memorable randarts

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  • Thraalbee
    replied
    I prefer playing with randarts but in the current comp it's the standard set. But fortunately, ego items are finally almost as interesting as randarts. I mean, I've always wanted to find Doomcaller or Ringil but never did and now when I find Doomcaller I used it only once to kill a Wyrm just for the sake of it. Look at
    Code:
    a) a Mace of Disruption (Holy Avenger) (5d8) (+14,+19) [+2] <+4> {!d!x!v @w1}
         Found lying on the floor at 4600 feet (level 92).
         
         +4 wisdom.
         Slays evil creatures, undead, demons.
         Provides protection from fear.
         Sustains dexterity.
         Blessed by the gods.  Grants the ability to see invisible things. 
         
         
         Combat info:
         4.0 blows/round.
         Average damage/round: 419.6 vs. evil creatures, 531.2 vs. undead,
         531.2 vs. demons, and 308 vs. others.
    .v.s.
    Code:
         
    s) the Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50] {FIRST TIME FOUND}
         Dropped by Maeglin, the Traitor of Gondolin at 5000 feet (level
         100).
         
         Slays animals, evil creatures, demons, trolls.
         *Slays* dragons.
         Branded with frost.
         Provides resistance to acid, lightning, fire, cold, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  Grants telepathy.  Grants the ability to see
         invisible things.  Aggravates creatures nearby.  
         
         Combat info:
         4.0 blows/round.
         Average damage/round: 392.8 vs. animals, 392.8 vs. evil creatures,
         474.8 vs. demons, 474.8 vs. trolls, 474.8 vs. creatures not
         resistant to cold, 639.2 vs. dragons, and 310.8 vs. others.
    or
    Code:
    b) a Sling of Buckland (x4) (+21,+27) <+4, +2> {+2 SHOTS!}
         Found lying on the floor in a vault at 5000 feet (level 100).
         
         +4 dexterity.
         +2 shooting speed, shooting power.
         Cannot be harmed by acid, fire.
    .v.s.
    Code:
    t) the Long Bow 'Belthronding' (x3) (+20,+22) <+3, +1>
         Dropped by a Horned Reaper at 4250 feet (level 85).
         
         +3 dexterity.
         +1 stealth, speed, shooting speed.
         Provides resistance to disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.

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  • Timo Pietilä
    replied
    Originally posted by Philip
    Just found the Whip of Galdor off Azog, king of the Uruk-Hai, dlvl 35.

    1d3 dice, +5 +28(+28 to_dam is pretty high in the upper regions of
    slay evil (as if it were necessary)

    EDIT: Of course, slay evil only adds ten damage, but it's fun.
    Make that two points (with five blows it is ten). Pretty insignificant bonus.

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  • Philip
    replied
    Just found the Whip of Galdor off Azog, king of the Uruk-Hai, dlvl 35.
    The stuff I know it has:
    4 INT, tunneling, no other immediate things
    1d3 dice, +5 +28(+28 to_dam is pretty high in the upper regions of standart stuff, at dlvl 35 on a whip it is hilarious)
    slay evil (as if it were necessary)

    Certainly remarkable, considering the Glaive of Painish damage bonus, and on a whip it will be beautiful all through statgain.

    EDIT: Of course, slay evil only adds ten damage, but it's fun. Total damage output is 180 against normal creatures on my gnome warrior.

    EDIT2: It was incredibly handy in killing Bolg

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Magnate
    It's much less. Most body armours offer less than 2AC/lb, and other armour pieces rarely more than 4/lb. I think the cap is something like six or ten.

    It's interesting that people *still* think that AC is useless.
    AC isn't useless, problem is that in order to make any difference you need to have *really* big bonus to AC. Armor comes from at least six, potentially ten slots (weapon, rings, amulet), so in order to one of them making any difference is much less than in weapons having damage bonus.

    Also malus and bonus in AC are quite a different values. -75AC would be very nasty, while +75 doesn't make much difference, because it's just fractional improvement over your other equipment.

    If you have 5 * 25 AC (average) then that one having +75 instead of another +25 is just 200/150 = 33% improvement. And +75 is huge bonus.

    OTOH in that same scenario -75 would be same as 125-75/150 = 66% drop in AC.

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  • debo
    replied
    What's the difference between AC in poscheng and AC in vanilla? You die and you die in poscheng unless you have big AC or can avoid meleeing things.

    Leave a comment:


  • Magnate
    replied
    Originally posted by Estie
    Its AC/weight times a gauging factor, capped at some value since, as you observed, the quotient can become infinite for zero weight items like ethereal cloaks. That max value is simiar to that of a dam +10 item.

    So its something like 75AC/lb (probably less).
    It's much less. Most body armours offer less than 2AC/lb, and other armour pieces rarely more than 4/lb. I think the cap is something like six or ten.

    It's interesting that people *still* think that AC is useless. Back in 3.1.x I lengthened the scale and recalibrated the values to try and address this - there is now a material difference in the damage taken between AC 0 and 50, or 100 and 150 - but clearly it still isn't enough.

    Personally I don't think much more is possible until the combat system is changed fundamentally (like in v4/Pyrel, for example), but interested in other views. In a new thread, perhaps ;-)

    Leave a comment:


  • Estie
    replied
    Originally posted by Timo Pietilä
    So, something like +75 AC?
    Its AC/weight times a gauging factor, capped at some value since, as you observed, the quotient can become infinite for zero weight items like ethereal cloaks. That max value is simiar to that of a dam +10 item.

    So its something like 75AC/lb (probably less).

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Estie
    No I think he means exactly that - the cap for AC value is somewhere in the range of the value of +10 damage.
    So, something like +75 AC?

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  • Estie
    replied
    Originally posted by Timo Pietilä
    +10 damage? How does that work? Or was that a typo and you mean +10 AC?
    No I think he means exactly that - the cap for AC value is somewhere in the range of the value of +10 damage.


    I agree, I would just want to get AC bonuses have no value unless it is beyond certain threshold, like +15. Otherwise randart generator makes just those completely useless junk-items. Other way to tackle that problem would be to not give AC any value at all while generating and give it normal ego-type AC boost after or before generation.

    I have suggested exactly that for AC evaluation - its simple and fits the current situation with AC being a) thrown at you anyway and b) being rather meaningless.
    Increasing the base AC of armors, while going in the right direction, hasnt changed the greater picture. I am still dreaming of Angband where AC matters, but to achieve that, the task isnt so much "make AC more useful", its rather "crush anyone (engaging in melee combat) without sufficient AC".

    Diablo I is a game where AC is vital; Diablo II is more like Angband in that regard.

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Magnate
    (@Timo: AC per unit weight has a maximum value, and anything with zero weight is automatically allocated that value. It's not terribly large, in the greater scheme of things - something like +10 damage or so.
    +10 damage? How does that work? Or was that a typo and you mean +10 AC?

    Originally posted by Magnate
    And no, the generator does not attempt to adjust for any other equipment or spell the finder might have - as I have said consistently, that way lies madness.)
    I agree, I would just want to get AC bonuses have no value unless it is beyond certain threshold, like +15. Otherwise randart generator makes just those completely useless junk-items. Other way to tackle that problem would be to not give AC any value at all while generating and give it normal ego-type AC boost after or before generation.

    Leave a comment:


  • Magnate
    replied
    Originally posted by Derakon
    Compared to the usual degree of off-topicness around here, I think discussing randarts in a thread about randarts is remarkably restrained.
    That's not my problem (as you well know!). I find this forum's UI phenomenally irritating when a thread passes a certain length. Big threads are also much more painful to search (manually, I mean).
    What about penalties to stats or combat abilities? Thorin has -1 stealth, Wormtongue makes your combat slightly worse; we could easily have randarts that reduce your STR or whatever.
    We could indeed (it was me who put most of them on the standarts), but it's not as simple as you think:

    1. When is it ok to have a malus on an otherwise good randart? Splattering them everywhere will soon pall.

    2. How much of a malus is acceptable? -2 STR on an uber-randart would be easily tolerable, but you can imagine it making weak randarts instant junk.

    3. How many tries are we going to allow? Adding maluses to the main generator (note that 'bad' randarts use a completely separate function) would exponentially increase the generation time, which is already noticeable on modern systems (especially if the whole set fails the minima test).

    I'm not against it by any means, but you can see why even minor gimping never made it to the top of my to-do list.

    (@Timo: AC per unit weight has a maximum value, and anything with zero weight is automatically allocated that value. It's not terribly large, in the greater scheme of things - something like +10 damage or so. And no, the generator does not attempt to adjust for any other equipment or spell the finder might have - as I have said consistently, that way lies madness.)

    Leave a comment:


  • Nick
    replied
    Originally posted by Derakon
    What about penalties to stats or combat abilities? Thorin has -1 stealth, Wormtongue makes your combat slightly worse; we could easily have randarts that reduce your STR or whatever.
    Yes, we could, couldn't we?

    Leave a comment:


  • Derakon
    replied
    Originally posted by Magnate
    Man, people need to stop using this thread to discuss randarts.
    Compared to the usual degree of off-topicness around here, I think discussing randarts in a thread about randarts is remarkably restrained.

    Anyway, yes, there's always been a problem with weak randarts, because there's often no room for interesting abilities after choosing the base item and initial plusses. There's also a separate problem with "bad" randarts because there are so few acceptable "bad" mods in the game. The generator originally used Derakon's approach of +25 and -50 (or thereabouts), but everything ended up aggravating and being junk. Maybe that doesn't matter - but if you want more interesting bad randarts, we need more interesting bad mods.
    What about penalties to stats or combat abilities? Thorin has -1 stealth, Wormtongue makes your combat slightly worse; we could easily have randarts that reduce your STR or whatever.

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Derakon
    Enchantment hasn't been available in unlimited quantity (via townscumming) for years, and I'm pretty sure only priests and paladins get access to enchanting spells.
    Rogue and Ranger get those too (in Tensers). For some reason mage doesn't (IMO that's wrong way around BTW). So it's mage and warrior that can't enchant at will at higher levels.

    That is unless this has been changed in 3.5. Haven't played mage-types yet in 3.5.

    Leave a comment:


  • Derakon
    replied
    Originally posted by Timo Pietilä
    Maybe the code over-generalizes things in this case. AC has pretty much fixed value regardless of the item it is found and it should not count anything less than +15 as any value, because you can enchant item with spells and scrolls to that point.
    Enchantment hasn't been available in unlimited quantity (via townscumming) for years, and I'm pretty sure only priests and paladins get access to enchanting spells. If you just use the items you find in the dungeon, and spend them all on a single piece of non-artifact (ergo, easier to enchant) armor, realistically you're never going to get it above +12 or maybe +13, and that's over an entire game's worth of effort. The odds are simply far too low. When was the last time you got a pair of Boots of Speed up to +15 on AC?

    Realistically, an early piece of armor that does nothing except boost your AC by 20-30 is still going to make a difference. It's hard to quantify, sure, but that doesn't make it worthless. Of course it will be obsoleted as soon as you find a hat that does something more important, but it still has its window of usefulness.

    In other words, you're being overly reductionist.

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