Okay. I got together a test char, L50, with a few stacks of standard 'good loot':
Code:
Potions ('!')
A - heap of 10 uncursed potions of gain attributes [40s]
B - heap of 10 uncursed potions of ultra healing [20s]
Scrolls ('?')
C - heap of 10 uncursed scrolls of chaos resistance [20s]
My intention was to throw him down the Rift a bunch of times, make a note as to exactly how many of each item were destroyed over the course of the whole affair, then add in a bunch of other crappy items and repeat, again noting the rate of destruction of the three key item stacks. However, the research kind of veered off in another direction when I noticed an interesting behaviour.
So I hurl this unfortunate soul down the Rift twenty times and recorded every destroyed item each trial:
Code:
1. 5 PoGA
2. 5 PoGA
3. 2 PoGA
4. Nothing
5. 8 PoGA
6. 2 PoGA
7. Nothing
8. 6 PoGA
9. 8 PoGA
10. Nothing
11. 9 PoGA
12. 10 PoGA
13. 6 PoGA
14. 3 PoGA
15. Nothing
16. 5 PoGA
17. Nothing
18. 8 PoGA
19. 2 PoGA
20. 7 PoGA
Okay, that's weird. I wonder what happens if we discard the PoGA? Let's try another twenty with the SoCR and PoUH only.
Code:
1. Nothing
2. 4 PoUH
3. 2 PoUH
4. Nothing
5. 2 PoUH
6. Nothing
7. 4 PoUH
8. Nothing
9. 8 PoUH
10. 2 PoUH
11. 7 PoUH
12. 4 PoUH
13. 10 PoUH
14. 7 PoUH
15. 5 PoUH
16. Nothing
17. Nothing
18. 6 PoUH
19. 3 PoUH
20. Nothing
The PoGA in the first trial seemed to be effectively 'protecting' the stack of PoUH, i.e. if the roll was failed such that damage was applied to an item stack, it would always be the PoGA that took the hit.
Well, this is pretty intriguing, I think to myself. It may not be that PoGA always protect PoUH or similar, but that depending on the order in which stacks are arranged in the character's inventory (which is dependent on the order in which they are discovered IIRC?) that certain stacks may always 'cover' other stacks in this fashion. This is speculation founded on the observation that the RNG, when it rolls to destroy items, is always destroying from the 'top stack' in the PC's inventory.
Let's try with just the SoCR. Are the PoGA and PoUH protecting them in turn?
Code:
1. Nothing
2. Nothing
3. Nothing
4. Nothing
5. Nothing
6. Nothing
7. Nothing
8. Nothing
9. Nothing
10. Nothing
11. Nothing
12. Nothing
13. Nothing
14. Nothing
15. Nothing
16. Nothing
17. Nothing
18. Nothing
19. Nothing
20. Nothing
SoCR are rift-immune? I never knew that. A little bit more testing with a SoID stack appears to confirm that all scrolls are immune to Rift destruction, which stands to reason really as a scroll would be rather difficult to smash. The 'cover stack' effect is far and away the most curious thing here though.
Let's try some more testing, this time only with items we know to be destructible.
Code:
Potions ('!')
A - heap of 10 uncursed potions of ultra healing [20s]
B - heap of 10 uncursed potions of water [40s]
C - heap of 10 uncursed potions of poison [40s]
D - heap of 10 uncursed potions of strength [40s]
Code:
1. 1 PoPsn
2. 6 PoUH
3. 10 PoUH, 5 PoPsn
4. 2 PoUH, 5 PoPsn
5. Nothing
6. 3 PoPsn
7. 10 PoUH, 2 PoPsn
8. 6 PoPsn
9. 4 PoUH, 5 PoPsn
10. 8 PoPsn
11. 5 PoUH, 3 PoPsn
12. 10 PoUH, 4 PoPsn
13. 7 PoPsn
14. 5 PoUH
15. 2 PoUH
16. 2 PoUH, 4 PoPsn
17. 8 PoUH, 1 PoPsn
18. 7 PoUH, 3 PoPsn
19. 8 PoUH
20. 1 PoUH
Well, that pretty much proves that some stacks 'cover' others. The stacks of PoWater and PoStr are completely invulnerable in this inventory arrangement. Now then, let's take away the potions of ultra healing, and see what happens - will the vulnerable stack now be poison only, or will the arrangement change?
Code:
1. 1 PoStr
2. 6 PoWater
3. Nothing
4. 10 PoWater, 7 PoStr
5. Nothing
6. 9 PoWater, 9 PoStr
7. 10 PoStr
8. 4 PoWater, 8 PoStr
9. 9 PoStr
10. 7 PoWater
11. Nothing
12. 6 PoWater
13. 7 PoWater, 4 PoStr
14. Nothing
15. 9 PoWater, 10 PoStr
16. 8 PoWater, 3 PoStr
17. Nothing
18. 2 PoWater
19. 4 PoWater
20. 9 PoStr
This is pretty fascinating. Now the poison is invulnerable. It appears to be that the RNG only makes a destruction roll on every second stack (starting from stack #1) in the PC's inventory from the top down.
One last trial to confirm.
Code:
Potions ('!')
A - heap of 10 uncursed potions of water [40s]
B - heap of 10 uncursed potions of poison [40s]
C - heap of 10 uncursed potions of dexterity [40s]
D - heap of 10 uncursed potions of confusion [20s]
E - heap of 10 uncursed potions of strength [40s]
F - heap of 10 uncursed potions of gain attributes [40s]
G - heap of 10 uncursed potions of boost mana [20s]
H - heap of 10 uncursed potions of troll blood [20s]
I - heap of 10 uncursed potions of cure corruption [20s]
J - heap of 10 uncursed potions of boost speed [20s]
Code:
1. 8 PoWater, 5 PoDx, 7 PoSt, 9 PoBoostMa, 8 PoCC
2. 2 PoWater, 10 PoDx, 2 PoCC
3. 9 PoWater, 2 PoCC
4. 4 PoSt, 2 PoBoostMa, 5 PoCC
5. 6 PoWater, 4 PoDx, 10 PoSt, 5 PoBoostMa, 6 PoCC
6. 9 PoDx, 7 PoBoostMa, 2 PoCC
7. 7 PoWater, 9 PoDx, 1 PoSt
8. 7 PoDx, 8 PoSt, 6 PoBoostMa, 2 PoCC
9. 9 PoWater, 4 PoDx, 8 PoBoostMa, 6 PoCC
10. 7 PoWater, 3 PoDx, 9 PoBoostMa, 2 PoCC
Well, there you have it. Alternating stacks from the top down. This is pretty awesome actually. Obviously this would need some testing in a practical setting, but the implication of this is that with intelligent inventory management, one could pick and choose exactly which 'disposable' items one wished to sacrifice to the RNG when climbing the Rift.