memorable randarts

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  • Timo Pietilä
    Prophet
    • Apr 2007
    • 4096

    Originally posted by MattB
    Ah, but here's the thing about randarts - I never actually had it!
    Yes, it's nominally pretty common, but I had been hanging around in the sixties for maybe 50 level generations and it didn't show up! Ironically, the reason that I spent so long around that depth was that I DIDN'T HAVE ANY SPEED!

    If you can survive dlvl 60 without any speed you can survive dlvl 90. Next time you should dive to native RoS depth ASAP in that case. RoS is native at dlvl 75. Many better objects deep in that depth. Trickery is native at 70.

    Comment

    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      Originally posted by Estie
      The reason why this looks so much more powerful than Gondricam is that there are 50 artifact weapons but only 5 cloaks.
      Gondricam is just a spiced up version of Defender ego, and not even very good one at that. It doesn't matter how many artifacts there are if the comparison can be made to weak ego. This is like getting Ringil-equal weapon from Thorongil. +10 speed is endgame-quality, no matter which slot it appears (well, maybe ring slot RoS can beat it if speed is only thing in it)

      Comment

      • Malatar
        Scout
        • Dec 2009
        • 25

        When my mage found this, I knew I was doomed... That extra radius 1 light is completely OP.

        the Lucerne Hammer 'Herenya' (3d5) (+13,+40) [+19] <+2, +1>
        Found lying on the floor in a vault at 4500 feet (level 90).

        +2 stealth, attack speed.
        Slays evil creatures.
        *Slays* demons, undead.
        Provides immunity to acid.
        Provides resistance to cold, dark.
        Cannot be harmed by acid, electricity, fire, cold.
        Slows your metabolism. Speeds regeneration.

        When activated it restores all your stats and your experience points.
        Takes 569 to 766 turns to recharge at your current speed.

        6.0 blows/round.
        Average damage/round: 549.6 vs. evil creatures, 729 vs. demons, 729 vs undead, and 489.6 vs others.

        Radius 1 light.
        Attached Files
        Last edited by Malatar; May 20, 2013, 08:44.

        Comment

        • Estie
          Veteran
          • Apr 2008
          • 2347

          Originally posted by Timo Pietilä
          Gondricam is just a spiced up version of Defender ego, and not even very good one at that. It doesn't matter how many artifacts there are if the comparison can be made to weak ego. This is like getting Ringil-equal weapon from Thorongil. +10 speed is endgame-quality, no matter which slot it appears (well, maybe ring slot RoS can beat it if speed is only thing in it)
          Yeah thats why I was asking to assume no egos. Those mess up evaluation.

          Speed +10 is not endgame quality on weapons. Spear (+10,+10) <+10> speed and nothing else is junk as soon as you have 1 other speed item +10. And such weapons are fairly common, I see them like every 2nd game.

          In other slots, it becomes immediate consideration for the endgame kit, but isnt necessarily superior. For example, consider a game where you find a +10 speed helm. If you get speed boots, speed ring, you are likely to prefer an ESP hat over it, or a crown of might for the stats/sustains.

          Comment

          • Estie
            Veteran
            • Apr 2008
            • 2347

            Originally posted by Malatar
            When my mage found this, I knew I was doomed... That extra radius 1 light is completely OP.

            the Lucerne Hammer 'Herenya' (3d5) (+13,+40) [+19] <+2, +1>
            Found lying on the floor in a vault at 4500 feet (level 90).

            +2 stealth, attack speed.
            Slays evil creatures.
            *Slays* demons, undead.
            Provides immunity to acid.
            Provides resistance to cold, dark.
            Cannot be harmed by acid, electricity, fire, cold.
            Slows your metabolism. Speeds regeneration.

            When activated it restores all your stats and your experience points.
            Takes 569 to 766 turns to recharge at your current speed.

            6.0 blows/round.
            Average damage/round: 549.6 vs. evil creatures, 729 vs. demons, 729 vs undead, and 489.6 vs others.

            Radius 1 light.

            Thats a nice one, particularly for a mage.

            Comment

            • MattB
              Veteran
              • Mar 2013
              • 1214

              Originally posted by Timo Pietilä
              If you can survive dlvl 60 without any speed you can survive dlvl 90. Next time you should dive to native RoS depth ASAP in that case. RoS is native at dlvl 75. Many better objects deep in that depth. Trickery is native at 70.
              Ah, my mistake. I thought RoS was native in the sixties - probably because that's when they start showing up in chests and vaults. The problem was the uniques, not the general mobs (well, apart from the plasma and hell hounds that did for me in the end ). As a HT warrior with no fire immunity I had no reliable tele other options (7 rods, fail rate of 17%).

              Any how, he's dead and gone but his son, Ran Dunt XVI, is on the way down to level 60 to find that sodding cloak his Daddy missed!

              P.S. Thanks for the advice

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                Originally posted by MattB
                Ah, my mistake. I thought RoS was native in the sixties - probably because that's when they start showing up in chests and vaults. The problem was the uniques, not the general mobs (well, apart from the plasma and hell hounds that did for me in the end ). As a HT warrior with no fire immunity I had no reliable tele other options (7 rods, fail rate of 17%).
                Tele Other won't help with Plasma hounds, no matter what... And Tele other isn't really an escape; it's a highly effective evasion technique.
                Also: no matter how many rods you have, you should still carry wands of Tele other. The fail rate is much lower.

                Comment

                • MattB
                  Veteran
                  • Mar 2013
                  • 1214

                  Originally posted by Pete Mack
                  Tele Other won't help with Plasma hounds, no matter what... And Tele other isn't really an escape; it's a highly effective evasion technique.
                  Also: no matter how many rods you have, you should still carry wands of Tele other. The fail rate is much lower.
                  Couldn't agree more, Pete. I was talking about tele other with respect to avoiding the uniques I couldn't fight due to having no speed (rather than the hounds that killed me while I was hunting for speed). I usually do carry wands and rods of TA, but I think I had dropped the wands to carry some extra consumables back to the stockpile I always build in my home, and almost never use (one winner, twice died to Mr M, maybe a hundred attempts in the last two years that never got that far). Needless to say, having dropped them they disappeared from the dungeon thereafter...

                  Comment

                  • Philip
                    Knight
                    • Jul 2009
                    • 909

                    Originally posted by Estie
                    Yeah thats why I was asking to assume no egos. Those mess up evaluation.

                    Speed +10 is not endgame quality on weapons. Spear (+10,+10) <+10> speed and nothing else is junk as soon as you have 1 other speed item +10. And such weapons are fairly common, I see them like every 2nd game.

                    In other slots, it becomes immediate consideration for the endgame kit, but isnt necessarily superior. For example, consider a game where you find a +10 speed helm. If you get speed boots, speed ring, you are likely to prefer an ESP hat over it, or a crown of might for the stats/sustains.
                    I would happily use a spear 1d6 +10 speed with at least three classes. Mages, rangers, priests don't have to, but can use the weapon slot as a statstick. Mages might be better off doing so, what with Morgy's max damage being melee. A warrior I would briefly consider just shooting stuff with, with a rogue I would probably use it for a long time and not kill stuff much. A paladin, that would be worse. I would discard it as soon as I had +10 speed from somewhere else. Similarly with the warrior, unless I have a high to_dam and extra might or shots bow/crossbow. Then I'd wait for +20 speed or an excellent weapon.
                    As far as helms go, I probably would use ESP over speed if I already had +10, but ESP always seems to appear on at least two or three randart slots, and then there are cloaks of Magi and such. A helm of serenity would be tempting if I lacked one or two of the things it gives, in such a case I would probably use one.

                    Comment

                    • Timo Pietilä
                      Prophet
                      • Apr 2007
                      • 4096

                      Originally posted by Philip
                      A paladin, that would be worse. I would discard it as soon as I had +10 speed from somewhere else. Similarly with the warrior, unless I have a high to_dam and extra might or shots bow/crossbow. Then I'd wait for +20 speed or an excellent weapon.
                      Thing with that weapon is that it allows you to use a huge variety of things other than speed, RoDam instead of RoS for example. +10 speed over zero speed is also +100% increase in damage. +20 speed over +10 is 50% more damage and +30 speed over +20 speed is 30% more damage (approx).

                      It also allows you to move same amount as that damage before monsters get turn and can wake up, so it also helps stealth same amount. Speed trumps (almost) everything else until you hit +30 or so (+20 for those that have easy access to haste).

                      For classes that do not have access to easy haste that weapon would be rather obvious choice at least until you find something a lot better while still at speed that is manageable.

                      For armor that is not boots speed is huge bonus. That is why DSM of Speed got removed from game. Everybody ended up using one if they found one. +10 in cloak is better than any normal artifact set armor except Feanor. I would probably use that over Bladeturner-equal cloak in endgame (that is unless I have +30 speed from other obvious choices, like Ringil & Feanor & Nenya & Vilya, and even then it is still tempting)

                      Comment

                      • Magnate
                        Angband Devteam member
                        • May 2007
                        • 5110

                        Originally posted by Timo Pietilä
                        Thing with that weapon is that it allows you to use a huge variety of things other than speed, RoDam instead of RoS for example. +10 speed over zero speed is also +100% increase in damage. +20 speed over +10 is 50% more damage and +30 speed over +20 speed is 30% more damage (approx).

                        It also allows you to move same amount as that damage before monsters get turn and can wake up, so it also helps stealth same amount. Speed trumps (almost) everything else until you hit +30 or so (+20 for those that have easy access to haste).

                        For classes that do not have access to easy haste that weapon would be rather obvious choice at least until you find something a lot better while still at speed that is manageable.

                        For armor that is not boots speed is huge bonus. That is why DSM of Speed got removed from game. Everybody ended up using one if they found one. +10 in cloak is better than any normal artifact set armor except Feanor. I would probably use that over Bladeturner-equal cloak in endgame (that is unless I have +30 speed from other obvious choices, like Ringil & Feanor & Nenya & Vilya, and even then it is still tempting)
                        This. This is why rating speed is so hard. The value of speed is nonlinear, and its precisely type of nonlinearity is slot-dependent.
                        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9647

                          Originally posted by Magnate
                          This. This is why rating speed is so hard. The value of speed is nonlinear, and its precisely type of nonlinearity is slot-dependent.
                          Indeed. And because of this, I think that (despite, I'm afraid, all the work you've put into it) designing randarts by overall object power is doomed to failure. I think the O-style micromanagement by slot is a better approach.

                          Having said that, though, V randarts still work pretty well. And it's possible that you could add per-slot restrictions/modifications that might improve things.

                          Here's me, sitting on the fence again.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • LostTemplar
                            Knight
                            • Aug 2009
                            • 670

                            Object power is OK, however it should then be translated into object rarity, using some function, which should depend on slot. Gaussian definitely should work. Simply compute means and sigmas for standard artifacts (for every slot) and use the same values for randart distributions. Remove 'based on' stuff.

                            Comment

                            • Magnate
                              Angband Devteam member
                              • May 2007
                              • 5110

                              Originally posted by Nick
                              Indeed. And because of this, I think that (despite, I'm afraid, all the work you've put into it) designing randarts by overall object power is doomed to failure. I think the O-style micromanagement by slot is a better approach.

                              Having said that, though, V randarts still work pretty well. And it's possible that you could add per-slot restrictions/modifications that might improve things.

                              Here's me, sitting on the fence again.
                              I don't see why the approaches can't be combined. Overall object power has many uses other than randarts, and seems a sensible approximation as long as we accept that it can never be perfect. But "micromanagement by slot" sounds like it would lead to some improvements.

                              I did implement per-slot ratings/restrictions/mods, but I can no longer remember what made it into V, what's in v4 and what's only possible in Pyrel. Pyrel is definitely the most advanced/flexible system, and Pyrel's randarts will I hope combine the best of both approaches.
                              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                              Comment

                              • OOD Town drunk
                                Adept
                                • Feb 2013
                                • 171

                                This is possibly the best randart I've found so far:

                                Code:
                                the Ring of Estelon <+3, +1>
                                     Dropped by Maeglin, the Traitor of Gondolin at 4350 feet (level
                                     87).
                                     
                                     +3 strength, intelligence, wisdom, dexterity, constitution,
                                     charisma, speed.
                                     Provides immunity to acid.
                                     Provides resistance to lightning, fire, cold, dark, sound.
                                     Provides protection from confusion.
                                     Cannot be harmed by acid, electricity, fire, cold.
                                     Speeds regeneration.  Prevents paralysis.  Grants telepathy. 
                                     Grants the ability to see invisible things.  
                                     
                                     When aimed, it creates a large frost ball with damage 200.
                                     Takes 254 to 312 turns to recharge at your current speed.
                                     Your chance of success is 90.7%
                                     
                                     Radius 1 light.

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