by Nandrew on Fri Jun 22, 2012 10:58 am
Okay, well, THPOILERTH! (it'll help fill out the wiki, at least)
The following will be accurate once today's update has been released.
JJ performs a piety/punish roll on the following actions:
- Enemy reveal (non-plants only)
- Enemy death (XP-valuable only)
- Successful dodging
- Item conversion
- Casting the following: BYSEPPS, WONAFYT, WEYTWUT, GETINDARE, APHEELSIK, CYDSTEPP
This roll picks a random integer from 1-15, which is compared to an internal "happiness value" for the god which starts at 14. If the rolled number is less than or equal to JJ's happiness, 2-4 piety will be granted and JJ's internal happiness value will be decreased by 1 (to a minimum of 5).
If the rolled number is higher, a minor punishment is inflicted and JJ's happiness increases by 2 (to a maximum of 14 again).
The minor punishments are determined by another roll, from 0 to 10.
0 = poison
1 = burn
2 = health loss
3-5 = weaken
6-8 = corrode
9-10 = curse
This is where it gets a little trickier to describe: each status ailment now has a "reroll threshold", and if the punishment roll lands on an ailment with a threshold that's too high, it rerolls instead of inflicting that punishment. All thresholds start at 0 (except health loss and burn, which start more graciously at 1). The threshold number represents the minimum number of RNG rolls needed in any given punishment check before that particular punishment is available.
Thus -- given starting values as an example -- if the first roll lands on health loss, it will force a reroll. That reroll is then at liberty to inflict health loss OR mana burn. If any ailments exist at a threshold of 2 or more, on the other hand, those are exempt for at least one more RNG.
Whenever a particular punishment is successfully inflicted, that punishment's threshold will permanently increase by 1.