memorable randarts

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  • Sky
    replied
    Originally posted by Grotug
    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.
    i wonder how much damage would a hydra take from this thing.

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  • Grotug
    replied
    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:


  • Pete Mack
    replied
    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:


  • PowerDiver
    replied
    Originally posted by Pete Mack
    I don't think hit probability it has changed in my memory. I would like to see the calculation.
    There was a massive change. Just notice that armor values are double what they were in 3.0.

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  • Pete Mack
    replied
    +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:


  • Sky
    replied
    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.

    Leave a comment:


  • Sky
    replied
    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:


  • Pete Mack
    replied
    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%.

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  • Estie
    replied
    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.

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  • Pete Mack
    replied
    I don't think hit probability it has changed in my memory. I would like to see the calculation.

    Leave a comment:


  • PowerDiver
    replied
    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:


  • Pete Mack
    replied
    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.)

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  • Estie
    replied
    Originally posted by Pete Mack
    It's still roughly equivalent to a ring of damage +16
    How do you arrive at that estimation ?

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  • Estie
    replied
    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.

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  • Jay
    replied
    Originally posted by Estie
    If only it was (+9, +17).
    I figure it's roughly equivalent to a +9 RoD and a perpetual heroism spell, or something like that. Still higher than any gloves I've seen before.

    Leave a comment:

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