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Put constants for criticals in constants.txt
Resolves #376 . Fixes a mismatch between the object information calculation of melee criticals and the combat calculations: 1/40 chance of 5 additional dice + 39/40 * (1/12 chance of 4 additional dice + 11/12 * (1/3 chance of 3 additional dice + 2/3 * 2 additional dice)) gives an expected number of additional dice of 1217 / 480 not 537 / 240 (i.e. 1074 / 480) that obj-info.c used. For object information calculations, calculate_melee_crits() and calculate_missile_crits() now report values rounded to the nearest integer. However, since there is further scaling for those results, the final values reported to the player still aren't guaranteed to be rounded to the nearest tenth. Because of the correction and change to rounding, the reported damage for a level 2 easterling warrior with 18/30 strength and 18 dexterity wielding a +0,+0 2d5 broad sword (15 pounds; 2.00 blows), a +2,+3 1d4 dagger (1.2 pounds; 3.33 blows), or +0,+0 x2 shortbow (3 pounds; 1.0 shots) with +0,+0 2d4 arrows (0.2 pounds) changes as follows: old new old+armsman new+armsman old+marksman new+mksm --- --- ----------- ----------- ------------ -------- sword, wielded 17.9 18.5 19.9 20.6 dagger, wielded 17.1 18.3 20.2 21.3 dagger, thrown 7.5 8.1 8.5 9.0 arrow, launched 12.4 12.5 13.4 13.3
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