KhymChanur: Currently the chance of grid of object being altered/destroyed by a damage type is the same regardless of how much damage is dealt. So trees are always destroyed by fire, even if they're only dealt 1 point of fire damage, and fire has a 30% chance of turning sandwalls into glass walls, even if they're dealt 1,000 points of fire damage. I think it would make more sense for objects and features to be able to specify a minimum damage amount below which they're never affected, a maximum amount above which they're always effected, and in between a percentage chance based on the amount's position between the min and max. So trees could have something like:
DAM_RANGE = getter.resists {
FIRE = {1, 100}
ACID = {2, 200}
ELEC = {2, 200}
}
RavenRed: I do quite like this idea. This could also be used creatively by players, I think, by allowing (for example) for Yavanna worshippers to take on those Red Dragon Bats wihtout fear, knowing their breaths aren't strong enough to risk Yavanna's ire by destroying trees. This could also be used on tunnelling creatures, assuming that the tunneling effect could be quantified into a damage range.
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