memorable randarts

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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".

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  • 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.

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  • 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).

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  • Timo Pietilä
    replied
    Originally posted by Estie
    I wonder what Deathwreaker created on boot base would look like (afaik, impossible to happen with current randart algorithm).
    Feanor-based boots? Would those be even close to Feanor?

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  • Estie
    replied
    Originally posted by krazyhades
    Edit: Also, I've noticed that most games randart sets contain at least one (and often two or more) "artifact" boots of speed that, aside from having a purple name, differ not at all from the ego boots.
    They have enough pool to get the speed (otherwise they would be junk compared to ego speed boots), but not much allowance for anything on top.
    Thats why those boots above get created: 12 speed (awesome), 12 stealth (big bonus on top), aggravating (malus without which they would break the limit and not get created at all).

    The best ones I have seen had something like +8 speed and +8 to a stat.
    I wonder what Deathwreaker created on boot base would look like (afaik, impossible to happen with current randart algorithm).

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  • krazyhades
    replied
    Ah, I didn't realize. Because I don't preserve my randarts from game to game, I usually generate and peruse artifact.spo after death/victory. I feel like my games generate cursed artifacts with no drawback beyond negative to-hit/dam/AC less often than plain "good" (but functionally merely magical) artifacts.

    Edit: Also, I've noticed that most games randart sets contain at least one (and often two or more) "artifact" boots of speed that, aside from having a purple name, differ not at all from the ego boots.
    Last edited by krazyhades; February 7, 2014, 19:02.

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  • Estie
    replied
    Cursed ones arent that rare. They are just bad and noone bothers with them, but "good" ones that arent really any good are very uncommon.

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  • krazyhades
    replied
    Originally posted by Estie
    the Steel Helm of Carfin [9,+16]: Cannot be harmed by acid, electricity, fire, cold


    Havent had any of these before.
    I can do you one better.:
    Code:
    the Two-Handed Great Flail 'Elron' (3d6) (-11,+3) [+1]
    ------------------------------------------------------
    Cursed.
    Cannot be harmed by acid, electricity, fire, cold.
    
    
    Min Level 12, Max Level 3, Generation chance 8, Power 21, 28.0 lbs
    Based on Berúthiel.

    Leave a comment:

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