Borrowing this thread here, I played a standart @ just to stay in touch with changes.
Here is the dump:
This is actually the second attempt, the first one had an unfortunate incident involving a great wyrm of thunder waking up while I was snatching the !con next to it. The first incarnation was a rogue, just in case anyone is wondering if that wasn´t a foolish thing to do.
The first @ had a spectacular easy run (up to the wyrm incident), the weapon upgrade went from magic dagger to Careth Asdriag (wasn´t that a saber previously ?), a 2d6 rapier well enchanted with +1 attacks. Thancs pale in comparision.
The warrior @ was less lucky, but still more speedy than my average randart @. The first weapons of note were Theoden and Forasgil, both from a couple of early orc uniques, which kept me playing the game of switcheroo for unique battles. When I found an ESP hat, I said good bye to Theoden and kept using solely Forasgil for a long time - it got eventually replaced with Til-i-arc and shortly after I scored a MoD +2 attacks from a deep vault.
Then Doomcaller made an appearance and it was a matter of filling up the corners till @ was ready. With Colluin, uniques are easy prey, ~1000 damage from either the MoD (if undead) or Doomcaller (dragons), and ~700 otherwise. Celeborn being the armor of choice for farming and Narya helped preserving consumables, I could have killed Ancalagon and the Tarrasque easily but they made themselves scarce in the end, so I just went for the last fight when I had enough potions.
Now randarts _can_ get better damage than this, but there is usually more headache involved in getting a well rounded @ - no banishment and resistance and enlightenment activations all at the same time.
I hereby declare my worries about randart balance alleviated. They are fine, not challenging but neither are standarts. Maybe the incoming changes to monsters can rectify that, I am looking forward to it.
Here is the dump:
This is actually the second attempt, the first one had an unfortunate incident involving a great wyrm of thunder waking up while I was snatching the !con next to it. The first incarnation was a rogue, just in case anyone is wondering if that wasn´t a foolish thing to do.
The first @ had a spectacular easy run (up to the wyrm incident), the weapon upgrade went from magic dagger to Careth Asdriag (wasn´t that a saber previously ?), a 2d6 rapier well enchanted with +1 attacks. Thancs pale in comparision.
The warrior @ was less lucky, but still more speedy than my average randart @. The first weapons of note were Theoden and Forasgil, both from a couple of early orc uniques, which kept me playing the game of switcheroo for unique battles. When I found an ESP hat, I said good bye to Theoden and kept using solely Forasgil for a long time - it got eventually replaced with Til-i-arc and shortly after I scored a MoD +2 attacks from a deep vault.
Then Doomcaller made an appearance and it was a matter of filling up the corners till @ was ready. With Colluin, uniques are easy prey, ~1000 damage from either the MoD (if undead) or Doomcaller (dragons), and ~700 otherwise. Celeborn being the armor of choice for farming and Narya helped preserving consumables, I could have killed Ancalagon and the Tarrasque easily but they made themselves scarce in the end, so I just went for the last fight when I had enough potions.
Now randarts _can_ get better damage than this, but there is usually more headache involved in getting a well rounded @ - no banishment and resistance and enlightenment activations all at the same time.
I hereby declare my worries about randart balance alleviated. They are fine, not challenging but neither are standarts. Maybe the incoming changes to monsters can rectify that, I am looking forward to it.
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