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>
------------------------------------------------------------
+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.
memorable randarts
Collapse
X
-
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:
-
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:
-
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:
-
I don't think hit probability it has changed in my memory. I would like to see the calculation.Leave a comment:
-
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:
-
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:
-
-
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:
-
-
It's still roughly equivalent to a ring of damage +16...without wasting a ring slot. In my current game I two-fisted RoD for +25 damage,til I finally found a weak speed ring--with 2 real curses +1 useless!--at DL 67. Fortunately I had 4 *remove curse.* One failed at power 62; two succeeded. Meaningless poison curse still remains.Leave a comment:
-
I think these are together the highest bonuses to hit and to damage I've seen on gloves. No attribute bonuses but fortunately I've got enough of those elsewhere.
The Set of Leather Gloves of Tauru (+17, +9) [1, +10]
Provides resistance to Cold, Dark, Sound.
Provides protection from fear.
Cannot be harmed by Acid, Fire.
Sustains dexterity.Leave a comment:
-
So, started a new dwarf priest to play along with the borg. The first artifact I found, at dlvl 17, dropped by Orfax, was Wrath. Which would be worthy of a post except I wanted to set randarts and apparently havent. So I post anyway, and restart.Leave a comment:
-
Leave a comment: