Quote:
Originally Posted by DMN
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I guess it would depend on exactly what "logic" you want to assume.
If the programmers logic was they wanted to minimize the amount of calculations the server is being forced to do, it would make more sense for to have a single random chance table like such as a 1-100 where anything above 50 results in an automatic interrupt and above 75 would result in a stun. In that case you'd still get interrupted as an ogre because above 75 is also above 50.
I'm not sure how it works on p99, and don't know how it worked back in 1999.
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That is incorrect, based on how p99 currently handles bash. A bash has a spell interrupt component, AND a stun component. This much is fact. You can see this by getting bashed on a non-ogre. If the bash does not stun you, you will sometimes still finish casting the spell. This means there are two separate calculations. One for stuns, and one for spell interrupts. If you wanted to build the bash function as simple and generic as possible, the logic would look like this:
1. Calculate if a stun occurs. If a stun occurs, end the function.
2. If a stun has not occurred, calculated the interrupt chance.
This would be the default way to program bash in a generic manner. It keeps your options open in case some mechanics change in the future.
Your logic would require one more step, which means bash was intentionally designed to make Stun Immunity in general less effective:
1. Calculate if a stun occurs. If a stun occurs, and it is not prevented by a special mechanic, end the function.
2. If a stun occurs, but it is prevented by a special mechanic, set the interrupt chance to 100% and end the function.
3. If a stun has not occurred, calculated the interrupt chance.
Unless there is evidence to suggest Stun Immunity was specifically designed to prevent the stun, and not the spell interrupt, you would assume the function is built in the simpler, more generic way.
While your idea does make sense from a simplicity sake (one random number), you would limit your game designers ability to adjust stun percentages independently of spell interrupt percentages. They would be tied together since they are using the same number. If you wanted a 60% chance for stuns, and a 60% chance for spell interrupts, you couldn't do it using your system.