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authorDracoOmega <draco_omega@live.com>2014-03-19 21:30:49 -0230
committerDracoOmega <draco_omega@live.com>2014-03-20 02:27:28 -0230
commit45fbbb30d2513a5ad94f7927d685a569323744a5 (patch)
tree8543d04a600bae3d4a5857b2d7ed04d5dac91853 /crawl-ref/source/throw.cc
parent4b39ebb7e8fbc69c98785e111bccd2273ea992f5 (diff)
downloadcrawl-ref-45fbbb30d2513a5ad94f7927d685a569323744a5.tar.gz
crawl-ref-45fbbb30d2513a5ad94f7927d685a569323744a5.zip
Some adjustments to poison damage formulas
This is aimed at addressing a couple places where current poison damage appears off (based largely on statistical data, augmented by playtesting). The scaling for AF_POISON is adjusted to make adders a bit less dangerous while making some later things a bit more dangerous. AF_POISON_STRONG in particular is boosted (redbacks seem to have fared much worse since the change - probably getting lethal poisoning during normal battles with them was not altogether uncommon in the old system, but simply masked by a less clear indicator and copious !curing). Poison needles are nudged up slightly, poison clouds a decent bit more, and the variance for venom ammo smoothed a little.
Diffstat (limited to 'crawl-ref/source/throw.cc')
-rw-r--r--crawl-ref/source/throw.cc4
1 files changed, 2 insertions, 2 deletions
diff --git a/crawl-ref/source/throw.cc b/crawl-ref/source/throw.cc
index ee63f99ef1..a6aa6f19a5 100644
--- a/crawl-ref/source/throw.cc
+++ b/crawl-ref/source/throw.cc
@@ -601,8 +601,8 @@ static bool _poison_hit_victim(bolt& beam, actor* victim, int dmg)
if (dmg > 0 || beam.ench_power == AUTOMATIC_HIT
&& x_chance_in_y(90 - 3 * victim->armour_class(), 100))
{
- levels = 1 + roll_dice(2, 7)
- + random2(div_rand_round(beam.damage.num * beam.damage.size, 3));
+ levels = 1 + roll_dice(2, 9)
+ + random2avg(div_rand_round(beam.damage.num * beam.damage.size, 3), 2);
}
if (levels <= 0)