memorable randarts
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the Mace of Disruption of Arfearth (9d8) (+9,+11)
Dropped by Saruman of Many Colours at 3000 feet (level 60)
Slays undead, demons, orcs.
Branded with cold.
Provides resistance to cold.
Cannot be harmed by acid, fire.
Combat info:
1.6 blows/round.
With +6 STR and +0 DEX you would get 2.0 blows
With +0 STR and +2 DEX you would get 2.0 blows
Average damage/round: 282.1 vs undead, demons, orcs, and creatures
not resistant to cold, and 119.6 vs. others.
I'll start wielding it when my wis gets a little higher.Leave a comment:
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I remember it being significant. I'd forgotten it was huge. Abolishing the shield spell for 50% of the classes makes up for some of it. Abolishing a number of other buffs makes up for more. (I rarely have double cold resistance anymore, and only sometimes have double fire resistance.)Leave a comment:
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+13 Damage is conditionally equivalent to a +10 RoSpeed. If you've got base speed 25, yes. If you have an midgsme weapon or an ordinary endgame weapon yes. But if you've got +2 attacks MoD with Slay Evil spell, or some massive damage randart, no.Leave a comment:
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started this HE Mage yesterday, today closed the deal.
Decided to Rune & melee Morgoth because:
the Blue Dragon Scale Mail of Hillome (-2) [12,+39] <+3, +2>
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+3 intelligence.
+2 attack speed.
Provides resistance to acid, lightning, fire, cold, poison, light, shards,
nexus, nether, disenchantment.
Provides protection from fear, blindness.
Slows your metabolism. Prevents paralysis.
When activated, it restores all your stats and your experience points.
Takes 139 to 187 turns to recharge.
Your chance of success is 98.6%
Min Level 87, Max Level 127, Generation chance 18, Power 603, 10.0 lbs
Random dragon armor of power 603.Leave a comment:
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funny, i think the highest Damage i have seen was a +15, with +13s being abundant. But assuming +13 is equal to a Ring of Speed +10 in rarity, i've seen RoS +14 (and more, but +14 isn't insanely rare) and higher but never any Damage higher than +15.Leave a comment:
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I did a calculation for a CL 42 Paladin vs AC 150 doing 505 damage with Ulmo vs animals (and evil with a spell.) +20 with buffs increases effective damage from 363 to 386, equivalent to 5 nominal damage per blow. That is, accuracy is about 25% as valuable as damage for a melee class. If for some reason you wanted to melee Morgoth as a mage, it would be significantly more, possibly close to 50%.Leave a comment:
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By gut feeling, Id say to hit is worth less that 1/2 damage. It is difficult to use calculations for several reasons.
Firstly, the effect depends on the AC of what you are fighting (and here I would love to see a function of how average damage depends on enemy AC).
Secondly, not all fights are equally important. I would think, but I am not sure, that important fights typically involve above average AC.
Thirdly, in case of overkill damage in 1 round, extra to hit is very welcome. For example, imagine a situation where nexus hounds are trickling out and a survivor is likely to run with potential to cause trouble.Leave a comment:
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I don't think hit probability it has changed in my memory. I would like to see the calculation.Leave a comment:
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10 years ago, I used to think that to-hit was worth half as much as to-dam for melee, but the last few times I cranked through a calculation it was worth much less. I don't know whether I was wrong then or if the game changes shifted the utility a lot.Leave a comment:
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Damage is roughly equal to half accuracy, except for priests and especially mages. (And a ring of +16 damage is astonishingly good in any case--I have never seen better than +13.)Leave a comment:
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Its in the same ballpark as Fingolfin and Cambeleg, but yes, that quality of gloves is rare in randarts. I usually end up using "of Combat" for the last fights when aggravation doesnt matter any more. Those go up to +11 damage if the base is cestus.Leave a comment:
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