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Spelunky 2 ghost4/14/2024 Round 5: ghost (spelunky) drops 3 attack power. Round 5: ghost (spelunky) takes 4 damage. Round 4: ghost (spelunky) takes 4 damage. Round 3: ghost (spelunky) takes 4 damage. Round 2: ghost (spelunky) takes 5 damage. Once it got down to 28 attack, I'd expect base damage of 5-7 and my 7 DR to completely negate it, but no. The ghost started with an attack rating of 70 (base damage of 14-17 - or 7-10, after DR) and was whittled down with each boomerang strike. I had the joke book of the dead (5 DR) and the mining helmet (2 DR) and 57 moxie. The Damage calculator was dropping his expected damage every time he lost attack and started to claim that his minimum damage was negative. I also noticed something interesting when I was fighting a ghost with my boomerang and jetpack + spring boots and ropes (no bombs - a first for me). I think you have confirmed that the Wiki's Weapon Damage page has an error: the weapon type multiplier is applied to the difference of stat and defense, not to stat. Now, skipping an NC so you can get the idol next time is really no advantage - surely there is SOMETHING you can do in phase 1 - but again, we need to track it correctly. If the extra combat actually counts towards advancing the NC counter, no harm done - assuming we track it correctly. I, too, recall something funky a couple days ago when I spent an extra turn in Hell and then went on to get my NC. A few more hits, 15.Ĭlick to expand.We should fix all of those - after verification. This is consistent with the critical multiplier being applied solely to weapon damage. Your opponent starts to panic! Then he runs blindly into a wall, sustaining 1502 (+20) (+10) (+20) (+1) (+10) damage. You twirl your disco ball above your head. Disco ball means I'll expect a variance of 1-2 damage. I have 15 bonus weapon damage from Tenacity and Claws of the Walrus. Smoke monster has 8333 HP, 11111 attack / defense (and no Bs, so Bees Hate You won't be relevant here). I have 13093 moxie, 12138 muscle, disco ball equipped. I suppose I can check the damage formula with ranged weapons. if you unlock altar, spend three combats, unlock Hell, adventure three more times in Hell, you can go to the Temple to pick up the idol). If you keep fighting, you'll skip a phase of noncombats entirely (e.g. If you fight, say, four combats (via hell, killing lolmec, etc), then move on to use your noncombat, you will have 2 adventures until your next noncombat. The next two points could probably use verification, as I seem to remember these being the case from a long time ago: Ghost doesn't advance the counter until next combat. However, sometimes, Mafia gets a bit out of sync with KoL in that regard. Something I would find fantastically useful would be adding a noncombat warning, a la semirare warning. I will fix my formula and we will see how it works.Īny other bugs or suggestions for things that would be useful? I think I understand that: I didn't realize that several items provide Damage Reduction. If we assume that Spelunky is supposed to have the same combat mechanisms as regular KoL, simplified by the lack of combat skills and most combat modifiers, one must wonder: is the Wiki's formula incorrect for non-Spelunky monsters, too?Ģ) heeheehee indicated that my expected monster damage is sometimes way too high. 75 * ( Moxie - Monster Defense), 0 ) + weapon damage However, it is clear that the second formula is wrong in Spelunky. 75 * Moxie - Monster Defense, 0 ) + weapon damage Melee: min( Muscle - Monster Defense, 0) + weapon damage I suggest you take a look at KoLmafia's choice spoilers and see if you can learn anything from them.)ġ) The Wiki's formula for weapon damage (omitting skills and non-Spelunky modifiers) is this: For example, one of the early noncombats has been modified to give much more gold, as confirmed by comparing current session logs with those from January. (Here's a suggestion for improvement for Bale: things have changed since you made your script. However, I've opened it so that we can discuss bugs and suggestions for improvement. And I added Damage Calculator, using the Wiki's Weapon Damage page to tell me how things work.Īll that, plus Bale's essential Spelunky noncombat relay script, make things pretty sweet, in my opinion. I fixed inventory tracking for automatically equipped items. I fixed logging bugs - like losing track of the turn count when you have the joke book equipped, and logging the location when you fight the ghost. I improved the spoilers for all the choice adventures: many of the Gold ranges were wrong, rather than just saying "take damage", say "take 10 damage" (for opening the Altar), and so on. I've been working hard for the past month on souping up our Spelunky support.
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