Also, I forgot to mention -- if you have any sort of accuracy whatsoever, I've found Zone of Control to basically melt cats (and werewolves, and... well, I guess anything that locus would call a 'critfisher'). If you choose to fight them in groups out in the open, even without crit resist, the erratic movement means you get a jillion free hits on them. Opportunist is OK for this too.
Sil 1.2
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Note that it won't work with horns of force, which is my main reason for reluctance.Comment
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I really think the crown's protection just needs to be a bit less ridiculous. The perceived "real win" in sil is kill V and get all 3 sils, so the fact that this is "optional" isn't really helping people much
clouded had an idea which I like a lot, which is that killing V does nothing for your score. It would completely hose the current ladder scoring system, but hey.Comment
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I don't see why it wouldn't work. We could just go through the cone and perform a knockback check on each monster in turn. The direction you knock them in would be the same as you'd currently get aiming a horn at just them. Just as presently, if you do this in decreasing order of distance it looks like it should avoid the complications.Comment
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I really think the crown's protection just needs to be a bit less ridiculous. The perceived "real win" in sil is kill V and get all 3 sils, so the fact that this is "optional" isn't really helping people much
clouded had an idea which I like a lot, which is that killing V does nothing for your score. It would completely hose the current ladder scoring system, but hey.
As half says, this could make sense to implement when we are otherwise overhauling score. But some of our other changes might make this unnecessary.Comment
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I don't see why it wouldn't work. We could just go through the cone and perform a knockback check on each monster in turn. The direction you knock them in would be the same as you'd currently get aiming a horn at just them. Just as presently, if you do this in decreasing order of distance it looks like it should avoid the complications.Comment
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The problem is that the standard code which does arcs addresses the squares in some arbitrary order. What you suggest could be done (using the arc code to tag squares, then pass through them again with new code in the right order), but it would definitely take hours to code and debug, so just won't make it anywhere near the top of my priority queue. In addition, I'm still not sure arcs are best for this. The main problem is that it is very unclear to the player which squares will be affected, especially if the blast is on some strange diagonal. I really value clarity for the player in knowing the effects of their actions. A cone template overlaid during targetting would allay this worry, but would be even harder to code.Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'Comment
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Do people use force horns? It is a very special effect. I am recently playing around with channeling and started to use terror and stunning horns more often, but I have trouble seeing many applications for horns of force - escape against grotesques maybe - it is very hard to get an enemy in front of a chasm that doesn't starts working towards you and away from the chasm - unless you are stealthy (and then you may not want to use a horn anyway). I would consider combining stun and knockback in the horns as in the ability (may make knockback overpowered though).Comment
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I don't know. Presumably not much as there hasn't been much said about them.
I imagine they are pretty good for archers, as you can get an extra turn shooting at the enemy if it is closing in (when in a corridor, you can even do this against a group). An extra free round of ranged attack is worth a lot, and you can choose to only do it when you need it (e.g. when they have moved adjacent to you -- indeed you may even get an opportunist attack?). My guess is that this is worth a slot, but might be a lot less good if you are a stealth archer or if the chance of success is too low.Comment
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I don't know. Presumably not much as there hasn't been much said about them.
I imagine they are pretty good for archers, as you can get an extra turn shooting at the enemy if it is closing in (when in a corridor, you can even do this against a group). An extra free round of ranged attack is worth a lot, and you can choose to only do it when you need it (e.g. when they have moved adjacent to you -- indeed you may even get an opportunist attack?). My guess is that this is worth a slot, but might be a lot less good if you are a stealth archer or if the chance of success is too low.
Still, probably you get even more rounds with terror against most enemies.Comment
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This is not 1.2 specific, but I think it's a shame how Mithril armor reduces the effectiveness of heavy armor use, since mithril is so much lighter. I would have hoped that Mithril was unambiguously good compared to the mundane metals. I don't think it would be a terrible idea to apply a scaler to the weight of Mithril armor for the purposes of the Heavy Armor Use calculation.Comment
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But the other part of this is the modifiers, for types that give bonuses. Those are very clearly level-dependent which means that if you do find a Str ring at 50, it'll almost certainly be -1, which in turn makes it cursed.
Since staves don't have modifiers, other than maybe charges, they're often great finds at 50. They could be anything, with a seemingly flat chance of each.Comment
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