they need to satisfy is "is it worth using this item over a plain item" 15:21:21 the second weapon can't add more than X% extra damage if it's a x% chance of triggering 15:21:32 <08w​ormsofcan> sure, but that's not relevant 15:21:38 50% and 50% just being arbitrary example of that 15:21:45 <08w​ormsofcan> most boot slot items don't add bonus damage 15:21:50 True 15:22:03 and most aux attacks take away (at least at top tier) some armour slot 15:22:08 (Hooves, talons, claws) 15:22:23 <08w​ormsofcan> well aux attacks don't proc if you have the slot equipped usually 15:22:50 That too 15:22:56 for some reason I was thinking rank 1 wasn't negated for some of them 15:22:59 but even rank 1 is 15:23:35 So maybe even that alone is good enough 15:23:49 <08w​ormsofcan> yeah so as long as the damage isn't trivial they'll be worthwhile 15:24:11 <08w​ormsofcan> even a pair of boots that is half as strong as a rank 1 aux attack is decent 15:24:21 <09g​ammafunk> we're almost certainly going to run into the problem of these being insanely good even with a lowish chance to trigger (significantly less than 50%) 15:24:25 <09g​ammafunk> rather than the other way around 15:24:28 <09g​ammafunk> if they can equip a dagger 15:24:38 <08w​ormsofcan> just halve the damage :PlogChamp: 15:24:52 <09g​ammafunk> yeah I guess there are always means to nerf 15:24:59 <09g​ammafunk> agree you don't want the chance to be too low 15:25:01 <02M​onkooky> right- for reference, gauntlets of war are very very frequently best in slot because they give slay + 5 15:25:04 <09g​ammafunk> it does feel less exciting 15:25:20 <02M​onkooky> imo an appropriate nerf is permanent barbs 15:25:21 <08w​ormsofcan> also they're +3 15:25:32 <02M​onkooky> bc you stab yourself in the foot every step 15:25:35 <09g​ammafunk> fine, make them +2 and ship 15:25:37 <09g​ammafunk> done 15:25:48 That's all I was really trying to get at - some things may be very strong, without being super fun 15:26:18 <08w​ormsofcan> I mean we can also just make it so that it has a fixed damage and put the fun in the brand or something 15:26:25 True 15:26:45 The other thing I should have thought thru to point out tho 15:26:49 that does make this tricky 15:26:57 is balancing around AC 15:27:14 <09g​ammafunk> balancing around AC? like the AC the boots provide? 15:27:29 <08w​ormsofcan> we don't even have to give the boots the ability to stab, it's funny but if the non-stab damage is already significant then we can remove the ability to stab 15:28:06 <09g​ammafunk> like go back to the idea of them having a "built in" weapon that just does some damage/debuff? I was wondering if they could trigger this with a thing like *Confuse 15:28:17 <09g​ammafunk> I guess it's weird for boots to be a retaliation though 15:28:24 <08w​ormsofcan> nah have the player supply the weapon but it just can't stab 15:28:24 I mean that I'm not sure how good e.g. Talons 1 levels of damge would be against high AC enemies 15:28:24 <09g​ammafunk> you'd think of them more as an aux 15:28:33 <08w​ormsofcan> so you can have branded kicks 15:28:57 <09g​ammafunk> well, how strong talons 1 are isn't much of a concern, damage numbers are tweakable 15:29:06 <09g​ammafunk> these have no requirement to be strictly comparable to e.g. talons 15:29:25 I was considering going to straight aux damage, yeah 15:29:30 <08w​ormsofcan> anyway if the boots represent an extra weapon then it can't be that much better, it should be comparable to coglins 15:29:30 <09g​ammafunk> if they have some wacky brand they apply, they'll be good against high ac enemies by applying the brand 15:29:36 <09g​ammafunk> which then probably lets you stab or something 15:29:54 <08w​ormsofcan> pros: you can use a two hander with the boots, cons: you're limited to a dagger 15:29:55 Or could go the other way 15:29:59 keep damage low 15:30:02 but make it bypass AC? 15:30:04 like elec 15:30:14 <09g​ammafunk> really no need to worry about monster AC at all I think 15:30:17 <08w​ormsofcan> ye 15:30:23 Fair, I'm overcomplicating 15:30:44 <09g​ammafunk> I think this was never going to be a pure unflavored damage unrand 15:30:49 <09g​ammafunk> like e.g. talons 15:30:51 Agreed 15:30:55 should be flavoured somehow 15:31:15 question is whether it's about the effect (confuse or *something*) 15:31:20 or about the additional damage 15:31:33 <08w​ormsofcan> btw gammafunk, thoughts on juggler's gloves? :PlogChamp: 15:31:43 either can be a great buff for stabbers 15:31:46 <08w​ormsofcan> glove that removes the shield slot and adds 3 orb slots 15:31:54 <09g​ammafunk> lol 15:31:58 <09g​ammafunk> does this actually exist 15:32:01 <08w​ormsofcan> no 15:32:07 it'd need to remove weapon slot too? 15:32:17 <08w​ormsofcan> was just thinking about it since we have customizable slots now 15:32:19 And maybe it comes with one of the orbs (*Channel or something) built in basically 15:32:33 <08w​ormsofcan> people can juggle with one hand!!! 15:32:33 so that you only need to bring two orbs yourself 15:32:43 ok, make it so that you can either have 3 orbs, or 2 orbs and a staff 15:32:43 <09g​ammafunk> worms probably just watched Labyrinth (1986) 15:32:43 <08w​ormsofcan> also would be funny if the gloves have a -dex penalty since you're too busy juggling the orbs 15:32:55 (or another weapon) 15:33:05 and still one of hte orbs built in 15:33:18 to save you from having to actually deal with having 4 slots 15:33:38 and to make it not "where am I gonna find 3 orbs" 15:33:47 I think that's a hilarious idea though :D 15:33:53 april fool's day? 15:34:25 <09g​ammafunk> I would love if we could make orbs more viable to actually use, feels like some of the types still need some work, but I'm also not experienced with them much in general 15:34:57 <09g​ammafunk> but if we do that, surely we can green light worms' gloves 15:38:38 Considering trying 6 or 7 base damage (roughly in line with the other aux kicks, roughly in line with a base dagger) 15:38:41 plus confuse? 15:39:04 And then try to balance the chances 15:39:06 if fun then maybe we make it take an actual knife 15:39:14 but that's gonna be somewhat more implementation work 15:43:39 Ah, I can steal some of the balancing from fungal fisticloak :D 15:44:29 03Cgettys02 07https://github.com/crawl/crawl/pull/4376 * 0.33-a0-1091-g1eee06f056: Rework effect to confusion, split into own attack 10(72 seconds ago, 3 files, 25+ 31-) 13https://github.com/crawl/crawl/commit/1eee06f05622 15:46:08 Bit better? 15:50:14 At XL 1, it has about a 50% chance of triggerign at all, can be blocked by shield like all aux 15:50:41 if it is not blocked by shield, it has a 1/3 chance (like fungal fisticloak, but minus the "unbreathing is immune" flavour related limitation) 15:50:43 of confusing 15:51:32 And the messaging feels funny too 15:51:55 You bootknife the gnoll. The gnoll appears confused. 15:54:23 I'm thinking that it might be cleaner if it's not equippable 15:54:33 Because people will be surprised if you allow only daggers in the slot 15:54:37 And then don't have them stab 15:54:49 (if it's not an equipment slot that is) 15:54:59 but Idk, still willing to go implement that if people think it'd be more fun 15:56:27 @wormsofcan, do you want to try to do the gloves, or if you're not gonna, want me to hack somethign together? 15:57:03 <08w​ormsofcan> nah it's more of a joke suggestion for now 15:57:13 <08w​ormsofcan> unless someone thinks three orbs is good :PlogChamp: 15:58:20 We could use it as an april fool's day joke at a minimum :D 15:58:38 03Cgettys02 07https://github.com/crawl/crawl/pull/4376 * 0.33-a0-1092-gb32f6b7b81: Flavor text 10(41 seconds ago, 1 file, 2+ 1-) 13https://github.com/crawl/crawl/commit/b32f6b7b8117 15:59:05 Hedge wizard startswith juggler's gloves. 15:59:28 takes away shield and weapon slots 16:01:00 Provides *Channel, *Wrath, *CastWrath (where CastWrath is just wrath but applied when you cast insetad and is actually unique to the unrand) 16:01:37 Or something like that 16:01:45 *Channel, *Wrath, *Light? 16:03:22 Charlatan's orb, crystal ball of Wucad Mu, *Wrath? 16:03:26 Idk, probably a terrible idea 16:03:31 Just thought it was a funny idea 16:05:14 To be clear, I think the actual unrand idea sounds fun 16:05:32 I'm saying that maybe the april fools day joke I had is terrible 16:05:51 <06m​umra> This is basically just adding two orb slots, since using any orb removes the shield slot already. Maybe the gloves should have some other drawback like negative AC, maybe reduce total AC by some % since you're less able to defend yourself 16:06:23 That could be fun, yeah 16:06:30 <06m​umra> I find it very funny that you could juggle Zonguldrok tho (maybe Murray should have a % chance to turn into an equippable head on death too) 16:06:35 or take away weapon, but that might be too detrimental 16:06:42 <08w​ormsofcan> just give it -dex or -EV since you're too busy trying to juggle 16:06:42 (because enhancer staff) 16:06:59 Here's another terrible but funny idea 16:07:09 make it have a Dex or EV stat requiprement ot equip 16:07:15 I can't type 16:07:20 requirement to equip 16:07:29 cause you have to be coordinated enough to use it in the first place 16:07:34 <06m​umra> i don't like -dex because it e,g, negates any attack bonus you might get from carrying multiple orbs of light 16:07:59 <08w​ormsofcan> do you get a larger halo if you carry multiple orbs of light....???? 16:08:06 <06m​umra> taking away the weapon doesn't seem like a realistic option: nobody wants to lose their melee ability altogether 16:08:29 -EV makes more logical sense to me too, it doesn't make you less dextrous, just less able to use that dexterity 16:08:31 True 16:08:47 taking away weapon would make most sense for a "joke" / a pril fools day version 16:08:56 it doesn't have to be good if it's a joke, just funny 16:09:25 (and if anything, it's mayb desirable to have it be bad if it's a joke, so that nobody misses itif you remove the joke) 16:09:49 Can you carry multiple orbs of light today? 16:10:23 Anyway, the answer to that @wormsofcan I'm pretty sure is no 16:10:25 else if (wearing_ego(OBJ_ARMOUR, SPARM_LIGHT)) size = max(size, 3); 16:10:37 <06m​umra> it's an extremely complicated thing to implement for a short lived joke 🙂 and the problem with jokes is they still have to live in crawl's code forever in some form for save compat 16:10:57 well that's why I was proposing don't give it slots at all, or at most one 16:11:16 <08w​ormsofcan> my question was more of a "why would you carry multiple orbs of light" rhetorical question 16:11:28 ifit takes away weapon slot, save compat handling doesn't have to do much, just is one more slot to equip when not there 16:11:59 and if you build in at least two of the orbs, you still get to theme it as 3 orbs 16:12:11 while not having to overhaul th einventory code to h anlde it 16:12:16 but cooler as a permanent item, agreed 16:12:27 <06m​umra> really i meant "carrying an orb of light in addition to other orbs" (although, it'd be nice if orbs could stack ... but should probably be diminishing returns to more encourage diversity) 16:13:13 the sources of halo don't stack either today 16:13:21 <06m​umra> but significantly modifying how haloes work just to support this one unrand situation seems like a stetch 16:13:21 though again would need to be diminishing returns for sure 16:13:51 Agreed 16:14:12 Then again I don't think it'd be any worse than the amount of work we're discussing to make it possible to equip a bootknife 16:14:20 <06m​umra> might still be a legit reason to have the same orb twice if it came with other plusses 16:14:42 For some of them it'd be funny for sure 16:14:47 e.g. wrath is 20% chance? 16:14:55 equip 2, either 2x 20% rolls 16:14:58 or 40% chance 16:15:12 same idea could be done for Energy 16:15:28 guile might be kinda broken if naively doubled 16:15:34 well, most of these really might be 16:15:38 but there's precdent 16:15:53 is double orb of energy 16:17:24 <06m​umra> it's probably vastly simpler (both implementation wise and for the player to understand) if stuff doesn't stack, and in a case like Wucad Mu take the stronger effect if you also equipped energy 16:17:55 Depends? mutation level style stuff has its own tradeoff 16:18:10 really I think we're talking about different "fold" functions 16:18:12 halo uses max 16:18:29 some other places use sum 16:19:08 (ex, enchant, slaying, corrosion) 16:19:25 mixing the two is where you get a mess 16:19:35 <06m​umra> yep which is already confusing and inconsistent and players have to just look it up all the time unless you have exhaustive knowledge of the game's code 16:20:20 Oh, this is hilarious actually 16:20:26 if you did manage to equip WWucad mu 16:20:31 and some other sort of SPARM_ENERGY 16:20:35 they do actually stack already :D 16:21:07 return 2 * you.unrand_equipped(UNRAND_WUCAD_MU) + you.wearing_ego(OBJ_ARMOUR, SPARM_ENERGY); 16:21:18 <06m​umra> if there was e.g. an orb of wizardry, you'd certainly expect that to stack as do other sources of wizardy 16:21:45 Right, personally I find the ones that aren't additive mroe confusing 16:21:53 like I get if a scale is not linear 16:22:08 but is disappointing if oneof the two does "nothing" 16:22:19 yes may also need to be a cap 16:22:25 (like e.g. rC+++/rF+++) 16:22:50 But that's just like, my opinion, maaaaaaan 16:22:59 I don't claim to be an expert of any sort on game design :D 16:32:41 <09h​ellmonk> wiz already has severely diminishing returns luckily 16:40:24 Unstable branch on underhound.eu updated to: 0.33-a0-1092-gce43c158f7 (34) 16:43:26 How do people usually go about actually testing new content? do you guys boot up wiz mode, spawn the new item and fight stuff? go play a bunch of games until you find it? 16:43:50 find a seed with new item to play with? 16:44:05 <02M​onkooky> slam it in trunk and let the peons test 16:44:11 <09h​ellmonk> I use wizmode usually 16:44:11 I mean I've played with that new unrand in wiz mode some 16:44:52 <09h​ellmonk> I just test every basic interaction to make sure there's nothing very obviously wrong and then send it and find out I forgor about something 16:47:28 cgettys: sent you a PM 16:48:50 <09h​ellmonk> can also crank the generation rate way up if it's something like a vault and you want to see how it places naturally in a level (just remember to turn it back down after testing) 16:49:36 New branch created: pull/4378 (1 commit) 13https://github.com/crawl/crawl/pull/4378 16:49:38 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1090-g2bde026fd5: feat: New Unrand, Bootknife 10(18 hours ago, 5 files, 38+ 2-) 13https://github.com/crawl/crawl/commit/2bde026fd5ba 16:50:04 (just a squash and reword of messages, but didn't want to wipe out my old branch) 16:53:14 <04C​gettys> Now I can correct my typos in the same message for less confusion 😄 16:53:27 <04C​gettys> Thanks for adding me 16:53:36 <09g​ammafunk> I wonder about that xl scaling, feels unlikely to be necessary 16:53:40 <09g​ammafunk> no problem! 16:53:43 <09g​ammafunk> ??kick 16:53:44 <04C​erebot> auxiliary attacks[1/3]: Auxiliary attacks are /extra/ melee attacks using body parts. You can get auxiliary attacks by having hooves, horns, talons, fangs, a beak, or a large muscular tail. Unarmed Combat skill does not affect these. However, if you're attacking Unarmed and have a free hand, you do get an offhand punch. 16:53:51 <09g​ammafunk> ??auxiliary attacks[2 16:53:52 <04C​erebot> auxiliary attacks[2/3]: Base damage: Kick: 5 + (hooves mutation level * 5 / 3) + (1 + talons mutation level) + (tentacle spike mutation level) | Headbutt: 5 + (horns mutation level * 3) | Peck: 6 | Tail-slap: 6 + (stinger mutation level * 2 - 1 [venom branded]) | 16:54:09 <04C​gettys> Yeah, I dunno if it's necessary either 16:54:12 <04C​gettys> it makes it weaker at lower XL 16:54:18 <04C​gettys> which is maybe a good thing? 16:54:38 <09g​ammafunk> well, that's sort of just mitigated by how unlikely you are to even get these at low xl 16:54:43 <04C​gettys> 1/3 chance of confuse per attack at XL1, or XL10, or whatever, might be a bit much 16:54:44 <04C​gettys> True 16:54:54 <09g​ammafunk> just thinking of the other case where we do provide xl scaling that I can recall 16:55:04 <09g​ammafunk> which is naga (and octopode?) constriction 16:55:06 <04C​gettys> Kick as well 16:55:19 <09g​ammafunk> kick says its mut level based 16:55:44 <09g​ammafunk> which is standard for auxes, obviously. is it actually xl based? 16:55:58 <04C​gettys> the damage is XL based 16:56:09 <04C​gettys> I believ ethe chance is modified by XL though 16:56:26 <04C​gettys> Honestly this is why I dislike virtual methods that have default implementations 16:56:36 <04C​gettys> AuxAttackType has virtual bool xl_based_chance() const { return true; } 16:57:06 <04C​gettys> constrict, touch, max, blades, fisticloak all override to false 16:57:41 <09g​ammafunk> interesting 16:58:31 <09g​ammafunk> so the xl thing is making it strictly weaker, I see 16:58:31 <04C​gettys> Kick, headbutt, peck, tailslap, punch, pseudopods, tentalces leave it defaulted to true 16:58:45 <09g​ammafunk> ??constriction 16:58:45 <04C​erebot> constriction[1/5]: Nagas, octopodes (both player and monster), ball pythons, anacondas, tentacles- both vanilla and eldritch flavours- and tentacled monstrosities get this as an extra attack. Holds the target in place. 16:58:50 <09g​ammafunk> ??constriction[2 16:58:50 <04C​erebot> constriction[2/5]: Players and monsters can only constrict things of the same size or smaller. Players have a 1/3 chance to not be constricted. Teleporting (including blink, etc) allows you to escape and break constriction. Constriction reduces player or monster EV by 10. 16:58:53 <09g​ammafunk> gah 16:58:56 <09g​ammafunk> ??constriction[xl 16:58:57 <04C​erebot> constriction[3/5]: The chance to escape for players is 45%, 75% and 100% (increasing with every escape attempt). Monster escape chance is escape_power/hold_power. escape_power is 5 * escape_attempts^2 + HD + 5. hold_power is [{BVC}: 80 + power/3] or [{wand of roots}: 50 + power/2] or [otherwise: 3 * attacker_XL_HD + 40] 16:59:02 <04C​gettys> so I guess the pattern is "body part based ones scale with XL" 16:59:07 <04C​gettys> which does kinda make sense 17:00:09 <04C​gettys> But a good number of these also scale damage alongside 17:00:12 <04C​gettys> well 17:00:15 <09g​ammafunk> yeah, but I see the way this is used is strictly to scale up to (close to) 100% of base chance 17:00:24 <04C​gettys> A lot of them only scale damage based on mut level 17:00:37 <04C​gettys> which again makes sense in terms of how it "feels" 17:00:54 <04C​gettys> you get bigger talons, you expect more damage, not for it to hit more often 17:00:55 <04C​gettys> Right 17:01:04 <04C​gettys> it strictly is a matter of scalingup 17:01:10 <09g​ammafunk> seems ok then 17:01:25 <04C​gettys> I could make it flatter, go to 1/6 chance always instead of 50% * 1/3 17:01:45 <09g​ammafunk> yeah it can definitely be adjusted 17:01:58 <04C​gettys> really what this is playing with for this attack is how much damage vs how much effect 17:02:09 <09g​ammafunk> one other balance point will be whether the confusion should be irresistable, since that makes it quite strong against various high level monsters etc 17:02:18 <09g​ammafunk> ones that typically are not easy to debuff 17:02:53 <04C​gettys> because if I made it 100% chance to trigger but 1/6 chance on trigger, vs 50% * 1/3 17:03:01 <04C​gettys> the first option does twice as much damage 17:03:18 <04C​gettys> But technically that's orthogonal to the XL scaling 17:03:26 <04C​gettys> because I could turn off XL scaling and use a lower chance 17:03:36 <04C​gettys> (I have 100% base chance right now) 17:04:09 <09g​ammafunk> making it as kick/talon-like as possible does make logical sense and will be a bit more intuitive to players, to the extent that players have intuition how aux attacks work 17:04:34 <04C​gettys> And if we need to change it, I could steal off of say headbut balance instead 17:04:43 <09g​ammafunk> definitely think the "scraped shin" lore needs signficant bikeshedding but that's obviously not important at this point 17:04:53 <04C​gettys> which is 6-8 damage depending on level and is 67% * XL scaling 17:05:12 <06d​olorous_84348> Boots to psychedelia? The victims are confused because there's a hallucinogen on the blade, or something? 17:05:16 <04C​gettys> Yeah, I thought I should at least do a tiny bit better than Boots of knifing 17:05:17 <09g​ammafunk> well, again, for balance it's not so much where you still very specific numbers from other similar effects. The confusion effect is going to make doing that not very likely 17:05:25 <09g​ammafunk> heatbut and the other things are pure damage 17:05:40 <04C​gettys> Right, I meant as a starting point only 17:05:56 <09g​ammafunk> confusion is just a quite strong debuff that acts sort of analogously to slow/antimagic or even para/sleep in terms of how much it disables a monster 17:06:09 <09g​ammafunk> it's not even just the stab damage, which is a big bonus even though it's not the highest stab tier 17:06:20 <09g​ammafunk> a monster losing multiple turns of action is a pretty big deal etc 17:06:21 <04C​gettys> Very true. I stole from fisticloak for that though, so if it's irresistable then that may have balance issue stoo 😄 17:06:54 <04C​gettys> Could weaken it to something like gozag gold or similar distraction 17:07:01 <09g​ammafunk> right, the irresistable thing makes it good against a number of "boss" monsters etc 17:07:31 <09g​ammafunk> well, it'd be nice if we didn't make a new confusion-but-not-quite-confusion debuff unless there's something that really feels distinctive enough 17:07:32 <04C​gettys> Blind obviously doesn't make sense thematically, but could make it "like blind" 17:07:45 <04C​gettys> or could hand-wave it away with "special poison" 17:07:52 <09g​ammafunk> ??starlight 17:07:53 <04C​erebot> cloak of starlight[1/2]: The +1 cloak of Starlight {*Dazzle EV+4 Stlth-}. An unrandart cloak that sometimes dazzles monsters with the {dazzling flash} spell using 100 spellpower when you successfully dodge a melee attack. 17:07:54 <04C​gettys> Ahhh, that's why I was thinking curare the other day 17:07:59 <04C​gettys> I was thinking of Atropa 😄 17:08:07 03mumra02 07* 0.33-a0-1093-g03d16f74bf: Add a comment to explain inconsistent naming of a chaos enum 10(6 minutes ago, 1 file, 3+ 0-) 13https://github.com/crawl/crawl/commit/03d16f74bf79 17:08:12 <09g​ammafunk> ??starlight[2 17:08:12 <04C​erebot> cloak of starlight[2/2]: Prior to 0.26, it didn't have *Dazzle and had rElec and rC+ instead. Prior to 0.19, the enchant was +2. Prior to 0.17, the enchant was +0 and it had Stlth- instead of Stlth--. 17:08:17 <09g​ammafunk> ??*dazzle 17:08:17 <04C​erebot> *dazzle ~ dazzle ~ dazzling flash[1/1]: Tries to temporarily blind creatures within 2-3 tiles (spellpower-dependent range). Doesn't work on the nonliving, undead, or plants. Chance to blind is 95 - monster HD * 4 in 150 - spellpower. Replaced dazzling spray in 0.25. 17:08:32 <09g​ammafunk> so we do have a blinding unrand already 17:08:42 <04C​gettys> Right, I don't want it to be too much like starlight 17:08:58 <09g​ammafunk> we don't actually have one that applies confusion 17:09:13 <04C​gettys> Fungal fisticloak does 17:09:14 <09g​ammafunk> ah true 17:09:16 <09g​ammafunk> and that's nue 17:09:20 <09g​ammafunk> ??fungal fisticloak 17:09:21 <04C​erebot> fungal fisticloak[1/1]: A +3 unrand cloak {Shroompunch Gloves+ HP-10 Str-2 Int-2} added in 0.33. Takes up the hat slot also, provides an extra glove slot. Has a 25% chance to swings a 9-damage shroomy aux attack at a random adjacent hostile with a 33% chance of confusion after your turns, regardless of what you do each turn. 17:09:32 <04C​gettys> But it's not as targeted 17:10:20 <04C​gettys> The other ones I need to not step on the toes of too much are spprigan's knife (upgrades low tier to high tier stab 50% of the time) 17:10:41 <09g​ammafunk> yeah if we're talking applying a debuff we're not going to be stepping on spriggan's knife though 17:10:43 <04C​gettys> cloak of thief (quiet, sinv, stealth+) 17:10:53 <04C​gettys> Right, I'm just listing all teh stealthy or stab related ones 17:10:57 <09g​ammafunk> I forgot about fisticloak 17:11:11 <04C​gettys> I literally borrowed the code in the aux attack code, so I couldn't forget it 😄 17:11:27 <04C​gettys> hood of the Assassin {Detect Stab+ Stlth++} 17:11:57 <09g​ammafunk> sleep/para are all just really strong 17:12:04 <04C​gettys> ring of Shadows {Umbra +Inv Stlth+} 17:12:19 <09g​ammafunk> is this leading things back to the actual knife in a boot idea... 17:12:27 <04C​gettys> That's all the stealth/stab synergy I can think of 17:12:38 <09g​ammafunk> well it's certainly possible to imagine a new effect if we have to 17:12:44 <04C​gettys> I'm not opposed, I just don't want to invite more balance problems if we can't balance this 17:13:02 <04C​gettys> E.g. if no effect is balanced, ok, remove effect, up damage / make it have stab bonus 17:13:12 <04C​gettys> if that's balanced but weak 17:13:18 <09g​ammafunk> oh I think it's definitely balanceable, I mean look at fisticloak 17:13:22 <04C​gettys> then allow you to put in a better knife 17:13:33 <09g​ammafunk> yeah again we're really never going to have the problem of balanced but weak 17:14:04 <04C​gettys> Right, all I'm trying to say is that it's easier to balance this, and if we can balance this, we'll mostly find out whether a bring your own knife verison would be balanced too 17:15:01 <04C​gettys> If I added stab bonus, then basically whatever we do for base damage works out to be identical in effect to having a weapon with the same base damage 17:15:42 <04C​gettys> But the actual knife in boot requires messing with more systems, and adds the complexity of anything from +0 to +9 and any brand 17:16:23 <09g​ammafunk> balancing one system is not going to inform is as to whether the other is balanced 17:16:58 <09g​ammafunk> the first has a balance problem of "how good is a frequently applied (maybe irresistable) debuff" 17:17:12 <04C​gettys> I'm not saying that'st rue for debuff 17:17:13 <09g​ammafunk> more or less, the only balance point is the specific debuff 17:17:30 <04C​gettys> I'm saying if I removed the debuff, this would end up being a simpler version of actual knife equip 17:17:32 <09g​ammafunk> or like the only "difficult" balance point 17:17:40 <09g​ammafunk> well you'd never do that 17:17:45 <09g​ammafunk> it just be kick attack redux 17:17:52 <09g​ammafunk> or talns redux etc 17:17:55 <04C​gettys> Not if it gets stab it wouldn't 17:17:59 <09g​ammafunk> I mean, it's not totally unreasonable but 17:18:12 <04C​gettys> That alone would be unique amount aux attacks 17:18:20 <04C​gettys> I'm not sure I like that eitehr though, agreed 17:18:57 <09g​ammafunk> hrm, yeah I guess you could just make it fixed attack, no debuff, and stabs 17:19:22 <04C​gettys> Or XL or short blade scaling if that proves to not workw ell throughout the game 17:19:27 <09g​ammafunk> but I think that's fine, it's not really a question of whether it can be balanced 17:19:36 <04C​gettys> Maybe this is another interesting direction to take it - to make it another early-game unrand 17:19:40 <04C​gettys> Not as is to be clear 17:19:42 <09g​ammafunk> the main reason for this: stabs are already inherently balanced 17:19:52 <09g​ammafunk> you can't stab that easily for so many monsters 17:19:56 <09g​ammafunk> even with existing stab sources 17:20:02 <04C​gettys> if you made it take a weapon 17:20:11 <04C​gettys> then it can be an early unrand addition maybe 17:20:20 <09g​ammafunk> if it does a stab, the monster has to be in a stabable state 17:20:36 <09g​ammafunk> people carry around e.g. longblades that get stabs all the time 17:20:37 <04C​gettys> because early game, it's not gonna do much cause you don't have great weapons 17:20:43 <09g​ammafunk> and those are perfectly fine 17:20:57 <04C​gettys> Right 17:21:27 <09g​ammafunk> well early unrands are fine but this doesn't really feel like some effect that's inherently early game 17:21:39 <04C​gettys> Oh I'm not saying it is inherently ealry game 17:21:39 <09g​ammafunk> often those are sort of effects you only care about in early game or 17:21:50 <04C​gettys> I'm saying it might be one that scales nicely and could also be awesome early 17:21:52 <09g​ammafunk> they involve a heavy tradeoff not worth going for after early game 17:22:04 <09g​ammafunk> well early unrands need to not scale in order to be early unrands 17:22:20 <09g​ammafunk> their whole premise is they're not that useful the whole game 17:22:25 <04C​gettys> It's not gonna be like, insane, it's not gonna be more impactful than finding an early elec branded weapon 17:22:43 <04C​gettys> But early on stab damage is really really not great 17:22:48 <09g​ammafunk> I think you're really hung up on this idea that this thing is going to be too weak for some reason, and that's just not going to be the case 17:22:59 <04C​gettys> I'm not worried that'llb e too weak 17:23:04 <04C​gettys> I'm worried that'll be boring 😄 17:23:20 <09g​ammafunk> well, do you find big bursts of damage to be boring? 17:23:53 <09g​ammafunk> it will not creat new stab opportunities if it just does a stab attack, that much is true 17:24:08 <09g​ammafunk> but you'll get stabs fairly often and it's actually fairly easy to make stab opportunities throughout the game 17:24:11 <09g​ammafunk> in a variety of ways 17:24:13 <04C​gettys> Nah, they're fun. But they can't be too big or they are unbalanced, too infrequent or it's "why can't I kill this stupid thing" 17:24:25 <09g​ammafunk> so this thing will sometimes do stabs that will hit pretty high 17:24:33 <04C​gettys> In other words: I suck at balancing and game dev and I know it 😄 17:25:08 <09g​ammafunk> well, again, you don't think of this thing as being "the thing" that does the kill; it's a significant supplement to your (At least decent) melee damage that significantly improves it 17:25:34 <04C​gettys> Right, that's where I came into this in the first place - stab enabler rather than major damage source 17:25:40 <09g​ammafunk> it will sometimes be decisiive depending on exactly what it does (e.g. fisticloak confusion is kind of like that, and yes that's fun) 17:25:51 <09g​ammafunk> but mask of the dragon giving you a bunch of slaying is a great example 17:26:12 <09g​ammafunk> yes it's "boring" but it will absolutely help you kill whatever you're fighting 17:26:17 <04C​gettys> should never be primary damage source for sure, question is "how much supplemental damage" vs "how strong an effect" 17:26:39 <04C​gettys> I think what i'm trying to say is there's too much choice and I'm not used to it 😄 17:27:16 <09g​ammafunk> yeah, well thinking through this kind of thing is sort of where its at when you make game content. it gets better with practice and as you get more playing experience 17:27:32 <09g​ammafunk> I think the core idea is good and there are a couple directions, so the PR can be a basis for that 17:27:55 <04C​gettys> Maybe distraction would be weak enough? 17:28:03 <04C​gettys> We already give distraction for non-player damage 17:28:13 <04C​gettys> That feels like it'd fit thematically 17:28:29 <09g​ammafunk> distraction is actually a monster behaviour 17:28:30 <04C​gettys> "monster is distracted by pain in its shin" 17:28:36 <09g​ammafunk> and not a debuff 17:28:43 <09g​ammafunk> we basically don't want to try to do that 17:29:01 <06m​umra> Stabbers have two big concerns; firstly things that aren't stabbable, secondly what happens after you get a stab but it doesn't actually kill the target. The latter is a bigger problem early game, late game you're getting such huge stabs you can one-shot most stuff. Wondering about two things you could do: a) Rather than adding an aux kick, which feels weird when the theme is supposed to be a concealed knife, instead make it a free 17:29:01 retaliation attack you get on a % of monster attacks; and apply a "Hamstrung" status which makes them more susceptible to stabs and slows them b) Or, have it proc after you make a stab but don't actually kill the target, again a "Hamstrung" status but in this case it doesn't have to also make them stabbable, it just needs to debilitate them so you're in less danger after a non-nethal stab 17:29:02 <09g​ammafunk> it's a set of monster AI outcomes that get used when the monster has a target that isn't the player 17:29:10 <09g​ammafunk> so it's not appropriate here 17:29:41 <04C​gettys> Is that actually applied in the cas of shadow slip or gozag? 17:29:48 <04C​gettys> we lump them together in the wiki 17:29:49 <04C​gettys> "Distracted by damage from a non-player source, having activated Dithmenos's Shadow Slip invocation, or through Gozag's gold aura" 17:29:54 <04C​gettys> let me just answer my own question" 17:32:19 <04C​gettys> Yes, it's done as behaviour 17:32:36 <04C​gettys> bool mons_looks_distracted(const monster& m) { return m.foe != MHITYOU && m.behaviour != BEH_BATTY && !m.friendly(); } 17:36:21 <04C​gettys> retailation could be fun 17:36:26 <06m​umra> (adding a whole new monster debuff just to support the existence of one unrand doesn't sound like the best idea admittedly, but certainly i could imagine a "Prone" state where something is still fully aware of you, they are just more stabbable) 17:36:50 <04C​gettys> as could a "you kick out in frustration that they're still alive" 17:37:26 <04C​gettys> (for how to flavor b I mean) 17:37:37 <06m​umra> in either way i'm imagining it as a knife you're pulling from the boot, rather than a kick 17:37:50 <06m​umra> since i thought that was the point of the thing 😉 17:38:06 <09g​ammafunk> I was imagining it as a knife that is on a trigger in your boot 17:38:07 <04C​gettys> I was imagining it as a knife like, embedded int he sole 17:38:10 <04C​gettys> right 17:38:12 <04C​gettys> like that 17:38:24 <09g​ammafunk> yeah, and like you kick and stab them with the knife 17:38:42 <06m​umra> exactly any of those things 17:39:02 <08w​ormsofcan> if you want boots that paralyze what if you make them *rampage and then have a proc chance if you rampage into melee 🤔 17:39:18 <04C​gettys> That might be a bit too close to seven league? 17:39:34 <08w​ormsofcan> no it's completely different from seven league 17:40:03 <08w​ormsofcan> it's pretty hard for a pair of boots to be close to seven league without using seven league's gimmick 17:40:49 <04C​gettys> I meant as much in terms of flavor as in terms of actual effect 17:40:55 <04C​gettys> those are all about rampaging into melee 17:41:08 <04C​gettys> at least how I see them 17:41:09 <06m​umra> so are any *Rampage item 17:41:22 <04C​gettys> Sure, but we already have a rampage unrand boot 17:41:25 <04C​gettys> do we need two? 17:41:45 <09g​ammafunk> we do already have unrand rampage boots though, all the same. I think the issue with para is whether it's always going to be too strong. I guess a very short duration para doesn't get you that much more than a stab opportunity 17:41:56 <04C​gettys> Which is what i had when I had it as para 17:41:57 <09g​ammafunk> para stabs are quite high damage ofc 17:41:59 <04C​gettys> it was para 2 or so 17:42:08 <09g​ammafunk> yeah 1-2 turns max or something, randomized 17:42:19 <09g​ammafunk> maybe you could just always make it one turn 17:42:22 <08w​ormsofcan> the problem with the current design is the fact that the para trigger is on an action that is low cost so you can't really balance it with a % based action 17:42:32 <04C​gettys> we've changed it to irresistable confusion now 17:42:39 <04C​gettys> but yes 17:42:52 <09g​ammafunk> it is also true that irresistable confuse is not the same as fisticloak confuse 17:42:56 <04C​gettys> (I mean in terms of what I have in the branch right now that is) 17:42:58 <08w​ormsofcan> tying it to rampage on melee means you have to put a lot of effort to get repeated procs so you can tie it to % proc better 17:43:05 <04C​gettys> wait, is fisticloak's resistble? 17:43:15 <04C​gettys> let me double check 17:43:18 <09g​ammafunk> fisticloak doesn't apply to a bunch of things 17:43:19 <08w​ormsofcan> I assume it obeys wandering mushroom confuse 17:43:23 <09g​ammafunk> they have to be living 17:43:27 <04C​gettys> ah, true 17:43:31 <04C​gettys> I did relax that check for this 17:44:08 <04C​gettys> else if (((atk == UNAT_FUNGAL_FISTICLOAK && !defender->is_unbreathing()) || (atk == UNAT_BOOTKNIFE)) && one_chance_in(3)) { defender->confuse(attacker, 5); } 17:44:12 <09g​ammafunk> I guess along the lines of what worms is saying 17:44:13 <04C​gettys> 5 turns maybe too long 17:44:48 <09g​ammafunk> even if you have a 5% chance of triggering, you'll get a para turn on average in 20 melee attempts 17:45:01 <09g​ammafunk> and if you are stabbing that para turn is a "guaranteed" kill 17:45:16 <04C​gettys> For para, that might be strong, for confuse, that doesn't necessarily feel super strong 17:45:22 <04C​gettys> believe fisticloak is 1/4 17:45:30 <04C​gettys> or wait 17:45:30 <08w​ormsofcan> I think in general paralysis is a better effect that irresistible confuse, because confuse is more useful to a larger swath of characters, unless the confuse duration is really short 17:45:32 <04C​gettys> I'm messed up 17:45:52 <04C​gettys> Each turn there's a 1/4 chance to launch a special aux attack at a random adjacent enemy, which has a 1/3 chance to confuse the opponent. 17:45:52 <09g​ammafunk> well the confuse duration could indeed be quite short 17:46:05 <04C​gettys> so fisticloak is a 1/12 per turn to confuse for 5 turns 17:46:12 <09g​ammafunk> 1-2 turns maybe? 17:46:24 <08w​ormsofcan> yeah it has to be that short otherwise you're really encouraged to fight near deep water/lava 17:47:01 <04C​gettys> let me do more math... right now it's 1/6 (XL1) to about 1/3 (XL27) chance 17:47:04 <09g​ammafunk> I mean, that's a bit of a concern, but that terrain is not super common; we do have swimming species that already have this concern 17:47:23 <04C​gettys> This isn't like, a metric 17:47:26 <04C​gettys> but if you do the math 17:47:31 <04C​gettys> for the 1/3 csae 17:47:50 <04C​gettys> fisticloak would give 5/12 confuses per attack 17:48:01 <04C​gettys> (with unbreathing not vulnerable) 17:48:26 <04C​gettys> at 1 turn, it'd give 4/12 per attack, at 2 turns, it'd give 8/12 per attack 17:48:32 <04C​gettys> so 1-2 turns feels about right 17:48:46 <04C​gettys> if we consider fisticloak confuse to be "not game breaking" 17:49:33 <04C​gettys> Keeping in mind that this is like, the main effect this unrand would have (can nerf damage as needed) 17:49:40 <04C​gettys> whereas fisticloak also gives 2 inventory slots 17:50:01 <04C​gettys> oh wait no, I'm miremembering 17:50:02 <09g​ammafunk> ??fisticloak 17:50:03 <04C​erebot> fungal fisticloak[1/1]: A +3 unrand cloak {Shroompunch Gloves+ HP-10 Str-2 Int-2} added in 0.33. Takes up the hat slot also, provides an extra glove slot. Has a 25% chance to swings a 9-damage shroomy aux attack at a random adjacent hostile with a 33% chance of confusion after your turns, regardless of what you do each turn. 17:50:11 <04C​gettys> I really can't keep anything striagh today 😄 17:50:12 <09g​ammafunk> it basically trades slots 17:50:25 <04C​gettys> Yeah I realized that when rereadignthe wiki right after saying that 17:50:25 <09g​ammafunk> trades a hat for a glove 17:50:30 <09g​ammafunk> and takes cloak 17:50:37 <04C​gettys> and steals 10 HP 17:50:42 <08w​ormsofcan> like gammafunk mentioned earlier there is a big gap in power between mushroom confuse and irresistible confuse 17:50:43 <04C​gettys> and -2 str and -2 int 17:50:45 <09g​ammafunk> there is another problem, which is the lore; a thing getting irresistably confused by its "shin" getting hit isn't going to work 17:51:04 <04C​gettys> if it's 1-2 turns I don't think that's un loreable 17:51:16 <09g​ammafunk> no but there's the question of what is the lore 17:51:30 <04C​gettys> This is what happens right now 17:51:30 <09g​ammafunk> if it's some sort of poison, it can't work on undead/nonliving 17:51:30 <06m​umra> this is why i suggest a new "hamstrung" or "prone" state makes a lot more sense 17:51:50 <04C​gettys> The lore is "the monster is confused as to how it was stabbed in the foot" 17:51:54 <04C​gettys> it's looking at your weapon 17:51:57 <08w​ormsofcan> the spectral redback is hamstrung 🍔 17:51:59 <04C​gettys> and boom, stabbed in the foot 17:52:02 <09g​ammafunk> monsters don't have feet always 17:52:11 <04C​gettys> or the leg 17:52:13 <09g​ammafunk> and it's just pretty bad lore 17:52:16 <04C​gettys> or the tentacle 17:52:16 <06m​umra> "the spectral redback is limping" 17:52:40 <04C​gettys> Fair 17:52:48 <09g​ammafunk> orb of fire is confused because you attacked it; I'm sure it would have expected that! anyhow, bikeshedding 17:52:59 <09g​ammafunk> I guess I don't love making a new status/stab type just so this thing can stab 17:53:01 <08w​ormsofcan> btw I don't know why "two rampage boots" is a concern when the current discussion is about adding another stab enabler 17:53:03 <04C​gettys> confused because you attacked it in an unorthodox way 17:53:14 <09g​ammafunk> well if you really like the rampage idea 17:53:19 <04C​gettys> My complaint was the lore ends up being too close 17:53:30 <09g​ammafunk> it's just that rampage setup is a pretty easy/frequent thing to set up 17:53:33 <04C​gettys> I also previously was complaining that seven league boots has stab anti-synergy 17:53:53 <09g​ammafunk> the win you get for a rampage is only a free tile, which is nice but it's not stab bonus 17:53:57 <08w​ormsofcan> it requires a bit more brainpower than tab though 17:54:06 <09g​ammafunk> well the issue wasn't much about brainpower 17:54:10 <09g​ammafunk> it was about frequency 17:54:14 <06m​umra> yeah i said it makes more sense, not that it's necessarily a great thing to add a new subtly-different stabbability status 17:54:17 <09g​ammafunk> I'm not sure it really fundamentally changes the balance concern 17:54:27 <04C​gettys> Yeah, I don't like the idea of adding yet another effect either... 17:54:46 <04C​gettys> it's already really messy and needs improvement to the UX 17:55:13 <04C​gettys> But fair, idk 17:55:26 <06m​umra> (which is sort of a separate concern and already being worked on at least a little bit) 17:55:42 <04C​gettys> Could always go in the simpler direction of it being mostly another stab / damage, but that feels even more lame 17:57:41 <04C​gettys> For now, I'm gonna make it confuse with strength = 1 17:57:44 <06m​umra> "lame" actually works as the name for a "prone/limping" status 😂 17:57:47 <09g​ammafunk> too late at this point to totally change lanes and propose a "goomba shoe" boot unrand 17:57:51 <09g​ammafunk> ? 17:58:01 <04C​gettys> I'm not opposed to doing that too 😄 17:58:02 <08w​ormsofcan> the return of jum attacks......... 17:58:04 <09g​ammafunk> (is that rampage?) 17:58:06 <08w​ormsofcan> jump attacks even 17:58:08 <04C​gettys> but I think that warrants consideration on its own merits 17:58:16 <04C​gettys> Or knockback is another interesting direction for that 17:58:38 <08w​ormsofcan> piledriver boots 17:58:55 <09g​ammafunk> we probably don't want another trample-themed boot unrand 17:58:56 <04C​gettys> You mean, bring back http://crawl.chaosforge.org/Boots_of_the_spider 17:58:57 <09g​ammafunk> essentially have two 17:59:32 <09g​ammafunk> goomba shoe is absolutely a joke; there's no way to ride in your boots in crawl 17:59:43 <08w​ormsofcan> incorrect 17:59:45 <08w​ormsofcan> boot talisman 17:59:46 <09g​ammafunk> unless someone implements a mounting system 18:00:32 <04C​gettys> You make it take away the other armor slots 18:00:55 <08w​ormsofcan> yes, boot talisman 18:01:08 <04C​gettys> and enjoy getting sued by nintendo for an april fool'sday joke 18:01:10 <04C​gettys> as I said 18:01:16 <04C​gettys> on its own merits 😛 18:01:16 <09g​ammafunk> I think I found our release title for 0.33 18:01:41 <09g​ammafunk> DCSS 0.33: Slots mean...whatever you want them to mean... 18:02:13 <08w​ormsofcan> dcss 0.33: play free slots 18:02:16 <04C​gettys> Slottier than every? that's too dirty probalby 18:02:58 <04C​gettys> EQUIP ALL THE THINGS! 18:03:27 <04C​gettys> Ok, here's a different idea 18:03:42 <04C​gettys> So spriggan's knife has 50% chance to upgrade low tier stab to high tier stab 18:03:59 <04C​gettys> what if this aux, had a chance to turn no stab to low tier 18:04:32 <04C​gettys> either for itself, or for the main weapon 18:04:38 <09g​ammafunk> I mean, mumra proposed that 18:04:43 <04C​gettys> He did? 18:04:44 <08w​ormsofcan> might as well just simplify things and have it give +slaying 18:05:27 <09g​ammafunk> > and apply a "Hamstrung" status which makes them more susceptible to stabs and slows their attacks or some other debuff 18:05:31 <06m​umra> So, the original concept for Anachrobat was pretty poorly conceived - now this is a completely new design I settled on with a much more solid (I think anyway) theme. If there are still misgivings about the name/concept, I am wondering about reworking this as a Coglin unique - it'd definitely fit (with 1 or 2 extra abilities then). The main idea here is a dual handcannon wielder with a "bullet time" move - firing off both shots in a 18:05:31 shorter than normal attack time whilst diving to a new occasion, which catches the player off guard so the 2nd shot will bypass one of AC, EV or SH based on which of those affected the first shot. 18:05:37 New branch created: pull/4379 (3 commits) 13https://github.com/crawl/crawl/pull/4379 18:05:41 03mumra02 07https://github.com/crawl/crawl/pull/4379 * 0.33-a0-1094-gefecaca411: Simplify monster choice of weapon for dual wielders 10(6 months ago, 4 files, 44+ 47-) 13https://github.com/crawl/crawl/commit/efecaca41197 18:05:41 03mumra02 07https://github.com/crawl/crawl/pull/4379 * 0.33-a0-1095-g0eb87d8d4a: Anachrobat: new Zot monster 10(67 minutes ago, 27 files, 331+ 19-) 13https://github.com/crawl/crawl/commit/0eb87d8d4aff 18:05:41 03mumra02 07https://github.com/crawl/crawl/pull/4379 * 0.33-a0-1096-g61248d89ae: Add anachrobats to various vaults 10(11 months ago, 9 files, 23+ 22-) 13https://github.com/crawl/crawl/commit/61248d89aeaa 18:05:44 <04C​gettys> Sure, but I was saying, bypsas teh debuff entirely 18:05:48 <04C​gettys> make it same turn 18:05:59 <08w​ormsofcan> at that point it's a more complicated slaying bonus 18:06:03 <09g​ammafunk> how does that solve anything? 18:06:20 <04C​gettys> We don't have to add a new effect, but it still enables stabs? 18:06:36 <08w​ormsofcan> I think it does the opposite of enabling stabs 18:06:42 <08w​ormsofcan> since you don't actually have to enable them 18:06:55 <09g​ammafunk> yeah, they're not really even stabs at that point 18:07:19 <04C​gettys> Fair, as written you have to survive long enough to stab them while co nfused the next turn 18:07:25 <04C​gettys> whereas this would remove that constraint 18:07:40 <04C​gettys> never mind, I'm going in the wrong quality direction today apparently 18:08:14 <09g​ammafunk> well this stuff is not always super clear cut, so don't feel bad at all. not like we have the exact right answer ready. 18:08:35 <04C​gettys> Also: 18:08:42 <04C​gettys> Stabs: definition of a more complicated slaying bonus? 18:09:12 <09g​ammafunk> but yeah in terms of the problem we're struggling with is whether there's a debuff that satisfies 1) enables stabs 2) has some other interesting aspects in its own right 3) can be reasonably balanced in some way and 4) isn't done already by some other unrand 18:09:53 <09g​ammafunk> yeah the key thing with a stab is just that it's enabled by some rarely applied status where that status itself has some special monster AI 18:10:05 <09g​ammafunk> so a status that's just "you can stab this monster, that's it" 18:10:11 <09g​ammafunk> isn't the best status design 18:10:30 <09g​ammafunk> the other types all have their own special monster AI or at least some other mechanism going on 18:10:34 <06d​olorous_84348> Maybe just come up with some creature (or find a mythological equivalent) with horrendously damaging spurs, say that the creatures were hunted to extinction by people who wanted those spurs for their armor, and these stabbing boots or whatever they're called are the last surviving armor of that type because they was magically preserved or something? 18:11:00 <09g​ammafunk> yeah the lore issue can be solved, for sure, once the effect is settled on 18:11:08 <08w​ormsofcan> this is less funny than a boot you stuff a knife into 18:11:55 <04C​gettys> High-tier stab conditions Sleep <- goes away on attack, maybe too strong Paralysis <- too strong Petrified <- too strong? Low-tier stab conditions Petrifying <- too strong because becomes petrified Held in a throwing net or web <- thematically nonsensical Blind (or if the player is invisible and unseen) <- Already have a cloak for Fleeing <- Maybe? Charmed or otherwise friendly <- nonsensical 18:11:56 Confused <- unique, maybe too strong? Awake, but hasn't noticed you yet <- nonsensical? kinda like sleep but less so Distracted by damage from a non-player source, having activated Dithmenos's Shadow Slip invocation, or through Gozag's gold aura <- too annoying to implement 18:13:10 <04C​gettys> Maybe petrifying is itneresting actually 18:13:31 <09g​ammafunk> petrying lasts a long time and can't be shortened really 18:13:55 <04C​gettys> But it's also not immediate 18:14:09 <04C​gettys> but yeah, probably too strong 18:14:30 <09g​ammafunk> hrm, I dunno, has pretty big impact, probably bigger than 1 turn para for sure 18:14:38 <08w​ormsofcan> i think the fact that the status is irresistible is the bigger hurdle to the design that the xact status 18:14:40 <09g​ammafunk> like you'll get a lot of stabs once it triggers 18:14:41 <04C​gettys> Awake, but hasn't noticed you seems like the second one that makes any sense, but would need reflavoring 18:14:52 <04C​gettys> The thing is, if you make it resistable, then it's just worse 18:14:59 <04C​gettys> I mean not entirely 18:15:08 <04C​gettys> but e.g. fungal fisticloak is no more resistable 18:15:18 <04C​gettys> (unless immune, in which case, immune) 18:15:32 <08w​ormsofcan> yes that's the idea, irresistible is very strong unless you have an airtight way of limiting how often it goes off 18:15:56 <08w​ormsofcan> funganl fisticloak having targets that are immune means it's not irresistiable 18:16:14 <09g​ammafunk> ??stab 18:16:15 <04C​erebot> stabbing[1/6]: A stab with a short blade does increased damage: (dam+bonus)*mult, where bonus depends on dex and stealth/weapon skills and is capped at 30, and mult depends on your stealth/weapon skills and the type of stab (sleep/paralysis is best). Non-short blades don't get a bonus and have lower mult. Daggers get bonus doubled (but still capped at 30). 18:16:18 <09g​ammafunk> ??stab[2 18:16:19 <04C​erebot> stabbing[2/6]: If you are using short blades, stab damage bonus is (DEX * (((stealth skill + sblade skill) / 2) + 1)) / 5, halved if you are not wielding a dagger, and then put through a stepdown function: halve the part over 10, then halve the part over 20, then cap at 30. 18:16:23 <09g​ammafunk> ??stab[3 18:16:23 <04C​erebot> stabbing[3/6]: For short/long blades and one-handed polearms, stab damage gets a bonus multiplier of (10 + ((stealth skill + weapon skill) / 2) / ({stab bonus} + 2 (if using a long blade or one-handed polearm))) / 10 18:16:27 <04C​gettys> What I was trying to say is it's not like, will based 18:16:28 <09g​ammafunk> ??stab[conf 18:16:33 <04C​erebot> stabbing[5/6]: Stab bonus divisor (lower is better): sleeping/paralysed/petrified = 1, netted/webbed/petrifying/invisible/confused/fleeing/ally/distracted = 4 18:16:33 <04C​gettys> it's "are you living or not" 18:16:35 <08w​ormsofcan> yes I was also not referring to willpower 18:16:39 <04C​gettys> Fair 18:16:46 <08w​ormsofcan> I was referring to, "there are no monsters that can resist this effect" 18:16:51 <04C​gettys> you know the terms of art for Crawl better than I 18:17:19 <09g​ammafunk> you know what's funny? 18:17:38 <09g​ammafunk> boots that shoot out a net or a web 18:17:43 <09g​ammafunk> like worm read that just now and is dying of laughter 18:17:50 <08w​ormsofcan> would have to be reflavoured as gloves 18:17:55 <09g​ammafunk> lol 18:18:01 <09g​ammafunk> maybe! 18:18:01 <04C​gettys> sooo gloves of spider 18:18:08 <09g​ammafunk> do we have a lot of unrand gloves 18:18:10 <04C​gettys> spider gloves, spider gloves, does whatever spidergloves does 18:18:28 <09g​ammafunk> we do 18:18:43 <06d​olorous_84348> How about a nice spidery punch? 18:18:43 <09g​ammafunk> we definitely need more boots than gloves 18:18:49 <04C​gettys> we have 5 18:18:51 <04C​gettys> it's a fair number 18:18:56 <04C​gettys> but we have 6 headgear 18:19:01 <04C​gettys> 5 shields 18:19:05 <04C​gettys> 4 cloaks 18:19:09 <04C​gettys> 3 boots 18:19:12 <04C​gettys> yes we need boots more 18:19:26 <04C​gettys> but it's no body armour or weapons 18:19:48 <04C​gettys> (yes I know the whole weapon type split and light/medium/heavy armor makes those more complicated, but even still) 18:20:00 <04C​gettys> there's like 7 robes alone 😄 18:20:04 <09g​ammafunk> how many monsters are unblindable? not many, right 18:20:05 <04C​gettys> I do like the idea of spider-gloves 18:20:07 <09g​ammafunk> I think very few 18:20:34 <04C​gettys> hmmm 18:20:54 <04C​gettys> Some monsters, e.g., wargs and bats, cannot be blinded by any means. Only monsters of natural, demonic, and holy holiness can be blinded (non-living and plant creatures are immune). On the other hand, only undead players (not counting living vampires) are unblindable and undazzleable. 18:20:59 <09g​ammafunk> you know like, no monster can resist distortion banishment either 18:21:04 <04C​gettys> http://crawl.chaosforge.org/Blind#Dazzle 18:21:10 <04C​gettys> sounds like same non-living carve-out there 18:21:17 <09g​ammafunk> we don't have a problem with distortion 18:21:22 <04C​gettys> which I could totally add back if we want 18:21:40 <04C​gettys> i just didn't want it to have exactly the same behavior as fisticloak 18:21:45 <09g​ammafunk> or that one vorpal unrand 18:21:47 <09g​ammafunk> ??fiisher 18:21:48 <04C​erebot> fiisher ~ finisher[1/1]: The +5 scythe "Finisher" {speed}. Has a (50-HD)/200 chance of instagibbing the target monster, if damage is done. Doesn't instagib players. Before 0.23, was Str+3, no instagib. 18:21:59 <09g​ammafunk> right there, not resistable instakill 18:22:19 <09g​ammafunk> like yes those are weapons but this would be gated behind a low proc chance and require a follow up action to do anything 18:22:31 <09h​ellmonk> just make the para knife boot but the para chance depends on sbl skill so I finally have a reason to go 27 sbl 18:22:39 <04C​gettys> andthe chance is at least 10% for finisher 18:22:41 <09h​ellmonk> it's so perfect 18:22:49 <04C​gettys> that sounds fun 18:22:53 <09g​ammafunk> I guess you could make there be a skill gating, sure 18:22:54 <09h​ellmonk> boot that makes you train 27 short blades 18:23:08 <09h​ellmonk> the joke is it's a knife which would use short blades skill 18:23:14 <09h​ellmonk> but on your boot 18:23:16 <04C​gettys> well of course 18:23:20 <04C​gettys> that's been the joke all along 18:23:24 <09h​ellmonk> then you can triple wield with coglin 18:23:36 <09h​ellmonk> Zoro coglin 18:23:37 <04C​gettys> Yes we did discuss whether we wanted to do it that way 18:23:52 <09g​ammafunk> I feel that for lore we're probably going just with "magical blade" or whatever, to be baked in the lore oven a little more at a later time 18:23:57 <09g​ammafunk> enchanted by WIZARDS 18:24:08 <06d​olorous_84348> Which, on a related note, makes me wonder if there's ever going to be a super-high-end talisman that requires training Shapeshifting all the way to 27? 18:24:16 <09g​ammafunk> probably 18:24:22 <04C​gettys> wait, you only would get paralysis if all the way to 27? 18:24:25 <04C​gettys> is that theidea? 18:24:28 <04C​gettys> or just ot encourage it? 18:24:30 <09g​ammafunk> no 18:24:35 <04C​gettys> Or if not going magical, maybe a WJC flavor? 18:24:55 <09g​ammafunk> I'm not sure about the lbl skill scaling tbh, in terms of the design 18:25:01 <09g​ammafunk> it has to scale pretty weakly probably? 18:25:13 <04C​gettys> I.e. some outcast monk forbidden arts 18:25:17 <09g​ammafunk> we can't give this a high chance if it's going to let you get a para stab probably 18:25:22 <04C​gettys> outcast of WJC made this artifact and secret move 18:25:26 <04C​gettys> We could scale duration? 18:25:43 <04C​gettys> so like, base is 1 turn, high end is like, 2 or 3? 18:26:06 <04C​gettys> Or could flavor it Dith or Usk instead 18:26:18 <09g​ammafunk> yeah there are knobs to tweak maybe; I guess one extra turn of para doesn't do much else for stabbing, just makes it scale better for the non-stabbers using it 18:26:18 <04C​gettys> Usk's favorite boots 18:26:19 <09h​ellmonk> I would aim for something like 5 + 2*sbl skill in 100 for a 1 turn para maybe? Number pulled out of my ass (also the aux can miss presumably) 18:26:45 <09g​ammafunk> yeah and the aux doesn't trigger all the time, right 18:26:46 <09h​ellmonk> I think this is probably not giga broken 18:26:58 <04C​gettys> so 59% chance at high end 18:27:05 <04C​gettys> we were also going back and forth on XL scaling 18:27:15 <09g​ammafunk> that is for the chance, right? 18:27:23 <04C​gettys> which I think probably makes less sense than scaling it on short blades 18:27:23 <04C​gettys> Yeah 18:27:30 <04C​gettys> but we're talking about chance both ways 18:27:40 <09g​ammafunk> well, no, not quite 18:27:48 <09g​ammafunk> you're talking about para chance (or hellmonk was) 18:27:52 <04C​gettys> yeah, because damage chance vs para chance 18:27:54 <09g​ammafunk> at least I think 18:28:05 <09g​ammafunk> right, chance for aux to trigger vs chance for that to give a para 18:28:13 <09g​ammafunk> lowish damage aux attack if it doesn't para 18:28:28 <04C​gettys> Usk's favorite boots does seem like a flavor 18:28:32 <04C​gettys> because para is Usk's *** 18:28:36 <09g​ammafunk> hrm, that is kind of cute yes 18:28:39 <09g​ammafunk> dancing shoes? 18:28:46 <09g​ammafunk> that have a dagger that works sometimes? 18:28:49 <09g​ammafunk> that is pretty cute 18:28:50 <09h​ellmonk> dancing shoes made out of knives 18:28:55 <08w​ormsofcan> some kind of... slipper? :PlogChamp: 18:28:56 <09g​ammafunk> yeah I do like that lore 18:29:00 <09h​ellmonk> dancing shoes of the assassin 18:29:12 <09g​ammafunk> dancing shoes unrand would be well-recieved lore-wise 18:29:35 <04C​gettys> Uskayaw's Favorite Dancing Shoes 18:29:52 <04C​gettys> Reinforced for stomping, with a hidden surprise that catches enemies off-guard! 18:30:00 <09g​ammafunk> name can be bikeshed a bit more 18:30:13 <09g​ammafunk> something something new wizard name 18:30:21 <08w​ormsofcan> tukima's dance shoes 18:30:22 <09g​ammafunk> but yeah definitely a usk/dancing connection for sure 18:30:28 <09g​ammafunk> lee's dancing shoes 18:30:38 <04C​gettys> Which also explains the irresistable effect 18:30:39 <04C​gettys> cause that's all Usk's jam 18:30:47 <09g​ammafunk> well jam is more fedhas 18:30:49 <04C​gettys> so like, it's kinda a watered down Usk effect 18:30:55 <04C​gettys> But not quite 18:31:11 <04C​gettys> And can synergize with non-Usk characters 18:31:19 <09g​ammafunk> this is not fedha's jam or jiyva's jelly, more like usk's beat 18:31:25 <04C​gettys> True, true 18:31:49 <04C​gettys> gies me another idea 18:32:12 <04C​gettys> could limit how often, make it an ability with recharge 18:32:28 <04C​gettys> give control of what, but limit how much (XP recharge, turn recharge, whatever) 18:32:42 <09g​ammafunk> but yeah does feel like this can come together with the 1 turn para + lbl skill para chance scaling + usk lore and maybe it doesn't have xl scaling for the chance like a foot aux normally would 18:32:53 <09g​ammafunk> hrm, feels very iffy 18:33:11 <04C​gettys> most of the equipment auxses aren't xl scaled 18:33:12 <09g​ammafunk> just para a monster as an ability doesn't quite feel like enough of an ability. it's very similar to the wand 18:33:26 <04C​gettys> Yeah, I don't like it as much either 18:33:32 <04C​gettys> but the irresistability is the plus 18:33:44 <09g​ammafunk> and like it's ultra short range or something 18:34:01 <04C​gettys> Right, something like it applies then your attack is triggered 18:34:04 <09g​ammafunk> yeah, it's just that it feels mostly like an extra UI step just to get this gating 18:34:26 <04C​gettys> do we want to require damage to have a chance at para or no? 18:34:30 <04C​gettys> Fisticloak says no 18:34:41 <04C​gettys> I'm inclined to agree, otherwise it has the confusing touch problem 18:34:48 <04C​gettys> (but less because it doesn't prevent damage) 18:35:01 <09g​ammafunk> well, as an aside, no it doesn't actually have that 18:35:09 <09g​ammafunk> recall that confusing touch is your melee attack 18:35:11 <09g​ammafunk> this is an aux 18:35:20 <09g​ammafunk> it's just like "oh it didn't proc that time" 18:35:21 <09g​ammafunk> that's ok 18:35:27 <09g​ammafunk> the confusing touch problem is you literally can't damage things 18:35:38 <04C​gettys> Sorry, I'm being imprecise. What I'mt rying to say, is it would make it resistable if enemy has enough AC or shield 18:35:58 <04C​gettys> It's not the same problem as confusing touch, where it's a "trap" 18:36:29 <09g​ammafunk> ??confusing touch 18:36:30 <04C​erebot> confusing touch[1/2]: A L3 Hexes spell that {confuse}s a monster when you successfully melee it and if doesn't resist with its {willpower}. Casting the spell gives you a duration for 10 + d(power) / 5 (max 20) turns, during which your attacks do no damage. The duration is removed upon successful confusion. 18:37:02 <04C​gettys> What I'm trying to say, and I appear to have thoughts which are about as clear as mud today 😄 18:37:09 <04C​gettys> is that it would fail you when you need it most 18:37:30 <04C​gettys> uber-bad with high AC or shield that you really really need stab damage to overocme AC? 18:37:35 <04C​gettys> never, ever gonna proc 18:37:45 <04C​gettys> it's not the same problem confusing touch has 18:37:51 <04C​gettys> confusing touch has a worse problem 18:37:59 <04C​gettys> but it does to me seem a bit iffy if it requires damage 18:38:30 <04C​gettys> But my balancing instincts suck right now, so I defer to the wisdom of teh devs 18:38:56 <09g​ammafunk> yeah I don't think these problems are very equivalent to each other. For one, it might be nice that there are these classes of monsters where the effect is relatively worse 18:39:04 <04C​gettys> True 18:39:13 <04C​gettys> to not make those monsters underwhelming 18:39:20 <09g​ammafunk> you will probably still get it on such monsters a significant number of times, esp with high str, slaying, etc 18:39:24 <09g​ammafunk> which chars that "lean" on this for the extra power want to have 18:39:33 <04C​gettys> high str isn't somethizng to count on for this tho 18:39:45 <04C​gettys> but yes, slaying etc sure 18:40:26 <09g​ammafunk> str isn't not the most relevant hear since it's not the best source of scaling, but some chars will have access to str and if you tell them that it helps them get their 1 turn para 18:40:32 <09g​ammafunk> they might take advantage of this 18:40:38 <09g​ammafunk> this is what's called "the decision space" 18:41:01 <09g​ammafunk> it's an interesting question though 18:41:05 <04C​gettys> Yeah, just noting that it should also be viable in the dex-heavy part of the sapce 18:41:20 <09g​ammafunk> we typically do require that "weapon" effects do actual damage to apply their thing, but we don't always do that 18:41:24 <09g​ammafunk> like disto doesn't care I think 18:41:30 <09g​ammafunk> ??distortion 18:41:30 <04C​erebot> distortion[1/7]: An evil weapon brand that inflicts a random option from "1-7 bonus damage" (35% chance), "3-26 bonus damage" (25%), blink (20%), or banish (5%). Effects are the same for both monsters and the player. When you unwield, you suffer wild translocation effects - 50% chance of teleport near monsters, 25% banishment, 25% severe contam. 18:41:54 <09g​ammafunk> but e.g. vamp cares, multiplicative brands care etc 18:42:13 <08w​ormsofcan> there might be more brands that don't care than do 18:42:21 <09g​ammafunk> probably yeah 18:42:24 <08w​ormsofcan> draning/venom/elec/pain/distortion/chaos 18:44:16 <09g​ammafunk> so the answer is probably just whatever leads to better balance. adding that dependency probably does make it weaker vs stronger monsters in general, but if its base damage is like 7, not sure how much weaker 18:44:45 <09g​ammafunk> there aren't actually all that many monsters with a shield or really high ac 18:44:53 <09g​ammafunk> but there are definitely some notable ones 18:46:20 <08w​ormsofcan> give orbs of fire a large shield so we can round their defenses to 20 AC/EV/SH 18:46:55 <09g​ammafunk> make them ignis themed 18:47:03 <09g​ammafunk> wait that ability gives ac 18:47:17 <04C​gettys> Right, I just don''t have a great sense of how common what AC or shield is 18:47:51 <04C​gettys> Or which would be better for balance 18:47:53 <09g​ammafunk> shields are fairly rare, higher ac more common, but throughout the game there are always lots of lower ac monsters without a shield 18:48:12 <09g​ammafunk> including top tier threats of the given branch 18:48:36 <04C​gettys> fair 18:49:04 <04C​gettys> For now I guess i'll retain the fungal fisticloak "no damage required" 18:49:07 <04C​gettys> if there are no clear opinions either way 18:49:51 <04C​gettys> but it's just "whether I nest it under an if statement or not" 18:49:56 <04C​gettys> not exactly a hard choice ot change 18:50:11 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1091-gac872e1598: weaken effect 10(51 minutes ago, 1 file, 5+ 2-) 13https://github.com/crawl/crawl/commit/ac872e159890 18:50:11 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1092-g852dafb0df: 5 + 2 * shortblades out of 100 paralyse 10(9 minutes ago, 1 file, 3+ 2-) 13https://github.com/crawl/crawl/commit/852dafb0dfcc 18:50:57 <04C​gettys> Which does mean, that yes 18:51:02 <04C​gettys> you can dance with an orb of fire 18:51:28 <04C​gettys> (which you could do anyway if you had enough str/fighting/etc) 19:09:44 03gammafunk02 07* 0.33-a0-1094-gc82cddcf98: Fix the autofight_nomove_fires option (vvokhom) 10(3 hours ago, 1 file, 9+ 6-) 13https://github.com/crawl/crawl/commit/c82cddcf98c8 19:10:52 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1093-g297522d84e: xl-independent (TBD) 10(18 minutes ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/297522d84e43 19:10:52 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1094-gb6c6afc0d5: Flavour text 10(15 seconds ago, 2 files, 11+ 4-) 13https://github.com/crawl/crawl/commit/b6c6afc0d569 19:11:19 <04C​gettys> Uskayaw's dancing shoes Created by one of Uskayaw's most devoted worshippers, a skilled dancer and artisan named TODO, these dancing shoes are perfect for even the bloodiest of dances. Legend has it that a sufficiently skilled dancer can use the point of the shoe to stab an enemy as if with a dagger. If you could pull off such a difficult move, Uskayaw might briefly paralyse your current dance partner. 19:11:46 <04C​gettys> Needs more flavoring, need a good name 19:13:27 <04C​gettys> Thanks for the numbers... we'll have to see how stinky they are 😛 19:16:03 <04C​gettys> The UBER TALISMAN. Applies all effects of all other talismans, even the contradictory ones (don't ask how) 19:16:38 <04C​gettys> more seriously, should come up a good idea... change into a OOF? 19:17:13 <04C​gettys> I feel like this might be better as a unique 19:17:42 <04C​gettys> Feels like it might be a bit brutal to haveit bypass whichever of your defenses is presumably strongest 19:18:19 <04C​gettys> Maybe bypass half of the stat in question instead? 19:19:52 <04C​gettys> Then again it is Zot, idk 19:22:03 <04d​racoomega> I admit that I have not been following this conversation terribly closely, but I suddenly feel the need to interject that I literally had a 'Tukima's Dance Shoes' on my unrand to-do list for a while now. >.> (They essentially gave a chance of doing the Tukima's Dance effect against an enemy whose attack you just doded.) 19:22:28 <04C​gettys> Go for it, it doesn't overlap with what I put in PR 19:23:54 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1095-gcb6372d73a: spacing 10(49 seconds ago, 1 file, 1+ 1-) 13https://github.com/crawl/crawl/commit/cb6372d73a15 19:25:00 03Cgettys02 07https://github.com/crawl/crawl/pull/4378 * 0.33-a0-1096-g023b1f32be: dancing -> dance 10(68 seconds ago, 2 files, 2+ 2-) 13https://github.com/crawl/crawl/commit/023b1f32be5e 19:26:25 <06m​umra> Well I don't think shield or EV are so harsh; is just the same as failing to block or dodge, it means it gets one guaranteed hit when it uses the ability (of course if you have shield AND dodge, you still have the chance for the other one to work) So this is mainly harsh to high AC characters who have no EV or SH and I don't think it's unreasonable to have something in Zot which can punch through their defences sometimes 19:26:50 <09g​ammafunk> well, we probably don't want two unrand boots that are dance themed 19:26:54 <04C​gettys> ALso harsh to high EV characters with no shield and low AC 19:27:12 <08w​ormsofcan> you mean three 19:27:15 <08w​ormsofcan> we already have the slippers :PlogChamp: 19:27:16 <04C​gettys> hrm. Good point. WE can reflavor mine to something else 19:27:25 <04C​gettys> Slippers aren't dance themed 19:27:41 <04C​gettys> Crafted from the tanned, smooth hide of a Western Skyshark, these slippers are astonishingly comfortable. They lack the protective benefits of a good pair of boots, but they can get their wearers out of almost any bind. 19:27:44 <06m​umra> Sure. You should never be expecting to dodge every attack in Zot tho 19:27:47 <09g​ammafunk> those aren't dance themed! 19:27:54 <09g​ammafunk> > > Crafted from the tanned, smooth hide of a Western Skyshark, these slippers are astonishingly comfortable. They lack the protective benefits of a good pair of boots, but they can get their wearers out of almost any bind. 19:28:02 <09g​ammafunk> they're just comfy slippers that are slippery 19:28:26 <06r​egret-⸸nde※> I haven't been following this discussion much closely myself while I'm trying to make more Necropolis subvaults, but I sure am staring blankly at using a term meant for "somebody dramatically avoids bullets" to describe "somebody dramatically always hits with their bullets". 19:28:37 <04C​gettys> That too 19:28:41 <04C​gettys> it's more anti-bullet time 19:29:01 <09h​ellmonk> bullet time = it's time for bullets 19:29:21 <06m​umra> Bullet time is both dodging shots, and doing super slow-mo dual pistol dives (John Woo style) 19:29:21 <08w​ormsofcan> the slippers make you tango with your trampler :PlogChamp: 19:29:35 <06m​umra> bullet time is just "time slowed down to the speed of bullets" 19:29:35 <09g​ammafunk> !polymorph wormsofcan 19:29:36 <04C​erebot> gammafunk zaps a wand. wormsofcan evaporates and reforms as a death yak! 19:29:50 <04C​gettys> !polymorph Cgettys 19:29:51 <04C​erebot> cg089 zaps a wand. Cgettys evaporates and reforms as an orb spider! 19:30:05 <04C​gettys> interesting, it gets my other username 19:30:18 <09g​ammafunk> probably you want to do !dcssnick cgettys (if that's your online account name) 19:30:27 <04C​gettys> cgettys is my github username 19:30:38 <04C​gettys> didn't seem to be much point in using something d ifferent for DCSS discussions 😄 19:30:39 <04C​gettys> !dcssnick cgettys 19:30:39 <04C​erebot> DCSS nick for user cg089 is set to cgettys 19:30:47 <04C​gettys> !polymorph 19:30:48 <04C​erebot> cgettys zaps a wand. evaporates and reforms as a stone giant! 19:30:54 <04C​gettys> lol 19:30:57 <04C​gettys> !polymorph cgettys 19:30:57 <04C​erebot> cgettys zaps a wand. cgettys evaporates and reforms as a wolf spider! 19:31:11 <04C​gettys> Cerebot is tellingme something 19:31:17 <04C​gettys> that something is that we need spider-gloves 19:31:26 <04C​gettys> Seriously though spider gloves would be hilarious 19:31:32 <09g​ammafunk> we don't need spider gloves 19:31:38 <09g​ammafunk> if this pr goes in, we have our new stabbing unrand 19:31:51 <04C​gettys> Sure, but taht wouldn't be a stabbing unrand 19:31:56 <04C​gettys> it'd be a gladiator unrand 19:31:59 <09g​ammafunk> I mean, it would 19:32:00 <04C​gettys> unlimited nets 19:32:05 <04C​gettys> just think about the potential! 19:32:10 <04C​gettys> I'm memeing, sorry 😄 19:32:24 <04C​gettys> But yeah, probably too much of a good thing 19:33:01 <04C​gettys> If I'm gonna come up with hare-brained ideas, cloak is probably next 19:35:16 <04C​gettys> Fungal Fisticloak i think makes 5 unrand cloaks 19:35:19 <04C​gettys> but still not a ton 19:38:26 <06m​umra> (Bullet time is also used in Max Payne, where the player is regularly using it to get multiple accurate shots in a short timeframe - it's definitely not only the dodging part. But if the reference isn't as clear to interpret as I thought, names can be changed etc., if the mechanic is at all interesting anyway) 19:40:18 <04C​gettys> It does seem interesting 19:40:27 <04C​gettys> I just wonder if 100% is too high of a bypass 19:41:53 <04C​gettys> Take Co, might be dual wielding (so no SH), or small species with a weapon that's 2H for them (so again, no SH) 19:42:17 <04C​gettys> It's gonna hit ranged characters quite hard potentially, for example 19:43:10 <04C​gettys> Because they are highly penalized for encumberance, and except like, hand-cannon, all end game weapons for them are 2h iirc 19:43:28 <04C​gettys> so that leavesthem mostly with "EV and stay out of range" 19:44:01 <04C​gettys> And this is a ranged enemy, so staying out of range doesn't help, and the enemy's special ability is to bypass that 1 stat (so the EV) 19:44:03 <06m​umra> Well if you dodge the first shot, the 2nd will guarantee hit, but you'll still have whatever AC you have 19:44:04 <04C​gettys> 1-2-dead 19:44:43 <04C​gettys> Right, which is not necessarily handcannon sorts of numbers on a ranged character, is it? 19:45:52 <04C​gettys> I'm not saying it isn't a cool or good idea 19:46:16 <04C​gettys> just saying that it requires careful balancing since it upends some assumptions about various strategy's viabilities 19:46:43 <04C​gettys> gotta step out for some errands 19:47:22 <04C​gettys> Oh, also - I replied to your comments on https://github.com/crawl/crawl/pull/4312 and https://github.com/crawl/crawl/pull/4243. 19:48:15 <06m​umra> 2nd shot bypasses AC only if you tanked the first shot and have no dodge OR shield (in which case you're probably a fairly tanky character anyway) ... But yeah for sure damage numbers could be too high, and the AC could be made half bypass instead (and/or just lowering the damage). It needs to be noticable tho 19:50:54 <06m​umra> (Ranged characters also have the advantage that they're ranged and can take the threat out quickly of course. So it's still more threatening to AC-based melee chars, at least that's the idea) 19:56:45 <06m​umra> (Also maybe not clear from the explanation; this is implemented as a spell, it's not using this literally every time it attacks) 20:06:51 <06m​umra> Maybe a better name for this would be Handcannons Akimbo http://tvtropes.org/pmwiki/pmwiki.php/Main/GunsAkimbo (Akimbo is quite a misused word here as it apparently originally means standing with hands on hips ... but has been misused for at least several decades now in the context of slow-motion dual-pistol wielding, which is what I was trying for here anyway) 20:08:38 originally mis(?)used as "shooting from the hip" 20:11:09 <06m​umra> the dual-pistol interpretation seems to be from "having a gun holstered on each hip" 20:44:22 <09g​ammafunk> does anyone have strong opinions on https://github.com/crawl/crawl/pull/3249 I think if it's useful, combining the two options into one where the set terms can just be used in the first option would be the way to go 20:44:52 <09g​ammafunk> I think people may use lua to accomplish this option already, but that's something most players don't know about and this seems a reasonable approach 20:45:29 <09g​ammafunk> I'm one away from finishing hellmonks pr list. If I finish it, he finally has to do 15 rune batform 20:47:02 <09h​ellmonk> the famously existing vampire species 20:47:16 <09g​ammafunk> you'll love playing an older version 20:47:37 <09g​ammafunk> I'd recommend trying 0.10 for that pure nostalgia hit 20:47:59 <09h​ellmonk> oh, if I can play in old version then it'll be fun to scan for whichever one has the most broken mechanics to use 20:48:16 <09h​ellmonk> I might need to play one where batform melee isn't divided by 5 though 20:48:56 <09h​ellmonk> maybe prenerf hep 20:49:22 <09h​ellmonk> tbh I haven't really done stealth extended before so it could be interesting 20:49:36 <09g​ammafunk> is hep ancestor relaly enough? I guess you're mostly ninjaing stuff 20:49:56 <09h​ellmonk> hep ancestor is the best "free" way to kill things with batform I think 20:50:15 <09h​ellmonk> makh abilities can work for 3 rune but I think would be a lot worse in extended 20:50:32 <06p​leasingfungus> it is almost impossible for me to have opinions about rcfile options 20:50:37 <06p​leasingfungus> unless it is the pizza option 20:50:37 <06p​leasingfungus> rip 20:50:38 <04C​erebot> rip 20:50:56 <09h​ellmonk> remember, batform can't cast or use weapons and melds everything except amulet slot 20:51:01 <09h​ellmonk> damage options are very limited 20:52:07 <09h​ellmonk> my 3 rune run was hep but I didn't realize that batform melee worked at the time so I didn't invest in it 20:53:25 <09g​ammafunk> right, I was just wondering what you can even do with the ancestor specifically in extended 20:53:32 <09g​ammafunk> I guess it can kill most things 1v1 20:53:35 <09h​ellmonk> transference still good, damage still good 20:53:53 <09h​ellmonk> there might be ru strats with skilldrain ru as well, haven't tried 20:54:05 <09h​ellmonk> but I feel like you'd just get skill spiraled to 0 and then die 20:54:53 <09h​ellmonk> fundamentally it's like spriggan but instead of -30% hp you have 1 equip slot and can't cast or stab 20:58:08 <09g​ammafunk> if you could use old nemelex 20:58:11 <09g​ammafunk> that's pretty busted 20:58:30 <09h​ellmonk> don't know if I have the patience for that 20:58:57 <09h​ellmonk> what would the strat be? just farm portal and xp cards? 20:59:04 <09g​ammafunk> well no, for damage 20:59:13 <09g​ammafunk> you have a lot of good damage options and unlimited supply 20:59:17 <09h​ellmonk> I guess you have infinite cards yeah 20:59:27 <09h​ellmonk> but I think all of those versions have inventory weight 20:59:33 <09h​ellmonk> and batform had -5 str 20:59:34 <09g​ammafunk> yes, true 20:59:41 <09h​ellmonk> and also did no damage 20:59:52 <09g​ammafunk> well old nemelex before ebering's rework 20:59:56 <09g​ammafunk> was somewhat late remember 20:59:56 <09h​ellmonk> like I cannot overemphasize how bad batform damage was 21:00:07 <09g​ammafunk> definitely post hep 21:00:19 <09g​ammafunk> reworked in like 0.21 or something? 21:00:22 <09h​ellmonk> oh, yeah, I guess there's a less broken still infinite cards nem 21:00:38 <09h​ellmonk> kind of forgot how late nem rework was (it's after hellcrawl) 21:00:53 <06p​leasingfungus> there were so many nem reworks 21:00:55 <09g​ammafunk> yeah nem got various significant tweaks before the major rework to use abiltiies 21:01:04 <09h​ellmonk> gives access to summons too, and like tomb elixir 21:01:06 <09g​ammafunk> we've all basically forgotten the details 21:01:59 <09h​ellmonk> maybe something like 0.15 is ideal if that has good batform damage? that's before a lot of the harder stuff got added to depths 21:02:11 <09h​ellmonk> which would make doing it with 0 ac less annoying 21:02:14 <09g​ammafunk> right, no player weight in 0.15 21:02:25 <09h​ellmonk> 0.15 was my duhz cheese version 21:02:28 <09h​ellmonk> iirc 21:02:56 <09g​ammafunk> anyhow the real condition for 15 rune batform is 20 streak which I'm a long ways off from 21:03:08 <09g​ammafunk> but mark my words, before the year 2027...there's a chance... 21:03:12 <09h​ellmonk> its very funny that our streak records are the same 21:03:27 <09h​ellmonk> 19w then crashout to something stupid 21:04:05 <09g​ammafunk> if elliptic can lose his wr streak to a deep elf death mage in depths as a spen 21:04:23 <09h​ellmonk> there is something about this game that just makes you turn your brain off sometimes 21:04:29 <09g​ammafunk> I don't feel so bad about slight misplays vs a kobold on d:1 with prot short sword as a muwz 21:04:44 <09g​ammafunk> that's kind of the general issue with streak play 21:04:53 <09g​ammafunk> it's not like turncount or realtime where you're always on the whole run 21:05:17 <09h​ellmonk> at least run length and difficulty are a bit better these days 21:05:24 <09h​ellmonk> more time "on" and total time shorter 21:05:32 <09g​ammafunk> and any given game doesn't feel super exciting except that it's part of a streak, but otherwise it's pretty normal crawl 21:06:13 <09h​ellmonk> I think my streak record has a bunch of tourney banner games 21:06:26 <09g​ammafunk> and yeah shorter is better, not sure we'll ever reach the "ideal" length. I just need to figure out how to play at elliptic speeds 21:06:48 <09g​ammafunk> some of mine were in tourney iirc but definitely not for any banners 21:06:51 <09h​ellmonk> crawl's length is close enough to ideal now that I don't complain about it constantly, so big w imo 21:07:22 <09h​ellmonk> length in game time terms at least, I think length in terms of meaningful character progression is still a bit off 21:07:44 <09h​ellmonk> but idk what to do about that short of rework every aspect of leveling and skill xp 21:08:27 <09g​ammafunk> yeah that's tough. games like infra arcana, cogmind, slay the spire, whatever that have really impactful progression throughout the whole game tend to be pretty tough games at "max difficulty" for every combo/character 21:09:09 <09g​ammafunk> love those games but they're pretty different designs from where crawl is 21:09:11 <09h​ellmonk> yeah, and I feel like crawl's skilling choices are in a better spot than they were 10 years ago, just still not ideal 21:09:27 <09h​ellmonk> I'd describe it as having "defensive skill bloat" 21:10:32 <09h​ellmonk> where you just put a lot of boring points in the same 4ish skills for pretty long segments of the mid-late game bc getting new stuff is either inefficient or unnecessary, and your core damage option is locked in 21:16:18 <09g​ammafunk> it's very hard to fix that without StS-act-4 style threats that fundamentally test your scaling or defenses in some new way. Cogmind win+ and win++ are tests of damage scaling beyond what you need for research/access, infra arcana requires a general power scaling that's not too steep for a good while but does throw some final branch threats that require outright avoidance or some major new offensive resource, and the final boss is 21:16:18 likewise a big unavoidable test of offensive output/consumables 21:16:56 <09h​ellmonk> like I said, I don't know of a good way to change it in crawl's context 21:17:03 <09g​ammafunk> I think the standard ways to push people into new skills in these games resemble these, and you can think of extended that way to some extent 21:17:34 <09h​ellmonk> aside from some wacky fork stuff I hope to try once I have time to start working on my fork projects again 21:18:22 <09g​ammafunk> IA does with with monsters resembling, say, nekomata, where they have to die or be avoided super quickly 21:18:49 <09g​ammafunk> or need pretty specialized approaches that aren't the easiest to find etc 21:20:10 <09g​ammafunk> yeah, feels like you need to design more from the ground up with that in mind 21:20:28 <09g​ammafunk> if you could pull it off for dcss, seems hard to not have it result in a big winrate dip 21:34:42 <04C​gettys> It's very much a skill game, I know the WR stats show that skilled players have great win rates... but such a drop would probably not be popular 21:34:55 <04C​gettys> A good chunk of people are not that good / fall victim to brain turning off 21:35:15 <04C​gettys> (hi, I'm the problem it's me) 21:36:47 <04C​gettys> Think this is a clear case of path dependence 21:36:55 <04C​gettys> hard to evolve to be like that now 21:37:21 <04C​gettys> I mean, walky idea 21:37:32 <04C​gettys> Mergef some of the defense skills? 21:37:41 <04C​gettys> Stealth and doging? armour and shields? idk 21:38:11 <04C​gettys> So that the skills are still optimal, but you have way fewer XP required to get them to where they need to be 21:38:29 <04C​gettys> could also just bump the defense skills apts? 23:33:28 Unstable branch on cbro.berotato.org updated to: 0.33-a0-1094-gc82cddcf98 (34) 23:35:39 Unstable branch on crawl.develz.org updated to: 0.33-a0-1094-gc82cddcf98 (34) 23:58:49 Windows builds of master branch on crawl.develz.org updated to: 0.33-a0-1094-gc82cddcf98