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Old April 2, 2010, 14:35   #1
fyonn
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Damaged Armour

just a quick thought.

My lvl 14 HE Ranger[1] just took off a cloak[1,-4]. The cloak was originally a +3 I think, but got damaged by acid. that cloak was giving me -3AC. it was making me easier to hit than not wearing it at all... Should it be possible to damage a piece of armour so that it provides negative AC? seems a bit counterintuitive. could we not cap the damage at the full value of the AC it provides? a fully damaged cloak should just be rags held together by threads, ie providing no protection.

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[1] who just found raal's on dlvl 10! can't use it for a number of levels yet, tempted to just flog it tbh, but there's nothing yet I would rather buy in the stores...
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Old April 2, 2010, 15:04   #2
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Yeah, that does seem rather silly... cursed armor I could see giving -AC, but just damaged? I suppose it does sorta make sense though... YOU try dodging enemy attacks in a chainmail that's rusted through! :P
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Old April 2, 2010, 15:06   #3
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I could have sworn armor used to behave that way, with negative penalties capped to match the base armor rating of the item. I'm not sure if or when it changed recently?
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Old April 2, 2010, 15:28   #4
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Quote:
Originally Posted by ekolis View Post
Yeah, that does seem rather silly... cursed armor I could see giving -AC, but just damaged? I suppose it does sorta make sense though... YOU try dodging enemy attacks in a chainmail that's rusted through! :P
but if its rusted so bad that it's not defending you against a sword attack, then it's virtually falling off isn't it?

I agree on the cursed armour though, that should be able to give you proper negative AC, but just damage, esp acid or disenchantment I think should be capped at the AC value of the armour.

Also, why do I see items being pseudo'd as magical and when I ID them, they're all negative (ie dagger (-4,-2))? shouldn't they psuedo as worthless?

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Old April 2, 2010, 15:34   #5
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Magical != good

Cursed items are magical, I'd think...
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Old April 2, 2010, 17:57   #6
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I agree that armor shouldn't give negative AC unless it's cursed, but changing it would break balance.
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Old April 2, 2010, 18:08   #7
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Quote:
Originally Posted by fyonn View Post
just a quick thought.

My lvl 14 HE Ranger[1] just took off a cloak[1,-4]. The cloak was originally a +3 I think
Are you sure? This code snip should stop that.

Code:
        /* No damage left to be done */
        if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
In the old days, every cloak [1,-4] was cursed. Now as of 3.1 they are {magical} the same as a cloak [1, +4]. However, I don't see how that change could migrate into the acid attack code effects.

There is a possibly recent change by which items in the pack sometime lose AC rather than being destroyed that may not do the above check, but you say you were wearing it at the time. If you took it off to fight a pack of acid hounds and then reequipped it, that could explain it.

I suppose there is an off chance this could be related to the quiver changes, but I am dubious of that too.
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Old April 2, 2010, 18:40   #8
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But a broken dagger (-2,-4) isn't cursed. It's just a bog standard broken dagger. Those maluses aren't applied by the magic code, but are in the weapon's k_info entry itself.
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Old April 3, 2010, 18:13   #9
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Quote:
Originally Posted by PowerDiver View Post
Are you sure? This code snip should stop that.
I was.. obviously I'm not now you've questioned me on it.. and it's too far back in message history to check now. will keep my eye open for it in the future..


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Old April 4, 2010, 18:27   #10
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I can confirm that wearing gloves [1, -5] makes your AC 4 less than it was before wearing them. I am looking into it.
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