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Fix Poison/Regeneration interaction

PostPosted: Sunday, 11th September 2016, 12:35
by VeryAngryFelid
Is it possible to combine poison damage calculation with regeneration calculation?
Currently it is bad to cast Regeneration when you are poisoned at high HP because you get this:
  Code:
You start resting. You feel sick. x9
HP restored. You feel sick.
You start resting. HP restored.
You start resting. You feel sick.
HP restored.
You start resting. You feel sick.
HP restored.
You start resting. You feel sick.
HP restored.
You start resting. You feel sick.
HP restored.
You start resting.
Your skin is crawling a little less now.
You feel sick.
HP restored.
You start resting.
You feel sick.
HP restored.
You start resting.
Your skin stops crawling.
You start resting. You feel sick.
Magic restored.
Damage: -0%(-1hp)   hp: 100%(150hp)
You start resting.
HP restored.
You start waiting. You feel sick.
HP restored.
You start waiting.
You feel sick.
HP restored.
You start waiting.
You feel sick.
HP restored.
You start waiting.
You feel sick.
HP restored.
You start waiting.
You feel sick.
You are no longer poisoned.


and have to press 5 again after every "HP restored.".

Spoiler: show
No, I cannot just continue exploring because I got the poison from a single very ugly thing and they usually come in packs.

Re: Fix Poison/Regeneration interaction

PostPosted: Sunday, 11th September 2016, 13:23
by KoboldLord
Poison really shouldn't be lasting out of battle at all. It usually isn't dangerous, and if it is fatal poison then it is a very tedious way to make the player die. More typically, the player just does the tedious task of manually resting to save a single consumable that is unlikely to ever matter.

Perhaps poison could do more damage but wear off quicker? If it did 25% damage to the player, you could get a little extra delay in the beginning where you can either quaff or not quaff curing, and then you get the little mini-torment. After it causes damage, it has a higher chance to wear off than current poison. If the damage is high enough, you may actually ever choose to quaff curing in battle, and either way the poison get resolves without the current tedium.

Re: Fix Poison/Regeneration interaction

PostPosted: Sunday, 11th September 2016, 13:58
by goodcoolguy
Poison should not produce damage over time. It should just be flat extra damage with effects like slow and paralysis. Damage over time is very, very bad.

Re: Fix Poison/Regeneration interaction

PostPosted: Sunday, 11th September 2016, 14:34
by arandomperson12
goodcoolguy wrote:Poison should not produce damage over time. It should just be flat extra damage with effects like slow and paralysis. Damage over time is very, very bad.

Why?

Re: Fix Poison/Regeneration interaction

PostPosted: Sunday, 11th September 2016, 14:50
by goodcoolguy
Case 1: You're fatally poisoned and there's not a damn thing you can do about it.

"Well, gg.... I guess I'll move around and see if I find a potion or something..."

Case 2: You're fatally poisoned and you can do something about it.

...

Case 3: You're poisoned but not fatally, all the monsters are dead.

5 5 5 5 5 5 5 5 5 5 5 55 5 5 55 5 5 5 5555

Case 4: You're poisoned, there are monsters around, it's not going to kill you.

See Case 2.

Case 5: You're a monster and you've been poisoned by the player.

"Why does this bastard keep moving away?"

Re: Fix Poison/Regeneration interaction

PostPosted: Sunday, 11th September 2016, 14:54
by arandomperson12
goodcoolguy wrote:Case 1: You're fatally poisoned and there's not a damn thing you can do about it.

"Well, gg.... I guess I'll move around and see if I find a potion or something..."

Case 2: You're fatally poisoned and you can do something about it.

...

Case 3: You're poisoned but not fatally, all the monsters are dead.

5 5 5 5 5 5 5 5 5 5 5 55 5 5 55 5 5 5 5555

Case 4: You're poisoned, there are monsters around, it's not going to kill you.

See Case 2.

Case 5: You're a monster and you've been poisoned by the player.

"Why does this bastard keep moving away?"

Why is this bad?

Re: Fix Poison/Regeneration interaction

PostPosted: Sunday, 11th September 2016, 14:57
by goodcoolguy
In two cases it does essentially nothing. In two cases it leads to repetitive boredom. In the remaining case it is the same as flat damage (arguably two cases here actually, but with repetitive boredom as well).

Re: Fix Poison/Regeneration interaction

PostPosted: Sunday, 11th September 2016, 15:20
by Shard1697
arandomperson12 wrote:
goodcoolguy wrote:Case 1: You're fatally poisoned and there's not a damn thing you can do about it.

"Well, gg.... I guess I'll move around and see if I find a potion or something..."

Case 2: You're fatally poisoned and you can do something about it.

...

Case 3: You're poisoned but not fatally, all the monsters are dead.

5 5 5 5 5 5 5 5 5 5 5 55 5 5 55 5 5 5 5555

Case 4: You're poisoned, there are monsters around, it's not going to kill you.

See Case 2.

Case 5: You're a monster and you've been poisoned by the player.

"Why does this bastard keep moving away?"

Why is this bad?
It's really annoying to have to keep mashing 5 until it wears off?

Re: Fix Poison/Regeneration interaction

PostPosted: Sunday, 11th September 2016, 20:10
by genericpseudonym
goodcoolguy wrote:Case 3: You're poisoned but not fatally, all the monsters are dead.

5 5 5 5 5 5 5 5 5 5 5 55 5 5 55 5 5 5 5555


It's only been a single 5 for like 3 versions or something.

The issue this thread is about is that regeneration screws with that, which could be pretty easily fixed by checking for remaining poison before "HP restored. You stop resting."