Could this be disabled or toned down a bit?
IMO only initial spell/trap damage should consume potions or scrolls.
Currently the deciding factor on how many healing potions are used up during something like the demon event seems not to be how much i am hurt, but instead the quota of Dollogs spawned (35 acid damage, twice per turn). Likewise Vor pride usually eats up all my scrolls from fire damage ticking AFTER fire blasts.
Alternatively a shop where potions and scrolls can be turned into their proof counterparts might be a serious thought, spare money not being an issue.
Item destruction from periodic damage and shields
Moderator: Moderator
Re: Item destruction from periodic damage and shields
It is based on damage done, I'm pondering cloaks of protections ..
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Item destruction from periodic damage and shields
I realized it's based on damage, but it's currently based on damage that happens far too frequently.
In Angband it was ok that fire breath could burn things - you generally tried to avoid being in LoS of hound packs and stuff like dragons had other options. I'd estimate that during enemy contact i may have been subject to incinerating attacks maybe 1 in 10 turns, max - only while facing enemies capable of it. And if i remember right, fire immunity items completely negated that threat anyway.
In T4 on the other hand a shielded enemy will subject my items to 2 threats every single turn - more if the enemy cannot be stunned and has a breath or summoning attack, which means i will flurry even if that's 2-4 hits connecting and 6 triggering the shield.
Due to the explosion radius of fireballs etc. and the nature of inferno, fire based damage is a lot harder to avoid than in vanilla and MUCH more frequent with the ticking residual damage. (I often PD out of a blast radius or inferno just to avoid a hit that I could easily eat HP-wise)
At the end of Mount Doom for example, i WILL be out of non resistant scrolls, if i try a classical approach.
In Angband it was ok that fire breath could burn things - you generally tried to avoid being in LoS of hound packs and stuff like dragons had other options. I'd estimate that during enemy contact i may have been subject to incinerating attacks maybe 1 in 10 turns, max - only while facing enemies capable of it. And if i remember right, fire immunity items completely negated that threat anyway.
In T4 on the other hand a shielded enemy will subject my items to 2 threats every single turn - more if the enemy cannot be stunned and has a breath or summoning attack, which means i will flurry even if that's 2-4 hits connecting and 6 triggering the shield.
Due to the explosion radius of fireballs etc. and the nature of inferno, fire based damage is a lot harder to avoid than in vanilla and MUCH more frequent with the ticking residual damage. (I often PD out of a blast radius or inferno just to avoid a hit that I could easily eat HP-wise)
At the end of Mount Doom for example, i WILL be out of non resistant scrolls, if i try a classical approach.
Re: Item destruction from periodic damage and shields
I've always wondered in Angband why elemental wyrms breathing for 1000+ damage never destroyed anything in your inventory... while a vortex breathing for 1 dam always managed to destroy your boots or rings of speed...