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authorChris Campbell <chriscampbell89@gmail.com>2011-07-21 14:42:47 +0100
committerChris Campbell <chriscampbell89@gmail.com>2011-07-21 14:42:47 +0100
commit5c255dbf8cb70a47d7356b6b74ba40d126bb75ec (patch)
treef554413c78b0766e3e660a38598507d4044910e6 /crawl-ref/source/spl-tornado.cc
parenta96b0a3fd5c7390958475bf934a457bbd5ed8750 (diff)
downloadcrawl-ref-5c255dbf8cb70a47d7356b6b74ba40d126bb75ec.tar.gz
crawl-ref-5c255dbf8cb70a47d7356b6b74ba40d126bb75ec.zip
Reduce Tornado damage
Let's test it at a middle ground for a bit and see how it plays. With 12 dice it was back to trivialising Ziggurats (and everything else, of course).
Diffstat (limited to 'crawl-ref/source/spl-tornado.cc')
-rw-r--r--crawl-ref/source/spl-tornado.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/spl-tornado.cc b/crawl-ref/source/spl-tornado.cc
index e3bc6e3a7b..f53d3142cb 100644
--- a/crawl-ref/source/spl-tornado.cc
+++ b/crawl-ref/source/spl-tornado.cc
@@ -338,7 +338,7 @@ void tornado_damage(actor *caster, int dur)
float_player(false);
}
int dmg = apply_chunked_AC(
- div_rand_round(roll_dice(12, rpow), 15),
+ div_rand_round(roll_dice(9, rpow), 15),
victim->armour_class());
if (dur < 0)
dmg = 0;