Talk:Flaming

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Revision as of 18:18, 27 November 2023 by Hordes (talk | contribs)
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Rounding for %-based brands

Simple question. How is the damage for flaming/freezing/etc. calculated? Because if it truncates, it makes quickblade of flaming worse than an executioner's axe of freezing. Hordes (talk) 07:19, 27 November 2023 (CET)

Start at apply_damage_brand() in attack.cc, and check for case SPWPN_FLAMING:. It has a call to calc_elemental_brand_damage() there, which does special_damage = resist_adjust_damage(defender, flavour, random2(damage_done) / 2 + 1);, which is flaming's +0-50% damage. Then there's a check for the target's resists in resist_adjust_damage(), and so on and so forth. Ge0ff (talk) 17:32, 27 November 2023 (CET)
"it makes quickblade of flaming worse than an executioner's axe of freezing" This makes no practical sense, regardless of how the game calculates weapon damage. Ge0ff (talk) 17:36, 27 November 2023 (CET)
Re: "it makes quickblade of flaming worse than an executioner's axe of freezing", that meant something along the lines of "do quickblades receive a less than 25% boost from the flaming brand?"
E.g. say the game rounds down. A quickblade swing might go from 7 -> 8 (14% boost) while the same executioner's axe swing might go from 19 -> 23 (+21% boost). If it rounds down, then flaming/freezing/etc. have a smaller % boost with short blades and co. This does make a practical difference, like if you wanted to compare venom v flaming for a quickblade.