Kaervas
01-04-2010, 12:30 PM
Referring to non-equipped items breaking in combat, how exactly does this occur? I vaguely recall some old D&D rules where your items have to make saves if you roll a 1 against a spell, but I'm sure there are other factors.
As far as I have seen, it has happened to me from melee, ranged, and spells, of all elemental types, regardless of whether I save. I'm unsure of whether an incoming melee critical has any bearing on the chance of something breaking, due to always running with heavy fortification.
My inventory is set up with:
Tab 2: Weapon switches and a few cheap wands
Tab 3: Wearable gear switches
Tab 4 top: Spell components (arranged lvl 1 to 9 and then diamond dust)
Tab 4 bottom: +5 thieves' tools
Tab 5 top: Scrolls
Tab 5 bottom: Mnemonics
I have noticed that if I keep low grade arrows in my ammo slot, they break first 95% of the time. The other 5% is wand damage. So far, this arrangement seems to work for protecting what I want to protect in my bags, my valuable SP potions have only been broken one time, ever. I forget exactly what caused them to break, but they were in the same position as listed above so it must have been freakishly unlucky.
If I replace the cheap arrows with higher grade slayer or greater slayer arrows with 25 and 50 hardness respectively, the arrows almost never break but I will see an instant increase in the number of wands and reagents I lose.
It feels that, when the game decides that you've lost an inventory item to damage, it goes through the list making some kind of check for all eligible items until one (or more than one in the same stack) fails that check.
It also feels that elemental damage is more likely to break something, especially area effect spells when a save is failed (haven't noticed any increase in likelihood of inventory damage when rolling a 1 though).
Basically I'd like someone to confirm/deny these guesses of mine.
Any tips for mitigating/preventing inventory damage would be great as well.
As far as I have seen, it has happened to me from melee, ranged, and spells, of all elemental types, regardless of whether I save. I'm unsure of whether an incoming melee critical has any bearing on the chance of something breaking, due to always running with heavy fortification.
My inventory is set up with:
Tab 2: Weapon switches and a few cheap wands
Tab 3: Wearable gear switches
Tab 4 top: Spell components (arranged lvl 1 to 9 and then diamond dust)
Tab 4 bottom: +5 thieves' tools
Tab 5 top: Scrolls
Tab 5 bottom: Mnemonics
I have noticed that if I keep low grade arrows in my ammo slot, they break first 95% of the time. The other 5% is wand damage. So far, this arrangement seems to work for protecting what I want to protect in my bags, my valuable SP potions have only been broken one time, ever. I forget exactly what caused them to break, but they were in the same position as listed above so it must have been freakishly unlucky.
If I replace the cheap arrows with higher grade slayer or greater slayer arrows with 25 and 50 hardness respectively, the arrows almost never break but I will see an instant increase in the number of wands and reagents I lose.
It feels that, when the game decides that you've lost an inventory item to damage, it goes through the list making some kind of check for all eligible items until one (or more than one in the same stack) fails that check.
It also feels that elemental damage is more likely to break something, especially area effect spells when a save is failed (haven't noticed any increase in likelihood of inventory damage when rolling a 1 though).
Basically I'd like someone to confirm/deny these guesses of mine.
Any tips for mitigating/preventing inventory damage would be great as well.