Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10 5/3/83 based; site houxz.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxj!houxm!houxz!halle1 From: halle1@houxz.UUCP (J.HALLE) Newsgroups: net.games.rogue Subject: Re: selective weapon enchantment Message-ID: <985@houxz.UUCP> Date: Fri, 26-Oct-84 09:27:11 EDT Article-I.D.: houxz.985 Posted: Fri Oct 26 09:27:11 1984 Date-Received: Sat, 27-Oct-84 03:38:25 EDT References: <560@burl.UUCP> Organization: AT&T Bell Labs, Holmdel NJ Lines: 13 Interesting article, but a wrong assumption renders it useless. The first number in the enchantment (i.e. x in +x,+y) is not an adjustment to the x in xdy, but an increase in the dexterity attribute, i.e. how likely you are to hit. Several months ago there was an analysis about which number was better to increase. The conclusion was that it depends. (It was somewhat complicated.) Anyway, if the premise of the article were correct, a -1,+100000 pike would be useless, since it would be 0d100001, or no hits. Also, the manner the second number is applied is incorrect. A 0,+1 weapon hits with the normal attribute, but when it connects, it does an extra point of damage in addition to the rolled amount. Thus a +5,+5 pike will do from 6 to 17 damage if it hits, and it is much more likely to hit, but that is only a little better than a 0,+1 two hander.