memorable randarts
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I wonder how much value the generator gives AC. Its probably impossible to get right, because the value of AC changes during the game, and similarly, of weight. Maybe assigning weight a negative value would be a good idea.
This helmet was junk for me when I found it: early in the game and already at speed -1 from weight, I wasnt going to add more load for a bit of AC. If it had been a leather cap +16, I might have equipped it till something better turned up (like a hat of infravision).
For the lategame weight is all but irrelevant (you go from speed 23 to 22 or so, who cares), but a small negative value adjustment shouldnt break the system there.
Another option is to assign AC a value of zero. As long as the distribution of AC for the artifacts remains the same, youll end up with between 200 and 300 AC for the end kit anyway and the difference between the 2 is negligable.Comment
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One could also require "at least 2 properties for each artifact"; I wonder if it would still be possible to get an AC only helm with extra weight or so.Comment
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BTW we need mithril helmets. Guards of the Citadel in Denethors court had those, so they should be rather common item (or at least possible base item meaning rarer than shallow helmets items, but more common than egos later).
Helmets are now:
Hard Leather Cap
Metal Cap
Iron Helm
and
Steel Helm
None of those ignore elements (acid).
(+ four crowns with base 0 AC)Comment
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Yeah, the Glaive of pain only has lots and lots of damage, but higher damage dice count for a lot, and honestly, +30 is insane. Damage is useful, unlike AC, which is not useful for much. It is handy against mobs of monsters with attacks that do HP damage, as opposed to inventory damage or character damage. Actually, the subsection of those monsters you fight hand-to-hand.
For an objects AC to be interesting, it would have to give at least 50 more AC than I would reasonably expect, since the Glaive has about 10 or so more damage than I would reasonably expect on an artifact. If the helm gave 60-80 AC or so, it would be an interesting object.
I agree about mithril helms, feels fairly natural. I can't think of anything else that is mentioned to be mithril, but gauntlets would qualify, too.Comment
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I have already reported this (artifacts with only extra tohit/todam/toac), and the problem is that many artifacts have a really low power. In that case, there's usually not much room for anything else than a weak ability or extra tohit/todam/toac. The same helm with +6 toac instead of +16 and feather falling would not have been much more special...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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I have already reported this (artifacts with only extra tohit/todam/toac), and the problem is that many artifacts have a really low power. In that case, there's usually not much room for anything else than a weak ability or extra tohit/todam/toac. The same helm with +6 toac instead of +16 and feather falling would not have been much more special...
I think the root problem here is that randart calc values AC way too high. 9+16 is next to nothing, it's immediate junk unless it is dlvl1 item with rarity "found always", and even then it was in item that is heavy so I would probably still not use it. +10 AC less with FF should be about ten times more valuable at those shallow levels that +16AC could have some value.
In randart generation anything less than +20 AC (as bonus, not whole) should count nothing at all.Comment
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Actually, there's a point -- how are "bad" standarts handled by the randart generator? It should try to make an equivalent "bad" randart, not just a randart with equivalent total power. In other words, when evaluating standarts, the power of both the benefits of the item, and the penalties on it, should both be determined; then the randart should try for equal power on both. So e.g. Beruthiel might have a positive power of 50 and a negative power of 75; I wouldn't be surprised if currently the game tries to make a randart with power -25, when it should try to make a randart with positive power 50 and negative power -75 (with some variance of course).Comment
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Actually, there's a point -- how are "bad" standarts handled by the randart generator? It should try to make an equivalent "bad" randart, not just a randart with equivalent total power. In other words, when evaluating standarts, the power of both the benefits of the item, and the penalties on it, should both be determined; then the randart should try for equal power on both. So e.g. Beruthiel might have a positive power of 50 and a negative power of 75; I wouldn't be surprised if currently the game tries to make a randart with power -25, when it should try to make a randart with positive power 50 and negative power -75 (with some variance of course).
Weakest "good" artifact I can think of is Thorongil, but even that is quite a lot better than steel helmet with mediocre bonus to AC.Comment
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