memorable randarts

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  • Estie
    replied
    Originally posted by Timo Pietilä
    IMO that is borderlining a bug. Artifacts should have something to make them special. This does not have anything.
    Well there are bad artifacts, too; so having zero value ones isnt horrible, as long as they are rare enough.

    I wonder how much value the generator gives AC. Its probably impossible to get right, because the value of AC changes during the game, and similarly, of weight. Maybe assigning weight a negative value would be a good idea.

    This helmet was junk for me when I found it: early in the game and already at speed -1 from weight, I wasnt going to add more load for a bit of AC. If it had been a leather cap +16, I might have equipped it till something better turned up (like a hat of infravision).

    For the lategame weight is all but irrelevant (you go from speed 23 to 22 or so, who cares), but a small negative value adjustment shouldnt break the system there.

    Another option is to assign AC a value of zero. As long as the distribution of AC for the artifacts remains the same, youll end up with between 200 and 300 AC for the end kit anyway and the difference between the 2 is negligable.

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  • Timo Pietilä
    replied
    Originally posted by Estie
    the Steel Helm of Carfin [9,+16]: Cannot be harmed by acid, electricity, fire, cold


    Havent had any of these before.
    IMO that is borderlining a bug. Artifacts should have something to make them special. This does not have anything.

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  • Estie
    replied
    the Steel Helm of Carfin [9,+16]: Cannot be harmed by acid, electricity, fire, cold


    Havent had any of these before.

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  • Magnate
    replied
    Originally posted by LostTemplar
    BTW FAangband have special remove_contradictory () function to avoid such stuff.
    I wonder where Nick got that from :-)

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  • LostTemplar
    replied
    BTW FAangband have special remove_contradictory () function to avoid such stuff.

    Leave a comment:


  • Timo Pietilä
    replied
    Originally posted by Estie
    the Pair of Mithril Shod Boots 'Archal' [8,+21] <+12>
    -----------------------------------------------------
    +12 stealth, speed.
    ... Aggravates creatures nearby.
    From the set of my latest character (who didnt find the boots...thankfully). I would call them cursed.
    No kidding. +12 stealth in item that aggravates. Cursed indeed. I wish you could remove that kind of curses with remove curse.

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  • Estie
    replied
    the Pair of Mithril Shod Boots 'Archal' [8,+21] <+12>
    -----------------------------------------------------
    +12 stealth, speed.
    Provides resistance to light, chaos.
    Cannot be harmed by acid, electricity, fire, cold.
    Prevents paralysis. Aggravates creatures nearby.


    Min Level 53, Max Level 127, Generation chance 2, Power 338, 4.0 lbs
    Based on Doomcaller.


    From the set of my latest character (who didnt find the boots...thankfully). I would call them cursed.

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  • fruviad
    replied
    Originally posted by PowerWyrm
    I find the name appropriate! Lagduf is indeed a moron for carrying a blade that can slay him...
    Not stupid at all. If he's carrying it, nobody can use it against him!

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  • Timo Pietilä
    replied
    Originally posted by Nomad
    Code:
    a) the Lance 'Rialdir' (6d8) (+11,+15)
         Dropped by Orfax, Son of Boldor at 500 feet (level 10).
    ...That's a lotta damage dice to have on a weapon dropped at 500'.
    Too bad it's Lance. It takes some time to get stats high enough for that to beat lighter weapons.

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  • Nomad
    replied
    Code:
    a) the Lance 'Rialdir' (6d8) (+11,+15)
         Dropped by Orfax, Son of Boldor at 500 feet (level 10).
         
         Provides resistance to nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         
         Combat info:
         1.1 blows/round.
         With +5 STR and +0 DEX you would get 1.3 blows
         With +0 STR and +1 DEX you would get 1.3 blows
         Average damage/round: 57.
    ...That's a lotta damage dice to have on a weapon dropped at 500'.

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  • Estie
    replied
    Originally posted by donalde
    I think extra shots and extra blows should come only from rings or from gloves
    I understand the feeling, however things like that make for a boring itemisation mini-game.
    Currently, even with randarts the optimal setups look very much alike:
    1 speed ring, 1 damage ring, speed boots, whatever damage mods you can get in other slots while maintaining vitals such as ESP or poison resistance.

    ESP can come from many sources (ego items, not artifacts; ESP in otherwise useful artifacts is rare) so that makes for somewhat of a variation. Id prefer much, much more of it though rather than less.

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  • donalde
    replied
    Originally posted by Derakon
    Well, that's random artifacts for you. They're random. Off-weapon blows, and off-launcher shots, are both really powerful, though, which means that the artifact ought not to have many other abilities even if it's based on a powerful standard artifact. Frankly I'm kind of surprised we're still seeing +2 shots on randarts.
    I play angband-v3.5-dev-443-gc244371, if that has anything to do with this issue.

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  • Derakon
    replied
    Well, that's random artifacts for you. They're random. Off-weapon blows, and off-launcher shots, are both really powerful, though, which means that the artifact ought not to have many other abilities even if it's based on a powerful standard artifact. Frankly I'm kind of surprised we're still seeing +2 shots on randarts.

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  • donalde
    replied
    Originally posted by PowerWyrm
    Am I the only one to think that extra shots on anything other than a shooter feels really WRONG???
    I think extra shots and extra blows should come only from rings or from gloves

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  • PowerWyrm
    replied
    Am I the only one to think that extra shots on anything other than a shooter feels really WRONG???

    Leave a comment:

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