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Old May 23, 2014, 21:15   #11
Fnord
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Quote:
Originally Posted by Derakon View Post
Unless PosChengband has changed this, acid attacks will always try to damage equipped armor. Literally the only defenses against this are a) to get gear that gives immunity to acid, or b) to equip rustproof armor in every armor slot (e.g. artifacts or armor of Resist Acid, etc.). This is distinct from destruction of inventory items.
I also just verified that I occasionally lose scrolls to fire despite double resist, so I still think that either Chris' description is incomplete or there's some sort of bug at works.
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Old May 23, 2014, 21:23   #12
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Quote:
Originally Posted by Fnord View Post
I also just verified that I occasionally lose scrolls to fire despite double resist, so I still think that either Chris' description is incomplete or there's some sort of bug at works.
You need triple resist for inventory protection: 1d66 <= P for inventory and 1d55 <= P for most other effects like confusion where P is your listed resistance percentage.

Derakon is correct regarding acid. One way to think about it is that your equipment protects you and your pack, but not your other equipment. I'm pretty sure acid immunity does protect your gear, however.
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Old June 9, 2014, 17:26   #13
wobbly
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Quote:
Originally Posted by chris View Post
All of the regular attack forms support stacking resistance: Fire, Elec, Chaos, etc. Basically, everything that lists a percentage in your character dump.
The help file is out of date on this one (see ?ic):

A common misconception amongst new players is that having multiple
sources of a particular resistance will increase your character's
resistance to attacks of that form. This is not true. You will get the
same benefit from wielding a single Amulet of Resist Acid as wielding a
Shield of Resist Acid, an {Armor-type} of Resist Acid and an artifact
weapon which grants acid resistance all at the same time.

As stated above, however, it is possible to get double resistance for
the low resists (and also poison). This is because these resistances
are also available on a temporary basis by casting certain spells or by
quaffing a Potion of Resistance. Some items may also activate for
temporary resistance and it may also be gained from one of the many
possible mutations. This temporary effect is cumulative with the
permanent effect and will increase your protection against these kinds
of attacks.
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Old June 9, 2014, 17:32   #14
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I have a question about rogues & slings. The help file states they get a bonus to using slings. Is it a large bonus? I don't care much about the specific no., more a question of whether it's worth favouring the sling, or whether I'm still better off with a bow.
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Old June 9, 2014, 18:17   #15
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The helpfiles are still woefully out of date. I apologize for this, but they largely need to be rewritten and this is a project that is likely to take a month or more of full time boring effort. At some point, I will do it, but every time I start I get depressed

Quote:
Originally Posted by wobbly View Post
I have a question about rogues & slings. The help file states they get a bonus to using slings. Is it a large bonus? I don't care much about the specific no., more a question of whether it's worth favouring the sling, or whether I'm still better off with a bow.
Yes, the bonus is large and you should definitely use slings as much as possible. You will be far better off with a good sling unless you find a truly wonderful bow.
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Old June 9, 2014, 18:52   #16
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Quote:
Originally Posted by chris View Post
The helpfiles are still woefully out of date. I apologize for this, but they largely need to be rewritten and this is a project that is likely to take a month or more of full time boring effort. At some point, I will do it, but every time I start I get depressed
That's understandable, especially at the rate your adding new features. I only pointed it out because it was a direct contradiction.

Thanks for taking the time to answer questions & of course for making a great variant. I appreciate it.
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Old June 9, 2014, 20:51   #17
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At first I thought Chris' comment on inventory damage was still incorrect, but when I looked it up, I saw that water bolts use sound resistance for their inventory damage check - figured I'd post that so others don't have to dig!
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Old June 13, 2014, 01:39   #18
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Is Sharpness included in the Cw damage display? And what's the exact mechanics?
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Old June 13, 2014, 13:36   #19
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Quote:
Originally Posted by Fnord View Post
Is Sharpness included in the Cw damage display? And what's the exact mechanics?
Yes it is. Here is a sample:
Code:
 Hand #1: The Executioner's Sword 'Crisdurian' (6d5) (+23,+ Accuracy
 Weight : 26.0 lbs                                           AC Hit
 To Hit : 23 + 107 = 130                                     25 92%
 To Dam : 24 + 66 = 90                                       50 89%
 Blows  : 5.00                                               75 86%
 Damage                                                     100 83%
 Crits  : 1.39x                                             125 80%
 Normal : 600 (500-700) [1.69x]                             150 77%
 Evil   : 752 (550-955) [3.38x]                             175 73%
 Human  : 827 (575-1080) [4.22x]                            200 70%
 Undead : 905 (600-1210) [5.07x]
 Orcs   : 905 (600-1210) [5.07x]
 Trolls : 905 (600-1210) [5.07x]
 Giants : 905 (600-1210) [5.07x]
 Dragons: 905 (600-1210) [5.07x]
 Poison : 827 (575-1080) [4.22x]
There is no explicit line for sharpness, but it is reflected in the damage totals and effective damage multipliers. Normal sharpness gives an effective multiplier of 11/9 (1.22x) while super vorpals give 5/3 (1.66x). These vorpal effective multipliers stack with slay and critical effective multipliers. For example, Slay Evil is a 2x multiplier. But Crisdurian is sharp, so there is another 1.22x. And it is a heavy weapon being wielded with two hands, so critical hits give an effective multiplier of 1.39x. So the overall effective multiplier for the Slay Evil line is 2 * 1.22 * 1.39 = 3.39x (Displayed as 3.38x due to round off errors I guess).

But sharpness does not simply multiply damage by 1.22. Rather, every hit for a normal sharp weapon like Crisdurian has a chance of cutting deep (1 in 6) and the multiplier can get arbitrarily high (It supercharges the multiplier 1 in 4). So the reality of sharpness is that most hits do 1x damage, but occasionally, you get a 2x "gouge" or, if lucky a 3x "maim", a 4x "carve", a 5x "cleave", a 6x "smite", a 7x "eviscerate", an 8x "shred", etc. If you work the odds and remember the formula for geometric series than you can work out the effective multiplier of 11/9: 1 + 1/6 * (1 + 1/4 + 1/16 + 1/64 + ...) = 1 + 1/6 * 1/(1-1/4) = 1 + 1/6 * 4/3 = 1 + 2/9 = 11/9. For reference, super vorpals like Vorpal Blade score crits 1 in 3 and super charge 1 in 2: 1 + 1/3 * (1 + 1/2 + 1/4 + ...) = 1 + 1/3 * 1/(1 - 1/2) = 1 + 1/3 * 2 = 5/3.

Critical hits are similarly discrete in their effects. Here, the game uses sampling to compute an effective damage multiplier since the code is rather non-straightforward and I don't have a closed form for the probabilities.
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Old June 14, 2014, 19:53   #20
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Is there a way to protect against priests cursing my gear? Or is it simply a matter of killing them quickly.
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