Poison: an anomaly in elements

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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #16
    But all damage formulas for breath weapons are current HP / 3, even for the high elements. Changing that just for poison really creates incongruency.

    Comment

    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #17
      Originally posted by Derakon
      But all damage formulas for breath weapons are current HP / 3, even for the high elements. Changing that just for poison really creates incongruency.
      IIRC most if not all of the high elements breath weapon HP divisor is something else than 3. 3 is true only for basic elements.
      (checking...)
      From constants.h:

      Code:
      #define BR_NETH_MAX				550
      #define BR_NETH_DIVISOR				6
      #define RES_NETH_ADJ(dam, dam_aspect)		(((dam) * 6) / (damcalc(1, 6, dam_aspect) + 6))
      
      #define BR_LIGHT_MAX				400
      #define BR_LIGHT_DIVISOR				6
      #define RES_LIGHT_ADJ(dam, dam_aspect)           (((dam) * 4) / (damcalc(1, 6, dam_aspect) + 6))
      
      #define BR_DARK_MAX				400
      #define BR_DARK_DIVISOR				6
      #define RES_DARK_ADJ(dam, dam_aspect)           (((dam) * 4) / (damcalc(1, 6, dam_aspect) + 6))
      
      #define BR_CONF_MAX				400
      #define BR_CONF_DIVISOR				6
      #define RES_CONF_ADJ(dam, dam_aspect)           (((dam) * 5) / (damcalc(1, 6, dam_aspect) + 6))
      
      #define BR_SOUN_MAX				500
      #define BR_SOUN_DIVISOR				6
      #define RES_SOUN_ADJ(dam, dam_aspect)           (((dam) * 5) / (damcalc(1, 6, dam_aspect) + 6))
      
      #define BR_CHAO_MAX				500
      #define BR_CHAO_DIVISOR				6
      #define RES_CHAO_ADJ(dam, dam_aspect)           (((dam) * 6) / (damcalc(1, 6, dam_aspect) + 6))
      
      #define BR_DISE_MAX				500
      #define BR_DISE_DIVISOR				6
      #define RES_DISE_ADJ(dam, dam_aspect)           (((dam) * 6) / (damcalc(1, 6, dam_aspect) + 6))
      
      #define BR_NEXU_MAX				400
      #define BR_NEXU_DIVISOR				6
      #define RES_NEXU_ADJ(dam, dam_aspect)           (((dam) * 6) / (damcalc(1, 6, dam_aspect) + 6))
      
      #define BR_TIME_MAX				150
      #define BR_TIME_DIVISOR				3
      /* no resist */
      
      #define BR_INER_MAX				200
      #define BR_INER_DIVISOR				6
      /* no resist */
      
      #define BR_GRAV_MAX				200
      #define BR_GRAV_DIVISOR				3
      /* no resist */
      
      #define BR_SHAR_MAX				500
      #define BR_SHAR_DIVISOR				6
      #define RES_SHAR_ADJ(dam, dam_aspect)           (((dam) * 6) / (damcalc(1, 6, dam_aspect) + 6))
      
      #define BR_PLAS_MAX				150
      #define BR_PLAS_DIVISOR				6
      /* no resist */
      
      #define BR_FORC_MAX				200
      #define BR_FORC_DIVISOR				6
      Looks like only time and gravity has 3 as divisor, all others have 6 as divisor.

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #18
        Oh, my mistake. Thanks for the correction.

        Comment

        • buzzkill
          Prophet
          • May 2008
          • 2939

          #19
          Hey let's give poison more nasty side effects than just HP reduction. That's kinda lame. We could have repeated vomiting, slowing, stunning, hallucination, fear (and more). Just pick one at random and have it last a few turns.
          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

          • Sirridan
            Knight
            • May 2009
            • 560

            #20
            I was thinking of making a separate gas 'element', which would represent the noxious, corrosive type gas (not from acid, but more like enzymes, bases, other chemicals). Then monsters like Bronze dragons breathe confusion gas, which gas resist blocks the damage, where confusion resist blocks the confusion. Green dragons do poison gas, etc.

            Also I agree with buzzkill, poison is lame, it's only worrisome at low levels because 1 hp has much more meaning then, and at high levels it only matters because without resistance, you get instakilled.

            Comment

            • dos350
              Knight
              • Sep 2010
              • 546

              #21
              i was kill once by greater baslisk i think i learn about poison then, eek!

              please no change!!~

              if psn is on res ego or elfkind watever is too easy!!

              please is good as is, why so much changings?
              ~eek

              Reality hits you -more-

              S+++++++++++++++++++

              Comment

              • Lord Tom
                Apprentice
                • Nov 2009
                • 73

                #22
                Originally posted by Timo Pietilä
                Speaking of which, has someone seen Pete writing recently? Has he disappeared?
                Originally posted by dos350
                eek!
                Coincidence??!!

                Comment

                • TJS
                  Swordsman
                  • May 2008
                  • 473

                  #23
                  The higher the poison counter the more damage it should do each turn. I'd rather poison was dangerous that way than yet another breath attack instant death.

                  Comment

                  • buzzkill
                    Prophet
                    • May 2008
                    • 2939

                    #24
                    Originally posted by TJS
                    The higher the poison counter the more damage it should do each turn. I'd rather poison was dangerous that way than yet another breath attack instant death.
                    ...and mortal poisoning. I hope you have the antidote.
                    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

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #25
                      Originally posted by buzzkill
                      ...and mortal poisoning. I hope you have the antidote.
                      Having just sorted out the confusion over confusion (it's now just a status effect, from which rConf protects you - it's no longer a breath type), the issue of poison is really bugging me. It's the last remaining element which is both a type of damage and a status effect. All the other status effects (blindness, fear, confusion, paralysis, stunning, cuts) are not damage types, but poison still is.

                      But I don't really see any way of changing it. Removing poison breath seems unnecessary just to neaten this up, and splitting off the status effect seems pointless.
                      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                      Comment

                      • Antoine
                        Ironband/Quickband Maintainer
                        • Nov 2007
                        • 1010

                        #26
                        Originally posted by TJS
                        The higher the poison counter the more damage it should do each turn. I'd rather poison was dangerous that way than yet another breath attack instant death.
                        +1 - poison should be a gradual killer (and C*W should not reduce poisoning)

                        A.
                        Ironband - http://angband.oook.cz/ironband/

                        Comment

                        • TJS
                          Swordsman
                          • May 2008
                          • 473

                          #27
                          Originally posted by Magnate
                          Having just sorted out the confusion over confusion (it's now just a status effect, from which rConf protects you - it's no longer a breath type), the issue of poison is really bugging me. It's the last remaining element which is both a type of damage and a status effect. All the other status effects (blindness, fear, confusion, paralysis, stunning, cuts) are not damage types, but poison still is.

                          But I don't really see any way of changing it. Removing poison breath seems unnecessary just to neaten this up, and splitting off the status effect seems pointless.
                          Gas could be the damage type with poison being the associated status effect. rGas reduces damage from gas breaths and prevents being poisoned from them. rPoison prevents being poisoned from any source (perhaps you could introduce more poison bolts from monsters as well as stinking cloud).

                          Have confusion breaths been renamed or just removed? The breath could be called turbulence or something.

                          Comment

                          • ewert
                            Knight
                            • Jul 2009
                            • 702

                            #28
                            You could add diseases (temporary stat drains that recover over time for example), and have a resist maladies or something, that protects from poison effects and diseases. Then have gas as the "poison" dmg type. Then you could have gas breathers do different effects ... even confusion for bronze dragons. Breathe gas, cause confusion. Gas would just be a damage type then ...

                            But gas is ... not really a damaging descriptive word in itself. So it could remain named poison ...

                            Comment

                            • Magnate
                              Angband Devteam member
                              • May 2007
                              • 5110

                              #29
                              Originally posted by TJS
                              Gas could be the damage type with poison being the associated status effect. rGas reduces damage from gas breaths and prevents being poisoned from them. rPoison prevents being poisoned from any source (perhaps you could introduce more poison bolts from monsters as well as stinking cloud).

                              Have confusion breaths been renamed or just removed? The breath could be called turbulence or something.
                              It's been removed for now, but of course we're a long way from 3.3, so some sort of "bronze breath" could well return in its place.

                              I will see what takk thinks about splitting resistance to gas damage from that to poison status ...
                              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                              Comment

                              • Nomad
                                Knight
                                • Sep 2010
                                • 958

                                #30
                                Originally posted by TJS
                                The higher the poison counter the more damage it should do each turn. I'd rather poison was dangerous that way than yet another breath attack instant death.
                                There could easily be different levels of poisoning, the way that there is with cut damage. (Which would actually help the "slow poison" spell seem more meaningful, if it visibly bumped you up from a level from "badly poisoned" to just plain "poisoned" instead of just chipping an unknown amount off the unseen counter.)

                                Originally posted by TJS
                                Gas could be the damage type with poison being the associated status effect. rGas reduces damage from gas breaths and prevents being poisoned from them. rPoison prevents being poisoned from any source (perhaps you could introduce more poison bolts from monsters as well as stinking cloud).
                                How about calling the attack type 'venom', like the ego weapon? Venom attack, poison status effect.

                                Comment

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