Implementing Poison in Stendhal: Difference between revisions
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imported>Richgar I posted my formula for calculating the chance of inflicting poison. I'm hoping poisoned weapons will be a new feature sometime. |
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* If poison will be used as pure items for poisoning weapons, we should definitely think about decreasing the drop amount for poison. It's definitely too much and I guess there will not be any normal weapons anymore if just the normal one is used. - Bluelads4 |
* If poison will be used as pure items for poisoning weapons, we should definitely think about decreasing the drop amount for poison. It's definitely too much and I guess there will not be any normal weapons anymore if just the normal one is used. - Bluelads4 |
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** I'm suggesting that poison will not replace the weapon with a poisoned version but rather enable a temporary property of the weapon, stated above. I do agree that even by this method, normal poison bottles are a bit abundant, just by killing grass snakes. Even greater and deadly poison is a bit easy to get, by killing rats. If so, maybe we can make the method of attaining poison similar to fishing. We may use a tool, like a syringe along with an empty bottle, and use it on the corpse of the creature, which is a bit odd.. Or the drop rate of poisons can simply be reduced, which seems like a better idea. - Richgar |
** I'm suggesting that poison will not replace the weapon with a poisoned version but rather enable a temporary property of the weapon, stated above. I do agree that even by this method, normal poison bottles are a bit abundant, just by killing grass snakes. Even greater and deadly poison is a bit easy to get, by killing rats. If so, maybe we can make the method of attaining poison similar to fishing. We may use a tool, like a syringe along with an empty bottle, and use it on the corpse of the creature, which is a bit odd.. Or the drop rate of poisons can simply be reduced, which seems like a better idea. - Richgar |
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* I came up with an equation for calculating infliction chance for poison. |
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'''[1-0.625/(Weapon*Poison)]*√(Weapon/6)*[DamageTaken/DefenderHP-(DamageTaken/DefenderHP)^2]^(1/15)''' where the Weapon and Poison values are: |
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'''Club 1.25; Axe 2; Sword 3; Arrow 6; Dagger 7; || Regular Poison 0.5; Greater 1.5; Deadly 2.5; Disease 4; Mega 9;''' |
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The weapon values are based on the weapon's penetration and the poison values are based on the approximate strength. Regular poison is ineffective on club type weapons. DamageTaken is the damage the defender takes from the melee hit (taken). DefenderHP is the health of the defender before the hit (similar to tempHP). The second part in brackets represents a downward parabola. So if no damage is taken, i.e. miss or block, or if the enemy is killed in one strike, there is no chance of inflicting poison. The greatest chance of inflicting poison is by using a dagger with mega poison and inflicting a devastating wound that halves the enemy's hp. - Richgar |
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==Resolutions== |
==Resolutions== |
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