memorable randarts

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  • PowerWyrm
    replied
    Originally posted by Estie
    Power 1k weapons exist fairly often, however normally they are something like a whip 4d3 with a long list of slays and resists. While they may be good endgame weapons even so, its not "broken" because a) chances are there is some power 300 weapon thats better and b) you never find them. The thing thats "broken" is the power function; I suspect it adds where it should multiply, that is high base damage times extra blows.
    This thing should be power value 10k.
    Agreed. Randart weapons that are outright better than Grond and don't even aggravate should not happen. This totally imbalances the game. Unless we add a modifier that allows casting speed reduction to be able to cast multiple spells per round. Being able to do 2500 vs evil in melee and only 400 with spells makes no sense...

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  • Voentorg
    replied
    The Battle Axe “Gunion” certainly packs a punch with its impressive array of properties!
    Overall, the Battle Axe “Gunion” is a formidable weapon, especially against dragons, demons, and undead. The combination of slays and brands makes it versatile in various situations. Plus, the additional resistances and effects provide excellent utility.

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  • Estie
    replied
    Power 1k weapons exist fairly often, however normally they are something like a whip 4d3 with a long list of slays and resists. While they may be good endgame weapons even so, its not "broken" because a) chances are there is some power 300 weapon thats better and b) you never find them. The thing thats "broken" is the power function; I suspect it adds where it should multiply, that is high base damage times extra blows.
    This thing should be power value 10k.

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  • PowerWyrm
    replied
    Power 1056 and it doesn't even aggravate... I thought there was a test for high power randarts. Is this broken?

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  • Estie
    replied
    A couple months ago I spotted a ridiculous MoD in the randart set of one of my toons. I started playing with that set; many deceased @s who spent ages on dlvl 100 later I finally found it. To give an idea of how hard it is to find this weapon, all of my ~5 toons had The One long before they died.


    The weapon wielded:

    a) the Mace of Disruption 'Celdach' (16d8) (+17,+28) <+2, +3>
    Conjured forth by magic at 5000 feet (level 100)

    +2 intelligence.
    +3 wisdom.
    +3 constitution.
    +2 extra blows.
    Slays dragons (powerfully), demons (powerfully), undead.
    Branded with weak fire.
    Provides resistance to Acid, Poison, Light, Dark, Nether.
    Provides protection from fear.
    Cannot be harmed by Acid, Fire.
    Speeds regeneration. Grants the ability to see invisible things.
    Blessed by the gods (combat bonuses for holy casters).

    Combat info:
    7.0 blows/round.
    This weapon may benefit from one or more off-weapon brands or
    slays.
    Average damage/round: 4867.8 vs dragons and demons, 3274.6 vs
    undead, 2478.7 vs evil creatures and creatures not resistant to
    fire, and 1682.1 vs. others.

    The weapon in the file:

    the Mace of Disruption 'Celdach' (16d8) (+17,+28) <+2, +3>
    ----------------------------------------------------------
    A giant's weapon, enchanted with shattering power that breaks bones, bodies,
    and spirit.

    +2 intelligence.
    +3 wisdom.
    +3 constitution.
    +2 extra blows.
    Slays dragons (powerfully), demons (powerfully), undead.
    Branded with weak fire.
    Provides resistance to Acid, Poison, Light, Dark, Nether.
    Provides protection from fear.
    Cannot be harmed by Acid, Fire.
    Speeds regeneration. Grants the ability to see invisible things. Blessed by
    the gods (combat bonuses for holy casters).

    Min Level 100, Max Level 127, Generation chance 1, Power 1056, 40.0 lbs​


    The dump:

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  • fruviad
    replied
    A nice end-game find:

    the Mace of Narmedin (5d4) (+24,+14) [+11] <+4, +5, +6, +1, +3>
    Found lying on the floor in a vault at 4650 feet (level 93)

    +4 strength.
    +5 intelligence.
    +6 wisdom.
    +1 dexterity.
    +3 constitution.
    +3 speed.
    +1 light.
    Slays undead (powerfully), dragons (powerfully), demons (powerfully), giants, trolls, orcs, animals, evil creatures.
    Branded with weak lightning, poison.
    Provides immunity to cold.
    Provides resistance to acid, lightning, fire, light, dark, sound, shards.
    Provides protection from fear, blindness.
    Cannot be harmed by acid, fire.
    Sustains strength.
    Slows your metabolism. Grants the ability to see invisible things. Prevents paralysis. Aggravates creatures nearby.

    Combat info:
    4.0 blows/round.
    Average damage/round: 442.3 vs undead, dragons, and demons, 332.7vs giants, trolls, orcs, and creatures not resistant to poison,
    277.9 vs evil creatures, creatures not resistant to lightning, and animals, and 223.1 vs. others.

    My mage had it equipped, so the melee bonuses were never used.

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  • Estie
    replied
    Its a combination of things: an example of a game where AC matters would be Nethack.
    1. The combat system is different.
    2. The cost to disengage from melee is substantially higher.
    3. There are fewer protective things AC has to compete with.

    Of these, the killer is 2.; you can remove phase door, but it wouldnt be Angband anymore.

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  • Pete Mack
    replied
    AC doesn't mean that much in the lategame, true. Early on, OoD mithril chain or dragon mail can make a huge difference. And not just from the breath.

    Leave a comment:


  • PowerDiver
    replied
    Originally posted by Estie
    I was expressing my disappointment of this unusual find and the situation that I never want to wear purely AC over other magical properties like elvenkind. Judging by ladder dumps, this is an opinion shared by everyone. It is an old topic and has come up many times in the past. There have been many suggestions, discussions and debates, sometimes heated, because the game is close to our hearts. Is this forum no longer a place for that kind of exchange ?
    The problem is that breaths can instakill in 1 round, and melee usually cannot. Also, some breaths have side effects that might lead to instakill [stun] or weaken you for the rest of the game [disenchant].This is a game of worst case, at least for beginners and intermediates. If you want AC to matter, the loop of experimentation shoud be

    while (ac does not matter enough)
    reduce all resistable damage by 25%
    increase all melee damage by 25%
    repeat

    I don't see the point, but that kind of approach is the only way I believe the issue can be addressed.

    Also, every time you add another monster like a wyrm of annihilation you exacerbate the pointlessness of ac. I think step 0 should be to remove the recent dangerous deep monster additions who have breath attacks before you even start the loop.

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  • Estie
    replied
    Ah, flew right over me.

    Leave a comment:


  • Grotug
    replied
    Originally posted by Estie

    I was expressing my disappointment of this unusual find and the situation that I never want to wear purely AC over other magical properties like elvenkind. Judging by ladder dumps, this is an opinion shared by everyone. It is an old topic and has come up many times in the past. There have been many suggestions, discussions and debates, sometimes heated, because the game is close to our hearts. Is this forum no longer a place for that kind of exchange ?
    I was being cheeky, because AC is always getting treated like it's the least most important attribute in the game or on par with feather falling or something like that. I never hear people say, "Man, I worked my gear around and now I have 320AC!" or something like that. I don't like using the /s notation; I figured it was obvious enough that there isn't actually anything inflammatory about one simply stating their opinion, so I didn't add /s to my post.

    Leave a comment:


  • Estie
    replied
    Originally posted by Grotug
    Please refrain from these inflammatory remarks: Too bad AC is worth almost nothing.
    I was expressing my disappointment of this unusual find and the situation that I never want to wear purely AC over other magical properties like elvenkind. Judging by ladder dumps, this is an opinion shared by everyone. It is an old topic and has come up many times in the past. There have been many suggestions, discussions and debates, sometimes heated, because the game is close to our hearts. Is this forum no longer a place for that kind of exchange ?

    Leave a comment:


  • Grotug
    replied
    Originally posted by Estie
    the Adamantite Plate Mail of Iandilmin (-4) [80,+50]
    Found lying on the floor in a vault at 3000 feet (level 60)

    Provides resistance to nexus.
    Cannot be harmed by acid.

    Thats 130 AC and not much else. Too bad AC is worth almost nothing.
    Please refrain from these inflammatory remarks: Too bad AC is worth almost nothing.

    Leave a comment:


  • Ed_47569
    replied
    Another nice warrior find... only missing Slay Evil.

    a) the Mace of Disruption of Harion (11d8) (+12,+24) [+10] <+2>
    Found lying on the floor in a vault at 3700 feet (level 74)

    +2 intelligence.
    Slays dragons (powerfully), demons (powerfully), undead.
    Branded with lightning.
    Provides resistance to light.
    Provides protection from fear.
    Cannot be harmed by acid, fire.
    Grants the ability to see invisible things. Blessed by the gods
    (combat bonuses for holy casters). Aggravates creatures nearby.

    When activated, it heals 500 hit points, heals cut damage, and
    cures stunning.
    Takes 433 to 532 turns to recharge at your current speed.
    Your chance of success is 95.2%

    Combat info:
    5.2 blows/round.
    Average damage/round: 2048.6 vs dragons and demons, 1368.2 vs
    undead and creatures not resistant to lightning, and 687.9 vs.
    others.

    Leave a comment:


  • RegalStar
    replied
    the Dagger of Gauras (1d4) (+14,+9)
    Dropped by Mughash the Kobold Lord at 1350 feet (level 27)

    Cannot be harmed by Acid.

    Combat info:
    5.0 blows/round.
    With +0 STR and +1 DEX you would get 5.2 blows
    Average damage/round: 116.
    Averag thrown damage: 35.5.
    That's the whole thing

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