KoboldLord wrote:That sounds great. I'll fire up a naga, and hopefully I'll be able to play it without the same sense of shame I felt on my last one.
I have to admit that I have focused more on monster constriction than player's. What you reported last time (low str naga killing everyone with constriction) should be fixed, but if you're playing a stronger one, I'm not sure where the balance is now...
Player's base constriction damage is 2d(str/5). I had to reduce tentacled monstrosity's base damage to 9 because of the new formula. This should work. Although we could also just use str/3. I'm not sure why there is variance for player and not for monsters.
danharaj wrote:I feel like constriction would be better if it didn't deal any damage but also kept you in place longer, with high STR making it easier to break out.
Inept and normal mimics have damageless constriction. Str already has a huge impact on escape attempts. Formula is (4+n)d(8+str/4) >= 5d(8+HD/4) (n is the number of escape attempts).
danharaj wrote:I feel like constriction really doesn't matter for high damage, high ac, high hp characters, and strongly punishes low hp, high ev characters.
Now that it's treated as a normal attack, dodgers will have a much easier time dodging those grabs. But if they get too confident and let them be be grabbed, they'll still be in trouble.
dpeg wrote:What's wrong with having variance also for constriction damage?
I don't think it's called variance, because constriction damage from monsters isn't randomized. It just increases over time. The only randomisation comes from AC. Not sure why, you should ask the guy who came up with those formulae
It used to be a simple + duration, so a ball python would deal 1 damage the first turn, and 16 the 15th turn. A tentacled monstrosity would deal 12 the first turn and 27 the 15th. Now, it's a stepdown(duration,5), so a ball python deals 1 damage on turn 1, 2 on turn 5 and 3 on turn 15. A tentacled monstrosity deals 9 on first turn, 18 on turn 5 and still 27 on turn 15 (there might be little mistakes here, I haven't charts available, but you get the idea).
danharaj wrote:One idea I think could also work is making it so constriction damage doesn't increase if you try to escape. Making the player do nothing for a turn is quite strong already!
I don't think it's a good idea. It's not very intuitive and doesn't even make much sense. But failed escape attempts are not wasted time, far from it. It makes further attempts much more likely to succeed (as indicated by the message).
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...