Difference between revisions of "Projectile"

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(fixed errors in calculation. displayed math to TeX, added average value column)
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# Calculate <code>chance = 3 + erosion - enchantment</code>, where <code>erosion</code> is 3 if thoroughly [[erosion|eroded]], 2 if very eroded, 1 if just eroded, and 0 otherwise.  If the projectile has both types of erosion for its material, use the greater erosion only; erosions do not add.
 
# Calculate <code>chance = 3 + erosion - enchantment</code>, where <code>erosion</code> is 3 if thoroughly [[erosion|eroded]], 2 if very eroded, 1 if just eroded, and 0 otherwise.  If the projectile has both types of erosion for its material, use the greater erosion only; erosions do not add.
 
# If <code>chance</code> is at least 2, the projectile has a <code>(chance-1)/chance</code> chance of breakage.  Otherwise, it has a 1/4 chance.
 
# If <code>chance</code> is at least 2, the projectile has a <code>(chance-1)/chance</code> chance of breakage.  Otherwise, it has a 1/4 chance.
# If the projectile is blessed, there is a further chance of is being unbroken, modified by the character's luck.  Multiply the value from step 2 by the value from the table below.<ref>{{sourcecode|Dothrow.c|1332}} Breakage: Blessed projectiles</ref><ref>{{sourcecode|Rnd.c|38}} Breakage: Luck</ref> The result is the total chance of the projectile breaking.
+
# If the projectile is blessed, there is a further chance of is being unbroken, modified by the character's luck.<ref>{{sourcecode|Dothrow.c|1332}} Breakage: Blessed projectiles</ref> Multiply the value from step 2 by the value from the table below.  The result is the total chance of the projectile breaking.
  
 
{|class="prettytable"
 
{|class="prettytable"
 
!Luck Range
 
!Luck Range
!Value
+
!Exact Value<ref>{{sourcecode|Rnd.c|38}} Breakage: Luck</ref>
 +
!Average Value
 
|-
 
|-
 
| -13 to -3
 
| -13 to -3
|(199 - 4 * Luck) / (200 - 4 * Luck)
+
|<math>\frac{197 - 4 \cdot Luck}{200 - 4 \cdot Luck}</math>
 +
|0.987
 
|-
 
|-
 
| -2 to 2
 
| -2 to 2
|(52 - Luck) / (200 - 4 * Luck)
+
|<math>\frac{148 - 3 \cdot Luck}{200-4 \cdot Luck}</math>
 +
|0.740
 
|-
 
|-
 
|3 to 5
 
|3 to 5
|(101 - 2 * Luck) / (200 - 4 * Luck)
+
|<math>\frac{99 - 2 \cdot Luck}{200-4 \cdot Luck}</math>
 +
|0.495
 
|-
 
|-
 
|6 to 8
 
|6 to 8
|3/4
+
|<math>\frac{1}{4}</math>
 +
|0.25
 
|-
 
|-
 
|9 to 13
 
|9 to 13
|3/(200 - 4 * Luck)
+
|<math>\frac{1}{200-4 \cdot Luck}</math>
 +
|0.006
 
|}
 
|}
  

Revision as of 22:25, 22 July 2008

Projectiles are objects thrown by you or a monster, or shot with a launcher.

Thrown objects

Any item can be thrown (and thus be considered a projectile) if the entity throwing it is strong enough. Use the [t]hrow command to provide a list of readily-thrown items. You can expand this list to include your entire inventory by pressing [*].

Thrown items may receive a penalty to hit if there is an appropriate launcher (see below) for the item

Launchers and their ammunitions

Launchers and their ammunitions
Launcher Ammunition allowed
Sling
Bow
Crossbow

To get the most out of the appropriate , you need to [w]ield the appropriate launcher and also [Q]uiver the relevant ammunition. Then you can [f]ire in an appropriate direction, possibly resulting in multiple shots, or throw the ammunition to fire a single shot. With an appropriate launcher wielded, you receive no penalties for either throwing or firing ammunition.

Breakage

Some projectiles are at risk of breakage if they score a hit. The chance of breakage is determined as follows:

  1. Calculate chance = 3 + erosion - enchantment, where erosion is 3 if thoroughly eroded, 2 if very eroded, 1 if just eroded, and 0 otherwise. If the projectile has both types of erosion for its material, use the greater erosion only; erosions do not add.
  2. If chance is at least 2, the projectile has a (chance-1)/chance chance of breakage. Otherwise, it has a 1/4 chance.
  3. If the projectile is blessed, there is a further chance of is being unbroken, modified by the character's luck.[1] Multiply the value from step 2 by the value from the table below. The result is the total chance of the projectile breaking.
Luck Range Exact Value[2] Average Value
-13 to -3 \frac{197 - 4 \cdot Luck}{200 - 4 \cdot Luck} 0.987
-2 to 2 \frac{148 - 3 \cdot Luck}{200-4 \cdot Luck} 0.740
3 to 5 \frac{99 - 2 \cdot Luck}{200-4 \cdot Luck} 0.495
6 to 8 \frac{1}{4} 0.25
9 to 13 \frac{1}{200-4 \cdot Luck} 0.006

Breakable projectiles are:

Daggers do not break, and as such are a favorite projectile for those classes that can gain skill in their use.

Footnotes

  1. Dothrow.c, line 1332 Breakage: Blessed projectiles
  2. Rnd.c, line 38 Breakage: Luck


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