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author | DracoOmega <draco_omega@live.com> | 2014-03-05 15:06:53 -0330 |
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committer | Steve Melenchuk <smelenchuk@gmail.com> | 2014-03-06 09:58:17 -0700 |
commit | 3eae12d311d4293cbc8390bc12f57c3336591f55 (patch) | |
tree | 5df21c42aa213056786c2271d9ca13d3e898f549 /crawl-ref/source/traps.cc | |
parent | d5b2a9e8335341d5345aed761de5e0e93e5d5341 (diff) | |
download | crawl-ref-3eae12d311d4293cbc8390bc12f57c3336591f55.tar.gz crawl-ref-3eae12d311d4293cbc8390bc12f57c3336591f55.zip |
Increase poison damage inflicted by most sources, reduce rate of damage
After several games' playtesting, I feel I was much too conservative
with numbers in several places, given that only a small percentage of
poisonous melee attacks will inflict poison at all. Also, the swift
rate of action combined with small quantities meant that poison damage
was often practically indistinguishable from the melee that applied it.
A larger amount of moderately slower-acting poison (still quicker than
old poison) should make the poison effect more visible where it does
occur, as well as making preemptive !curing a more appealing tactical
choice. I feel it may still be too mild on high HD creatures compared
to other attack flavours, but that this is closer to the mark than
before.
Diffstat (limited to 'crawl-ref/source/traps.cc')
-rw-r--r-- | crawl-ref/source/traps.cc | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/traps.cc b/crawl-ref/source/traps.cc index 1b1e28ae86..8671563b74 100644 --- a/crawl-ref/source/traps.cc +++ b/crawl-ref/source/traps.cc @@ -1569,7 +1569,7 @@ void trap_def::shoot_ammo(actor& act, bool was_known) // Needle traps can poison. if (poison) - poison_player(1 + random2(3), "", n); + poison_player(1 + roll_dice(2, 7), "", n); ouch(damage_taken, NON_MONSTER, KILLED_BY_TRAP, n.c_str()); } |