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#1 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Partially-elemental attacks
Current elemental melee attacks are "pure" element. For example, a "bite to burn" attack solely deals fire damage; thus, if the player is immune to fire, the attack does no damage. This seems wrong to me; most melee attacks should carry at least some physical damage component which works even if the player is immune to the elemental damage. Only a few monsters should have pure elemental attacks (most notably, the various 'E'lementals and their sovereigns, but also including vortices and maybe jellies).
I propose that the various elemental blows have a second entry on their line that contains the physical damage dice. So for example, an Ice troll's bite would go from Code:
B:BITE:COLD:2d6 Code:
B:BITE:COLD:1d4:2d4 Code:
B:HIT:FIRE:4d6 Code:
B:HIT:FIRE:4d6:1d1 In particular, this would make the elemental dragons slightly more dangerous, since currently ancient and great wyrm bites are pure elemental and also their most dangerous attack. Unfortunately, this would require a large modification to monster.txt. I count 170 elemental melee attacks in the game (out of 1624 total), and most of them would need to be modified. |
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#2 |
Prophet
Join Date: Mar 2008
Posts: 2,712
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Just assume the standard mechanic. One third of an elemental attack should be base, and 2/3 added by the element.
[edit] Of course, if you make this change, elemental destruction effects should be based on the reduced elemental damage. |
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#3 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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I'm sorry, I must be missing how that's the "standard mechanic". It's similar to the lines drawn by resistance to basic elements, but that's the only similarity I'm seeing.
Speaking of inventory destruction, it's always bugged me how coarsely-grained that is. If you take less than 30 damage, then every item has a 1% chance of being destroyed. If it's less than 60, then it's 2%. Otherwise it's 3%. Shouldn't this number scale with your max HP or something? The inven_damage function in spells1.c can accept anything from .01% to 99.99%, after all. |
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#4 | |
Hellband maintainer
Join Date: Jul 2007
Location: New York, the Big Apple
Age: 43
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Quote:
T.
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#5 |
Prophet
Join Date: Mar 2008
Posts: 2,712
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If you shoot branded arrows, they do X amount of damage and 2X amount of brand damage for the total (times 3) multiplier.
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#6 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,068
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I don't think these attacks are broken right now. With resists it works well as a percentage of the damage. Immunities are like extra little nuggets of fun if you manage to find the immunity and find a monster with that attack.
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#7 |
Adept
Join Date: Dec 2007
Posts: 167
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I agree that this never made sense. It is a great wyrm, I'm sure the teeth are sharp and the jaw powerful.
OTOH, this makes clearing out a dragon pit unlikely and another thing to avoid. A classic realism v. gameplay conundrum. |
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#8 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Powerdiver: ahh, gotcha. That makes sense, I agree.
Zikke: it's not a matter of the attacks being broken; it's just weird, and one of those situations where I think realism and good gameplay actually align for once. nullflame: if you have immunity to the dragons' breath weapons, then they're way less dangerous than they otherwise would be; they just have moderate melee attacks and a standard pile of hitpoints. You can stand in LOS of as many as you like and as long as only one can melee you you'll be fine. They're basically just upgraded troll pits at that point -- none of the elemental wyrms can even summon. |
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#9 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
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I agree 100% with this proposal. Maybe 110%.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#10 |
Adept
Join Date: Jan 2009
Location: BC, Canada
Age: 44
Posts: 227
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I like it too. I found it weird that in dragon pits, baby dragons (unbranded attacks) harm you more than great wyrms (branded attacks).
How about blindness/confusion/paralyze attacks? |
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