Forsaken Planet Hero
Welcome to Forsaken Planet!
Fan dedicated resources for Dungeons Of Eternity.




Wed, 24 Apr 2024 03:03:10 +0000
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Wander over to https://forsaken-planet.com/simulator and test out the very rudimentary attack simulator. With some caveats and a lot of hand-waving and even more blissful ignorance (on how attacks actually work in Dungeons Of Eternity) I offer this tool to help decide which perks/exo suits will provide the overall-best damage output against a specific enemy. First off: the source code is here: https://github.com/keithgabryelski/forsaken-planet/blob/main/website/src/app/simulator/Simulator.tsx and the main routine I’ll be updating will being around line 286: get damageAdjustmentScale(): number { // XXX should this pull non-critical adjustments first and // XXX add those together, then add criticals together? return this.procs.reduce((accumulator, proc) => { if (proc.didOccur) { return accumulator * proc.damageScale; } return accumulator; }, 1.0); } get totalDamageDone(): number { return this.baseDamage * this.damageAdjustmentScale; } } and: get damageScale(): number { const doesAdjustment = this.fromAdjustment.doesAdjustFor( this.enemy, this.attackStyle, ); if (doesAdjustment) { return this.fromAdjustment.multiplier; } return 1.0; } get didOccur(): boolean { return this.roll < this.fromAdjustment.chance; } Thes routines are at the heart of the implementation. in short: all adjustments whether like attack power (+30% damage) or like critical (+200% damage) are calculated, those adjustments that PROC go through RNG to determine if they should occur and the resulting values are evaluated into a final value. The simulator then graphs the average result of 100 attacks What’s not working? tests against a type of enemy are always considered true i.e., the monster damage perk thinks everything is a monster, the elite perk thinks everything is elite. tests against a specific attack style are always considered true The exo perks for arrows always considers every attack (even those from swords) to be arrow related no attempt is made to pair weapon types against mobs a dagger works as well on a skeleton as it does on a zombie no one parrys BUT, the graph does produce results you can believe are possibly in the neighborhood of not insanely wrong. over the coming weeks I’ll update the simulator to fill some of the caveats I mention above. If you have comments, please feel free to leave them here. good luck
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Fri, 19 Apr 2024 14:57:01 +0000
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From the developers, more information on the spring update noted in the original roadmap: The recent Development update 2024.1 describes a few upcoming enhancement, both expected and some new to us. What we know: The max player level has been raised to 60 Along with the player cap update, we should see unlocked new weapons and cosmetics Tier 7 difficulty Referenced as “Nightmare” will add to challenge including disabling last stand in solo runs Support for haptic equipment. bHaptics Vest, Arm and Head equipment will be supported in this first release. Localization Language support for seven languages other than English are in the works. 25 new chambers With new rooms comes a larger selection of dungeon layouts as well as some room-sized traps And now, chambers will have more randomized drop locations! Don’t expect to find keys in the exact same place every run. The devs posted an image of two-handle weapons that will take up the back slot a brand new enemy (which as of yet has been not been described). Alas, no definitive date has been set for the release, but we’re keeping our eyes and ears open for any announcements.
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