Dungeons of Dredmor

Dungeons of Dredmor

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Psy-Kosh 1 2015 年 12 月 19 日 下午 8:26
Question about multiple targetKillBuff effects and their percentages
There's something I'm not understanding here: I'm working on a skill tree with multiple targetKillBuff effects for each skill level. (Each of them point to various spawnitemfromlist spells or Plunder)

Now, each of the percent are fairly small, but by the time the skill is maxed out, there're 8 effects (some of them point to the same spells) with each having a 5% chance to trigger on a monster kill, and two 2.5% ones.

Now, I'd expect by then the probability of _nothing_ triggering as the result of a monster kill would be (1-.05)^8 * (1-.025)^2 = about 63%

Or in other words, 37% of the time, _SOMETHING_ should be happening as a result of the skill. But it seems like it almost never triggers, when I'd expect it to be spawning at least one thing over a third of the time.

(Right now not worried about balance yet, just trying to understand what I'm missing here.)

This is the first time I ever tried making a mod, so it's possible I'm missing something crucial here, but... if I have a <targetKillBuff percentage="5" ....> clause, I'd expect for each of those, there's a 5% chance of it triggering.

Any ideas what I'm missing?
最后由 Psy-Kosh 编辑于; 2015 年 12 月 19 日 下午 8:26
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Psy-Kosh 1 2015 年 12 月 20 日 下午 10:53 
Okay, looking at gaslampgames forums, I think I worked it out. Looks like I can have only one of any particular kind of xyzbuff per ability.

_HOWEVER_ there's a trick where one can get around that by using multiple abilities linked to the same level of the skill tree. So the skilldb file is a bit ugly, but the result seems to more or less work.
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