A totally new type of "min-max"
Pixel Dungeon
This community is a place to talk strategies, tell stories, or discuss anything related to Pixel Dungeon or its many versions.
Rules:
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1. No hate or adult themes of any kind: NSFW or illegal material, hate speech, personal attacks, harassment, doxxing, bullying, etc. are all strictly forbidden. Crude or offensive language should be kept to a minimum or avoided entirely.
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2. Posts must directly relate to Pixel Dungeon: All content posted must directly reference Pixel Dungeon or one of its variants in some form. Loose connections or similar nomenclature from irrelevant works do not count.
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3. Do not use other's work without giving credit: You may post things that were created by other people, but you must link to the original and credit the author. AI generated content is prohibited, as crediting the original authors is impossible.
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4. Follow site-wide rules: https://legal.lemmy.world/fair-use/
We have a few title tags for standout posts:
- [MOD] - Posts by moderators about the community
- [DEV] - Announcements from a developer of a PD version
- [OC] - Self-made original content
Sister Communities:
I am very excited for all these trinkets despite being extremely bad at this game! Thank you for all these shiny items!
Interesting! Will the average damage remain the same? Are low damage rolls just as likely as high damage rolls?
That should be the case, though in Discord we did a bit of back-of-the-napkin math for how attacks interact with armor under these rules and there was a change in expected damage (specifically, an increase). Probably can be balanced but will require care
So the way Shattered currently works is that the average numbers in a range are more likely to appear, it's like rolling 2d6 vs 1d12. The clover will steadily cancel out and then invert that depending on how highly it is upgraded. At max level, low and high rolls will be a lot more likely than the average, somewhat like rolling 2d12 and picking the one that's furthest from a 6.