memorable randarts

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  • Bagplant
    Scout
    • Sep 2009
    • 30

    Originally posted by Magnate
    That's going to result in an awful lot of things getting Feather Falling (or +1 CHA or +1 Searching).

    This happens when the base item is significantly 'better' (in terms of damage dice or base AC) than the standart's base item, so there's not much room for abilities. Personally I'd rather have +hit/dam on a weapon than FF or +1 stat.

    We could address this by narrowing the range of allowable base items - at the moment they're allowed to take up to 85% (IIRC) of the available power. We could lower this limit to something like 60%. My instinct is that this would make randart generation take noticeably longer (many more rejected items and sets), but it might not.
    I would also call this a bug I think. There are definitely examples in the standart set that are comparable to a normal ego item in power (the -thancs for example are basically just branded weapons with an extra damage die and activation). However this one would pseudo-id as 'good' if it were a non-artifact and I can't think of any in the basic set for which that's true. (The Glaive doesn't count as the huge boost to damage dice and +damage makes it out of the ordinary - compare DSM of craftsmanship or launchers of accuracy/power).

    If the base item can take up to 85% of the power calculation, that seems way too high and more or less guarantees that you will see artifacts of this type. (I wonder what the maximum base item percentage is in the standart set? Well below 85%, I'd bet).

    Comment

    • Nomad
      Knight
      • Sep 2010
      • 958

      The first artefact my warrior found so far this game:

      Code:
      the Whip of Anilmar (3d3) (-14,-7) [-24] {cursed}
      Dropped by Nár, the Dwarf at 1000 feet (level 20).
      
      Heavily cursed.
      *Slays* demons.
      Cannot be harmed by acid, electricity, fire, cold.
      Aggravates creatures nearby.

      Comment

      • scud
        Swordsman
        • Jan 2011
        • 323

        Originally posted by Nomad
        Code:
        the Whip of Anilmar (3d3) (-14,-7) [-24] {cursed}
        Dropped by Nár, the Dwarf at 1000 feet (level 20).
        
        Heavily cursed.
        *Slays* demons.
        Cannot be harmed by acid, electricity, fire, cold.
        Aggravates creatures nearby.
        And you IDed it before use?!? Good work. I've only encountered a single heavily cursed randart in 3.4.1. Can't remember what it did, but the only viable solution was suicide.

        Comment

        • Nomad
          Knight
          • Sep 2010
          • 958

          Originally posted by scud
          And you IDed it before use?!?
          Well, fortunately the {cursed} status showed on pickup. (I'm playing 3.5 dev.) Though the character managed to die of stupidity a few levels later anyway.

          Comment

          • AnonymousHero
            Veteran
            • Jun 2007
            • 1393

            ... but hey! It *slays* demons! That's gotta be worth something, right?

            Comment

            • scud
              Swordsman
              • Jan 2011
              • 323

              Originally posted by AnonymousHero
              ... but hey! It *slays* demons! That's gotta be worth something, right?
              I've never considered how slays, *slays*, and elemental brand To Dam numbers are calculated. Would the *slay* on something that's at –7 increase or reduce damage?

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                Slays multiply the dice damage, and have no effect on pluses. This weapon would deal 15d3 - 7 damage to demons, which honestly isn't too bad...

                Comment

                • Nomad
                  Knight
                  • Sep 2010
                  • 958

                  Originally posted by Derakon
                  Slays multiply the dice damage, and have no effect on pluses. This weapon would deal 15d3 - 7 damage to demons, which honestly isn't too bad...
                  As I recall, it would have given my High Elf warrior something like 99.8 damage vs. demons.

                  ...And 8 vs. everything else.

                  Comment

                  • emulord
                    Adept
                    • Oct 2009
                    • 207

                    At least its a good sink for Enchant scrolls.

                    Comment

                    • scud
                      Swordsman
                      • Jan 2011
                      • 323

                      Originally posted by Nomad
                      As I recall, it would have given my High Elf warrior something like 99.8 damage vs. demons.

                      ...And 8 vs. everything else.
                      Heh. Be grateful it wasn't an orc slayer.

                      Originally posted by emulord
                      At least its a good sink for Enchant scrolls.
                      I've never stuck around long enough to break a *heavy curse*. Do regular Enchants have any chance of breaking one? Is it currently a dice roll to break, or is it an incremental decursification process?

                      Comment

                      • Timo Pietilä
                        Prophet
                        • Apr 2007
                        • 4096

                        Originally posted by scud
                        I've never stuck around long enough to break a *heavy curse*. Do regular Enchants have any chance of breaking one? Is it currently a dice roll to break, or is it an incremental decursification process?
                        Every scroll has chance to break the curse. Even when actual enchantment failed. Also priest "dispel curse" breaks heavy curses (dungeon book spell, not the "remove curse" -version). Those spells have been removed from 3.4, but they are in 3.3 (I think).

                        Comment

                        • Nomad
                          Knight
                          • Sep 2010
                          • 958

                          The damage is too low for my late-game warrior to get much use out of this now, but otherwise wow:

                          Code:
                          the Short Sword of Fearad (1d7) (+6,+16) <+4>
                          Found lying on the floor in a vault at 3800 feet (level 76).
                          
                          +4 dexterity.
                          Slays giants, dragons.
                          Provides immunity to lightning, cold.
                          Provides resistance to disenchantment.
                          Provides protection from fear.
                          Cannot be harmed by acid, electricity, fire, cold.
                          Grants telepathy.

                          Comment

                          • MattB
                            Veteran
                            • Mar 2013
                            • 1214

                            Originally posted by Nomad
                            The damage is too low for my late-game warrior to get much use out of this now, but otherwise wow:

                            Code:
                            the Short Sword of Fearad (1d7) (+6,+16) <+4>
                            Found lying on the floor in a vault at 3800 feet (level 76).
                            
                            +4 dexterity.
                            Slays giants, dragons.
                            Provides immunity to lightning, cold.
                            Provides resistance to disenchantment.
                            Provides protection from fear.
                            Cannot be harmed by acid, electricity, fire, cold.
                            Grants telepathy.
                            immelec, immcold AND ESP. Yes, wow!

                            Comment

                            • MattB
                              Veteran
                              • Mar 2013
                              • 1214

                              It's not THAT stupid.

                              (But it is probably the best name ever for a heroic sword of yore.)

                              Code:
                                
                              t) the Main Gauche 'Moron' (2d5) (+8,+5)
                                   Dropped by Lagduf, the Snaga at 1350 feet (level 27).
                                   
                                   Slays orcs.
                                   Cannot be harmed by acid, electricity, fire, cold.
                                   Grants the ability to see invisible things.  
                                   
                                   Combat info:
                                   1.1 blows/round.
                                   With +3 STR and +0 DEX you would get 1.3 blows
                                   With +0 STR and +2 DEX you would get 1.3 blows
                                   Average damage/round: 39.4 vs. orcs, and 24.9 vs. others.

                              Comment

                              • PowerWyrm
                                Prophet
                                • Apr 2008
                                • 2987

                                Originally posted by MattB
                                It's not THAT stupid.

                                (But it is probably the best name ever for a heroic sword of yore.)

                                Code:
                                  
                                t) the Main Gauche 'Moron' (2d5) (+8,+5)
                                     Dropped by Lagduf, the Snaga at 1350 feet (level 27).
                                     
                                     Slays orcs.
                                     Cannot be harmed by acid, electricity, fire, cold.
                                     Grants the ability to see invisible things.  
                                     
                                     Combat info:
                                     1.1 blows/round.
                                     With +3 STR and +0 DEX you would get 1.3 blows
                                     With +0 STR and +2 DEX you would get 1.3 blows
                                     Average damage/round: 39.4 vs. orcs, and 24.9 vs. others.
                                I find the name appropriate! Lagduf is indeed a moron for carrying a blade that can slay him...
                                PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                                Comment

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