memorable randarts

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  • Derakon
    replied
    Originally posted by Timo Pietilä
    Started to calc what that would be for The One and from code I found this:

    Code:
    /* Artifact "rarity roll" */
            if (randint1(100) > a_ptr->alloc_prob) continue;
    The One has rarity of exactly 100. Doesn't that mean that it can't be created at all?
    I'm pretty sure randint1 is an inclusive random number generator from 1 to the specified cap. It's like rolling a 1d(whatever); 1d100 in this case. In other words, the One Ring has exactly a 1% chance of passing that particular check.

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  • Timo Pietilä
    replied
    Originally posted by Derakon
    The only hard-and-fast rule of item generation is that you can't get artifacts in the town. Well, okay, and that you can only get Morgoth's Crown and Hammer by killing him. Everything else -- if you get lucky enough, you can find it anywhere. You could theoretically enter the dungeon on level 1 and find the One Ring in the same room you entered on. It's probably a trillions-to-one against odds, but it could happen.
    Started to calc what that would be for The One and from code I found this:

    Code:
    /* Artifact "rarity roll" */
            if (randint1(100) > a_ptr->alloc_prob) continue;
    The One has rarity of exactly 100. Doesn't that mean that it can't be created at all?

    Anyway it looks like for the One at dlvl 1 it would be 1/495 * 1/198 * 1/100 = teeny weeny bit less than 1/million. And that's *after* game has already chosen to create The One if I understand that correctly.

    From that code I learned that artifact have strict max depth. That means that several things stop being generated at very deep levels, some of them surprisingly early. Like Forasgil which max depth is 50 (2500').

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  • Derakon
    replied
    Originally posted by klassik
    i thought that randarts were generated at dlvl30 below. this was found in the same kind of room you would see at dlvl1.
    The only hard-and-fast rule of item generation is that you can't get artifacts in the town. Well, okay, and that you can only get Morgoth's Crown and Hammer by killing him. Everything else -- if you get lucky enough, you can find it anywhere. You could theoretically enter the dungeon on level 1 and find the One Ring in the same room you entered on. It's probably a trillions-to-one against odds, but it could happen.

    Leave a comment:


  • klassik
    replied
    j) the Metal Cap of Rainwe [3,+16] <+3, +1>
    Found lying on the floor at 900 feet (level 18).

    +3 strength, intelligence.
    Provides resistance to acid.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains wisdom.
    Prevents paralysis.
    Radius 1 light.

    my first randart ever.

    i thought that randarts were generated at dlvl30 below. this was found in the same kind of room you would see at dlvl1.

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  • Estie
    replied
    Originally posted by Timo Pietilä
    Do you mean before fractional blows? Or even earlier? It used to be that some of the five-blow classes did get only four out of them. IIRC Rogue and priests didn't get five with it (now priests get four anyways, so that's "fixed").

    With fractional blows IIRC even warrior gets max blows with MoD. Unless that has been revised somewhat DEX affect to blow calcs doesn't stop in 18/150 like it used to be.
    From memory, currently non-warriors get maxblows with MoD at 160 dex; warriors get 5,2 at 220 str/ 220 dex. Possibly 5,2 is reached at lower stats, but not much lower.

    If MoD is too heavy for maxblows, imo it should give the same percentage of attacks at the same stat breaks for everyone (modulo rounding deviations of course).

    5,2/6 =~ 87% =~ 4,3/5 ~= 3,5/4

    If warriors get 5,2 with stats at cap, then paladins should get 4,3 and mages 3,5, and only at maxed str/dex.

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  • Timo Pietilä
    replied
    Originally posted by Estie
    I wonder what the blows formula used to be; "too heavy for full blows" these days translates to "only the warrior wont get his last blow, everyone else is fine even without maxed str/dex".
    Do you mean before fractional blows? Or even earlier? It used to be that some of the five-blow classes did get only four out of them. IIRC Rogue and priests didn't get five with it (now priests get four anyways, so that's "fixed").

    With fractional blows IIRC even warrior gets max blows with MoD. Unless that has been revised somewhat DEX affect to blow calcs doesn't stop in 18/150 like it used to be.

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  • Patashu
    replied
    Random thought that I don't know where to put: Maybe instead of the power of a randart being how much stuff is on it, it should be how much BETTER it is than the typical ego you would have put in that slot otherwise (so for example artifact boots with +10 speed will have a very low power level, due to +10 boots of speed, but artifact hat with +10 speed would be comparatively very valuable)

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  • krazyhades
    replied
    Holy Avenger MoD would be good, plus it's possible your randart set has an item with "causes your attacks to slay XYZ" or "brands your melee attacks with XYZ," which would be worth stacking with your extra blows.

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  • AnonymousHero
    replied
    Not sure about the weapons -- there isn't anything that stands out particularly, but there a few weapons with big +to-dam.

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  • Estie
    replied
    Been there done that :P

    Its fun, and none of these are based on a super-rare like Feanor. This is when other artifacts with ~10 speed become interesting; body-armour or shield.

    Also, is there a good weapon that beats a MoD of slay evil ? (with 6 off-weapon attacks, another +2 from weapon isnt best option, rather take the slay).

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  • AnonymousHero
    replied
    Notice anything these have in common?

    Code:
    the Set of Gauntlets 'Uturumet' [3,+14] <+2>
    --------------------------------------------
    +2 intelligence, attack speed.
    Provides resistance to fire, sound.
    Cannot be harmed by acid, electricity, fire, cold.
    Prevents paralysis.  
    
    When aimed, it causes you to breathe either cold or flames for 80 damage.
    Takes 65 to 72 turns to recharge.
    
    
    Min Level 47, Max Level 127, Generation chance 2, Power 289, 2.5 lbs
    Based on Oromë.
    
    the Ring of Power of Mendor <+2, +1>
    ------------------------------------
    +2 speed, attack speed.
    Provides resistance to acid, lightning, fire, cold.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains strength.
    Grants telepathy.  Grants the ability to see invisible things.  
    Radius 1 light.
    
    When activated, it hastens you for 2d10+20 turns.
    Takes 82 to 100 turns to recharge.
    
    
    Min Level 65, Max Level 127, Generation chance 1, Power 380, 0.2 lbs
    Based on Narya.
    
    
    the Ring of Power 'Ascar' (+8,+6) <+2>
    --------------------------------------
    +2 wisdom, attack speed.
    +10% to searching.
    Provides resistance to lightning, cold, chaos, disenchantment.
    Provides protection from fear.
    Cannot be harmed by acid, electricity, fire, cold.
    Feather Falling.  Speeds regeneration.  Prevents paralysis.  Grants telepathy. 
    
    
    When activated, it raises your intelligence at the expense of a random
    attribute.
    Takes 205 to 325 turns to recharge.
    
    
    Min Level 78, Max Level 127, Generation chance 1, Power 488, 0.2 lbs
    Based on Nenya.
    (and, yes, these are all in the same game... which I'm re-playing right now. I just have to see how powerful this will make a Priest. Of course even if I find both rings, one of them will probably have to be swapped with a speed ring.)

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  • Estie
    replied
    I wonder what the blows formula used to be; "too heavy for full blows" these days translates to "only the warrior wont get his last blow, everyone else is fine even without maxed str/dex".

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Derakon
    Feanor has +15 speed, resistance to nexus, and activation for Haste Self. That activation is pretty powerful, especially since the recharge time isn't that unreasonable (200 turns).

    That said, it's usually just an extra +5 speed over what you'd be wearing otherwise, which is great, but not the kind of game-changer that Deathwreaker is.
    Deathwreaker used to be too heavy to get full blows with it. It also aggravates, so it isn't that useful, and it also isn't that big game changer unless you manage to get it early. MoD of Extra Attacks +2 can be very close to be as good as D is, or if you get lucky with bonuses even better if you play mage or priest (50% more blows).

    That +5 to speed from body gear is actually quite big deal. It is usually enough to tip the scale to make new choices for rest of your gear. That is one of the reasons why +3 from Thalkettoth and +3 or +2 from few of the artifact cloaks and Trickery amulet also are big deals. They stack up freeing up a ring slot, and that is why even small speed boosts outside rings are big deal.

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  • Derakon
    replied
    Originally posted by Estie
    I believe Feanor has less power than Deathwreaker (but dont quote me on that); 12 speed and 12 stealth should be more valuable than what Feanor has, no ?
    Last version I recall they had 15 speed and featherfall or somesuch.
    I know of no reason why Feanor boots couldnt get rolled as boots; I assume they can (and become 8 speed 8 stat in the process or so).
    Feanor has +15 speed, resistance to nexus, and activation for Haste Self. That activation is pretty powerful, especially since the recharge time isn't that unreasonable (200 turns).

    That said, it's usually just an extra +5 speed over what you'd be wearing otherwise, which is great, but not the kind of game-changer that Deathwreaker is.

    Leave a comment:


  • Estie
    replied
    I believe Feanor has less power than Deathwreaker (but dont quote me on that); 12 speed and 12 stealth should be more valuable than what Feanor has, no ?
    Last version I recall they had 15 speed and featherfall or somesuch.
    I know of no reason why Feanor boots couldnt get rolled as boots; I assume they can (and become 8 speed 8 stat in the process or so).

    Leave a comment:

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