immunity to traps? what weird variant are you playing?
..also, that's not really a memorable arti by any stretch.
trap immunity is now vanilla e.g., Boots of Wormtongue .
“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead
Another priest just found this sweet stat stick on the dive:
a) the Morning Star of Bregion (2d6) (+11,+25) [+8] <+6, +5>
Found lying on the floor in a vault at 3450 feet (level 69)
+6 constitution.
+5 infravision.
Slays dragons (powerfully), demons (powerfully), giants, animals,
evil creatures.
Branded with weak acid.
Provides immunity to Fire, Cold.
Provides resistance to Acid, Lightning, Dark, Disenchantment.
Cannot be harmed by Acid, Fire.
Feather Falling. Prevents paralysis. Blessed by the gods (combat
bonuses for holy casters).
When activated, it heals 35% of max HP (minimum 300HP), cut
damage, and cures stunning, poisoning, blindness, and confusion.
Takes 362 to 444 turns to recharge at your current speed.
Your chance of success is 94.0%
a) the Mace of Disruption of Gwinim (13d8) (+6,+18) <+1, +3>
Found lying on the floor in a vault at 4850 feet (level 97)
+1 strength.
+1 constitution.
+3 infravision.
+3 tunneling.
+1 attack speed.
Slays undead.
Cannot be harmed by Acid, Fire.
Speeds regeneration. Grants the ability to see invisible things.
Aggravates creatures nearby.
Combat info:
7.0 blows/round.
This weapon may benefit from one or more off-weapon brands or
slays.
Average damage/round: 3733.8 vs demons, 2472.4 vs undead, 1841.7
vs evil creatures, and 1211 vs. others.
Slaying evil (and demons) thanks to the spell and attempting to enchant it further doesnt seem to work - a few dozen casts only increased the initial +5 to +6.
Can anyone explain those numbers? From the character sheet Estie posted, the total melee damage of Estie's weapon including all bonuses from equipment is
13d8 + 72 = 130.5 average per blow.
7 blows makes 913.5 per round, not 1211.
So that's off a fair bit. But even more the slay undead version should only multiply the 13d8 so it should be:
Can anyone explain those numbers? From the character sheet Estie posted, the total melee damage of Estie's weapon including all bonuses from equipment is
13d8 + 72 = 130.5 average per blow.
7 blows makes 913.5 per round, not 1211.
So that's off a fair bit. But even more the slay undead version should only multiply the 13d8 so it should be:
(13*4.5*3 + 72)*7 = 1732.5 per round, not 2472.4.
What am I missing?
Probably the other items the character is wearing, i.e. a =+15 dam and a "+5 Weaponmastery.
I'm also trying to wrap my head around it slays undead but does more damage to Demons, guessing that's a "disruption" thing?
Probably the other items the character is wearing, i.e. a =+15 dam and a "+5 Weaponmastery.
I'm also trying to wrap my head around it slays undead but does more damage to Demons, guessing that's a "disruption" thing?
No, the damage ring, weapon mastery amulet and all other EQ with combat bonuses on are included in the +72 shown on the character dump (as well as the bonus from high strength etc).
The demon damage being higher than the undead will be the priest/paladin spell you can cast which gives you a temporary off-weapon "slays demons powerfully" effect.
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