Formulas for mud combat are fairly (completely?) known at this point. How many times do you wonder
"Can I can take this boss with my party?" or
"What's the best build for damage per round?" or
"What's the best build for survivability in this area?" or
"Can I survive scripting here?"
I want to build a script that will let you:
1) Designate 1 or more players in your party, with race, class, stats, gear, buffs.
2) Designate 1 or more monsters, or 1 or more opponent players (maybe future state PVP simulation)
Simulate battle with a faux cap, and simulate battle X times (think 1000+), and determine averages of outcome.
Thoughts? Is this cool, or lame?
Idea: combat simulator
Re: Idea: combat simulator
Features I'm thinking:
- Stock race, class, gear, spells, monsters loaded (P1)
- Create/edit/save players, which contains a race, class, stats, gear, active buffs (P1)
- Specify other items in inventory, or max capacity (none, light, medium, etc) (P1)
- Specify party of players 1-6 players (P1)
- Output simulation in html-like format (P1)
- Easy share / permalink of simulation (P1)
- Simulation 100 times, providing summary of remaining health/mana of all players in party (P1)
- Register/login to save history of caps, players, encounters for easy re-simulating (P1)
- Megamud style combat specification screen where you can specify type of combat (a, aa, pu, kick, ju, spells, curses, spells), and to which mana % on spells (P1)
- Add races, classes, gear, spells, monsters manually (P2)
- Simulation > 100 times, providing summary (P3)
- Import data from MME export for edited boards (P3)
- Blood2HTML style summary of who did what damage, who took what damage (P3)
Re: Idea: combat simulator
Uhm, I already did this?
http://www.mudinfo.net/download/file.ph ... &mode=view
I coded it in the huge update I did for MME last year.
http://www.mudinfo.net/download/file.ph ... &mode=view
I coded it in the huge update I did for MME last year.