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Old February 26, 2015, 18:32   #11
StMicah
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I noticed that some of the advanced healing/life potions can be thrown for damage...what are the damage die on those?

Also, in previous versions, could the confusion and poison potions be thrown to cause those effects in monsters?
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Old February 26, 2015, 19:10   #12
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You're trying to dial down your smugness. It won't work.
Credit where it's due - I had thought that the number of ways of saying "FA already has this" had been exhausted. But like Status Quo, he keeps finding new permutations on the formula ;-)
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Old February 26, 2015, 19:26   #13
Derakon
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Quote:
Originally Posted by StMicah View Post
I noticed that some of the advanced healing/life potions can be thrown for damage...what are the damage die on those?

Also, in previous versions, could the confusion and poison potions be thrown to cause those effects in monsters?
It's 1d1; the fact that that message is attached to those item descriptions is a bug.

I don't know if Vanilla had the ability to throw status ailment potions; it might have. I know that was/is a popular thing to have in variants, though.
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Old February 26, 2015, 21:07   #14
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Originally Posted by Derakon View Post
I think that the original Vanilla potions were more like 10d100 or something. Still worth using as a throwing weapon, but not potentially able to do 10000 damage in a single shot. Detonations got removed at the same time that Potions of Death got the axe, I'm pretty sure, which would be around the same time that the devs were trying to encourage people to ID items by using them instead of by scrolls/spells/staves of Identify.

(Morgoth has 20000 HP, so you'd need two potions plus a source of scratch damage (due to regeneration) if you were able to manipulate perfect rolls with a 100d100 damage source)
Average roll of 100d100 is 5050 with a very high probability (85% or so) of rolling higher than 5000. Hence the four potion number -- Morgoth would die to four of them almost every time. (The actual number there is that he survives .8% of encounters in which he is hit with four super detonation potions.)

Last edited by mushroom patch; February 26, 2015 at 21:31.
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Old February 27, 2015, 09:36   #15
Timo Pietilš
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Originally Posted by Therem Harth View Post
That was ToME 2. And it was 25d25 plus a shard explosion, not 100d100, thankfully.

Still very effective as a ranged weapon...
Angband 2.9.3 still had those. Just 25d25 though, not 100d100.

We need holy hand grenade of antioch.
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Old February 27, 2015, 20:05   #16
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>> and getting potentially-destroyable items I'm standing on away from a monster whose breath attacks could hit them.

Derakon: nothing makes me feel more like a pro than dropping my rations on the floor beneath me (if I won't need to move around) or throwing them across the room (if I will) when trying to get rid of some food-eating ghost.

Edit: Also, if you're fighting an orc/troll pit and you have no useful moves (i.e. you were going to press "."), you can throw the weapons at them that they've been dropping at your feet. This feels good. Is there a chance for the weapons to break? I don't do this very often so I haven't seen it happen.
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Old February 27, 2015, 23:19   #17
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There was a time about FAangband 0.2.2 when it was fashionable to go for a comedy kill by throwing a wand or something at a unique to finish them off.
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Old February 28, 2015, 13:01   #18
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for characters with slow pseudo-ID at low levels I like to throw unID'd weapons at monsters to get a chance for learning more about them if I can't just carry them around for a while. It's also not a bad way to "soften up" enemies early on before finding a good missile launcher
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Old February 28, 2015, 16:55   #19
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Quote:
Originally Posted by Bogatyr View Post
for characters with slow pseudo-ID at low levels I like to throw unID'd weapons at monsters to get a chance for learning more about them if I can't just carry them around for a while. It's also not a bad way to "soften up" enemies early on before finding a good missile launcher
On a related note, you can learn the bonuses on a launcher by throwing it at something. Turns out that +hit and +damage on a launcher also help you throw it harder and more accurately.
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Old March 3, 2015, 17:27   #20
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Do iron spikes work as throwing weapons?
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