Randart luck :)
				
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 Note, tho, that +11 Con *looks* impressive, but a lot of it will probably be wasted. The killer aspects on that katana are the speed boost, the extra damage dice, and the total combination of slays/brands...VERY few critters will NOT take significant extra damage.Comment
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 http://trac.rephial.org/ticket/571. I'm looking forward to tweaking the randart generator once that's implemented ...
 
 @zikke: blows/might/shots are limited to +3
 
 @siggesigge: when the randart generator picks a pval-dependent attribute, there is a one-in-(pval*x) chance of increasing the pval by one, where x is 1 unless blows/might/shots are present. The initial pval is set using 1d4, so the chances of getting +11 are at most 1 / (10x9x8x7x6x5x4), i.e. 0.000165%, and that's without factoring in the chances of picking pval-dependent stuff in the first place. Speed is treated differently though, with a higher initial pval, so +11 isn't quite so uncommon if speed is present."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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 The special-casing for speed is only for the initial pval (and I haven't checked recently to see if this survived the bitflag rewrite at r1948). When any new pval-dependent attribute is added to a randart, the power rating is not only increased by the value of that attribute, but there is also an extra power term for multiple pval attributes, which tops out at +24 (e.g. four attributes with a +6 pval, six with +4, two with +12 etc.). So if +11 speed was chosen first (which is most likely), once any other pval-dependent attribute was added, no further ones could be. (Searching and Charisma are exceptions to this rule, as their value is deemed to be zero.)
 
 The highest non-speed pval I have ever seen is +10, which was INT and WIS IIRC - nice caster item."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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 The actual values are:
 
 STR, DEX, CON, stealth: 1
 INT, WIS: 0.75
 CHR, infravision, tunnelling, searching: 0
 
 Interestingly, speed is also rated at zero, so you could theoretically have +12 speed, STR, CON. (Speed has quite a high power rating in its own right, so it doesn't contribute to this additional term.)
 
 I think it's probably worth putting tunnelling to 0.25 or thereabouts, based on Derakon's logic."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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 Actually they are not. They are, if your other gear is utter crap, but if you have found other Rings of Power, aggravation in The One is major drawback, and Bladeturner is heavy (50 lbs) with -8 to hit with almost nothing extra compared to ordinary PDSM and with worse activation.
 
 I have found both and two cases of three I didn't use The One and the only case I found Bladeturner I didn't use it. I had no need for anything it had.
 
 If something Bladeturner needs boost. For randarts I don't care if it gets overvalued as long as the item created based on it is rare.Comment
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 Thing with tunneling is that high values have, well, high value, but with low values they don't have a value at all. Tunneling through GCV so fast that monsters inside don't have time to wake up is valuable.
 
 Why is stealth valued higher than spellcasting stats? I would understand high stealth value if already awake monsters would not automatically know where you are but because they do stealth value isn't that big. More like 0.5 than 1.
 
 It would be completely different situation if you could sneak past awake monsters that do not have LoS to you with high stealth. Then I would rate stealth very high indeed.Comment
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 True, but that's about the value of tunnelling per se, not about its importance in combination with other pval stuff.It's possible to get perfect stealth, and with randarts this is more achievable. Perfect or near-perfect stealth (high 20s) is really stupendously useful, because so few monsters wake up that it doesn't matter that they know where you are.Why is stealth valued higher than spellcasting stats? I would understand high stealth value if already awake monsters would not automatically know where you are but because they do stealth value isn't that big. More like 0.5 than 1.
 
 In fact this is possible without any randarts at all:
 
 +4 from Defender
 +3 from armour of Elvenkind
 +5 from Elven cloak of Aman/Stealth
 +3 from shield of Elvenkind
 +3 from boots of Stealth/Elvenkind
 
 That's +18, which gives a hobbit or kobold rogue 28 stealth, which is 2 off perfect IIRC."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
 
	 
							
						
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