Partially-elemental attacks

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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    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
    to
    Code:
    B:BITE:COLD:1d4:2d4
    This would indicate that 1d4 of the damage is elemental and the remaining 2d4 is physical. In contrast, Vargo, Tyrant of Fire would have his
    Code:
    B:HIT:FIRE:4d6
    changed to
    Code:
    B:HIT:FIRE:4d6:1d1
    , so he can barely touch you if you're immune to fire. Or we could leave the ":1d1" off and have that imply that the attack is purely elemental (much like how many gaze and touch attacks currently in the game deal no damage whatsoever).

    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.
  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    #2
    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.

    Comment

    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #3
      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.

      Comment

      • konijn_
        Hellband maintainer
        • Jul 2007
        • 367

        #4
        Originally posted by PowerDiver
        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.
        I quite like this idea as an option, the game would play quite differently as immunities would suddenly become much less effective.

        T.
        * Are you ready for something else ? Hellband 0.8.8 is out! *

        Comment

        • PowerDiver
          Prophet
          • Mar 2008
          • 2820

          #5
          Originally posted by Derakon
          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.
          If you shoot branded arrows, they do X amount of damage and 2X amount of brand damage for the total (times 3) multiplier.

          Comment

          • Zikke
            Veteran
            • Jun 2008
            • 1069

            #6
            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.
            A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
            A/FA W H- D c-- !f PV+++ s? d P++ M+
            C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

            Comment

            • nullfame
              Adept
              • Dec 2007
              • 167

              #7
              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.

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #8
                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.

                Comment

                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9638

                  #9
                  I agree 100% with this proposal. Maybe 110%.
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • miyazaki
                    Adept
                    • Jan 2009
                    • 227

                    #10
                    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?

                    Comment

                    • Derakon
                      Prophet
                      • Dec 2009
                      • 9022

                      #11
                      Actually, even great wyrms have unbranded claw attacks. However, that accounts for less than half their total melee output (2x claw at 4d12, 2x elemental bite at 6d14).

                      Melee attacks that blind, confuse, slow, paralyze, etc. can already have damage (example: grand master mystics have a paralyzing hit that does 15d1 damage), and to my knowledge that damage is not resistible even if you have the relevant resist -- though I wasn't able to find the relevant section of the code, so I could be wrong.

                      Comment

                      • buzzkill
                        Prophet
                        • May 2008
                        • 2939

                        #12
                        I'm not sure, but I think DaJ already does something like this. It sounds familiar.
                        www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                        My banding life on Buzzkill's ladder.

                        Comment

                        • will_asher
                          DaJAngband Maintainer
                          • Apr 2007
                          • 1124

                          #13
                          Originally posted by buzzkill
                          I'm not sure, but I think DaJ already does something like this. It sounds familiar.
                          Indeed. Elemental melee attacks in DaJ are 3/4 elemental and 1/4 unresistable.
                          Will_Asher
                          aka LibraryAdventurer

                          My old variant DaJAngband:
                          http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                          Comment

                          • Nick
                            Vanilla maintainer
                            • Apr 2007
                            • 9638

                            #14
                            Originally posted by will_asher
                            Indeed. Elemental melee attacks in DaJ are 3/4 elemental and 1/4 unresistable.
                            Yet again DaJ leads the way. Good work.
                            One for the Dark Lord on his dark throne
                            In the Land of Mordor where the Shadows lie.

                            Comment

                            • Timo Pietilä
                              Prophet
                              • Apr 2007
                              • 4096

                              #15
                              Originally posted by Derakon
                              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.
                              Doesn't apply to all forms of attacks. Monster that "touch to <add something here>" do not do any damage if you have immunity, but if it "Hits to <add that same here>" you get full damage, but not side-effects.

                              Hit to burn and touch to burn are different things. I think also bite and kick do deliver damage.

                              At least they used to.

                              Comment

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