memorable randarts
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I don't think hit probability it has changed in my memory. I would like to see the calculation. -
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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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:
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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:
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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:
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Cost is 30K, which is ridiculously low. The cost per se doesn't matter, but this thing should guarantee item LF 8 at least.Leave a comment:
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