memorable randarts
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Best bow I've ever seen...
the Long Bow 'Faladroth' (x5) (+25,+20) <+2>
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+2 strength, dexterity, shooting speed, shooting power.
+10% to searching.
Slays undead.
Provides immunity to acid.
Provides resistance to lightning, cold, poison, disenchantment.
Provides protection from blindness.
Cannot be harmed by acid, electricity, fire, cold.
Slows your metabolism. Feather Falling. Speeds regeneration.
...or rather, not actually seen. Needless to say, I'm keeping randarts after the untimely demise of my Half-Troll rogue.Leave a comment:
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It's not that great -- I've pretty much stopped playing that priest character. I haven't found the second +2 attack speed ring, but as it turns out, chasing that "impossible" gear may not the most fun gameplay one can have. Go figure. Of course, YMMV, there are still people who play Alchemists in ToME 2.x, so...
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I may still play the character to the end, but the thing is that you actually don't need +N attacks to win, so why bother?Leave a comment:
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Yup, I remember. I've gotten +4 blows many times, and I've seen another's character dump with +6. I would really prefer not to take the ultra-cheesy hand-editing route.Leave a comment:
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Good luck, but be aware that the randart generation code has gotten nerfed several times to make such things much less likely. Back in the 3.1.2 and 3.2 days extra blows, extra shots, off-weapon brands, etc. were relatively common, and were a big part of the reason why the game was so much easier back then. Nowadays the game puts a significantly bigger valuation on non-weapon enchantments that improve your melee/ranged damage.Also, I am working on generating a set of randarts that has a lategame kit giving at least 6 extra blows. If I can get 2 of the rings, the weapon, and the armor to do it, I'll be a happy man. And I'm pretty sure I remember generating a +blows light source one time. If/when I ever find what I'm looking for without cheating (beyond looking at artifact.spo), I'll post the savefile or something.Leave a comment:
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I had a "bump" message written out earlier but deleted the text and replaced it with "night of the living thread."
Ahem. Bump.
Also, I am working on generating a set of randarts that has a lategame kit giving at least 6 extra blows. If I can get 2 of the rings, the weapon, and the armor to do it, I'll be a happy man. And I'm pretty sure I remember generating a +blows light source one time. If/when I ever find what I'm looking for without cheating (beyond looking at artifact.spo), I'll post the savefile or something.Leave a comment:
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If you want to know the exact rarity as it is right there at that moment. I have no clue about that pool size. I bet no player has. Reverse equation would still make that same. It would still be relative to each other.There's a large pool of items, and they all have different rarities relative to each other. Then the game picks from that pool. You don't really need to understand the source, but you do need to know what the total size of the pool is (i.e. the summation of all rarity values).
With reverse rarity setting you can do no-limit scenario. Now there are limits. 100 is too small. 1000 is too small. One million....perhaps, but rarest item should not be insane just extremely powerful.Leave a comment:
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Except that then you can't handle monster drops as "this monster drops up to N items". That is impossible to do if you want to specify rarity in terms of "this item has a 1 in X chance of dropping."
There's a large pool of items, and they all have different rarities relative to each other. Then the game picks from that pool. You don't really need to understand the source, but you do need to know what the total size of the pool is (i.e. the summation of all rarity values).
If there's only 1 droppable item, then it doesn't matter what its rarity is; it'll drop every time. If there's 2 droppable items, one has a rarity of 99, the other has a rarity of 1, then the latter will drop 1% of the time. Et cetera.Leave a comment:
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I like the way that in discussing why Magnate dislikes the thread, we are making it longer
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Well, as I said you could then make hyper rare insane things without having any limits (except length of the integer bitwise).It's 1-1000 in v4, which is a lot better, but you can't really have arbitrary rarity while you're limited by integers.
I don't think I understand the need to have rare items have a high number though; alloc_proc seems equally if not more intuitive to me (number of occurrences on the number line).
I don't see how this is intuitive: "how rare is the thing? One." One what? You need to know the source to understand the limit. If you have it other way around IE one time in <rarity> then that's very intuitive to use to me.Leave a comment:
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Keep in mind that the only reason Magnate doesn't want to see this thread closed is because reading it is unpleasant using the threaded view. He has nothing against the thread content.
...is anyone else on the forums using the threaded view?Leave a comment:
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