Currently, wands of slow/sleep/scare/confuse monster (also the case for the corresponding staves, rods and spells) are simply used once to ID them and then K-ed... because they don't seem to ever work.
Looking at the code, the formula for saving throw is:
The "timer" value varies between effects and item/spell, but it's usually 10, 20 or character level. Sleep monster uses a flat mlvl+40 formula, since the timer is divided by 25 for whatever reason hardcoded in mon_resist_effect(). A much better formula would be (for all effects including sleep):
Still makes townies resist effects 20% of the time at level 10...
Looking at the code, the formula for saving throw is:
Code:
resist_chance = mon->race->level + 40 - (timer / 2);
Code:
resist_chance = mon->race->level + MAX(25 - timer / 2, 0);
I'm just not convinced it's all that feasible trying to balance "always works" with "affects monsters powerful enough to actually be useful to use on" with "better than just stabbing them an extra time" with "all of this applies sufficiently frequently to be worth taking up an inventory slot". Not without requiring the kind of power-creep that ends up making monsters impossible to tackle without the status effects.
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