Improvements to Blackguard combat regen and SP

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  • Muon
    Rookie
    • Aug 2011
    • 3

    Improvements to Blackguard combat regen and SP

    I’ve gotten back into Angband recently after playing a lot of 3.5 back in the early 2000s. I love the class redesigns and general improvements to the game. The blackguard is a very neat class that has a lot more depth to the playstyle than the typical warrior bump attack. However, I think the current combat regen and SP system need some work.

    One key issue is that for all stats and all classes, improving the stat in stat gain is beneficial in some way; even WIS for mages improves saving throw slightly. This isn’t true for blackguards and INT, which is awkward because it’s a key stat.

    BGs are intended to fight in an injured state and spend spell points to recover HP. Their “base” HP regen is 1/2 that of a paladin or warrior, but they also regen HP as SP decrease naturally. In the code, SP decrease at the same (percentage) rate as HP and are converted into a percentage of *lost* HP at the normal rate. Simply, a BG without SP or at full HP regenerates at 1/2 normal rate, equal to normal rate at 50% HP, and 1.5x normal rate at 0% HP. This scaling is effective in the early game and works well for compensating the low one-blow early game damage with increased healing at lower health. It’s even more effective when supplemented by combat regen. Note that as implemented, this rate is not affected by max HP or SP- only by injury and whether the BG has SP. This healing rate is substantially lower, even at 0 HP, than what Paladins or Warriors get with regen.

    Fighting at low HP is supplemented by combat regen, which converts SP spent on spells into one-half of lost HP, so a BG using 10% of SP to cast at 60% HP would gain 0.5*0.1*0.4 = 2% of max HP. This works great at certain phases in the game, but there’s an awkward inflection point where increasing INT to around 18/70 or 18/80 drastically increases SP. This ends up drastically decreasing healing from casting the same spells, which is a problem because BGs have no real way to spend large amounts of SP to deal damage until Forceful blow, which- between it’s high fail rate and chance to simply miss- is not a great option, and it’s not available until level 38 and not really castable until the early 40s.

    Werewolf form is another issue with HP regen. Although werewolves get native regen, they can’t cast, so they only get normal regen at full HP and equivalent to regen with a regen item at 0% HP. Werewolves also can’t cast, so combat regen doesn’t work. Berserk also further increases damage taken, and shifting back to cast ends up losing a turn.

    This situation means that BGs with low stealth are quite a bit squishier than warriors and much squishier than paladins even as they pull the whole dungeon, and increasing INT further decreases this survivability. It also invites undesirable play like phasing and spam-casting Venom to heal, then werewolf and getting back into the fight. Or, using tons of consumables, which doesn’t seem like a good outcome for combat regen.

    To summarize, I think increasing INT should always be beneficial to BGs, and they should have worse HP regen than warriors around full health but better regen by around 50% HP to compensate for avoiding healing. They should be able to take advantage of combat regen through casting even at high SP. There shouldn’t be as much of a trade-off between low fail rate and combat healing.

    Some ideas:

    Items of regen could also affect passive SP -> HP conversion. This would make BGs with SP regen at normal rate at 100% HP, +regen rate at 50% HP, and 150% +regen rate at 0% HP.

    A spell to temporarily drastically increase passive SP burn to increase passive healing for werewolf form.

    More effective book 3 spells that deal closer to bump damage at 4-5 blows per round with higher SP cost. I don’t love this solution alone because fun attacks like whirlwind and maim foe still really fall off at high SP.

    Reworking combat regen to have an “expected” max SP, possibly based on character level. Excess SP above this amount are beneficial and below this amount are inefficient.
  • Sphara
    Knight
    • Oct 2016
    • 504

    #2
    In case you didn't know:

    Early blackguard's best friend is Ring of Open Wounds. You can activate it for an effect comparable to !CSW. It recharges often enough to be extremely useful and appears frequently in 6 shop at the price of about 550gp. That's dirty cheap. Blackguard already has impaired HP regen so the ring doesn't have other drawbacks than taking up a ring slot.

    It is still a rather difficult class to get going due to it's horrible stealth. Once it gets going, it rolls like a train.

    Comment

    • Muon
      Rookie
      • Aug 2011
      • 3

      #3
      Ring of Open Wounds is great in the early game. However, I think BG could have some improvements in the early game as well; the minimum weapon weight requirement doesn't fit great with the spells not increasing DPT at all until level 20 and the high fail rate.

      In particular, I have a problem with increasing INT/SP actually decreasing healing and therefore being a negative for this class at certain levels (around 30-40). I think the combat regen system should be reworked so that this isn't the case.

      Comment

      • ewert
        Knight
        • Jul 2009
        • 702

        #4
        Hmm, dunno, I felt the regen as a drawback to the what I feel extremely extremely good debuffing you get for 1v1'ing in melee is fair. When I kept stuns and taunts up with my BGs, as long as I had fair AC, even super tough melee monsters were just tickling me.

        I can see how the "more SP max actually makes your incombat healing from casting worse" seems a bit wonky though. However, not sure if I would actually change it, but I can see the argument there.

        Comment

        • Muon
          Rookie
          • Aug 2011
          • 3

          #5
          I feel like the "intended" playstyle is to have impaired HP regen but good healing from casting when wounded, and this works really well for a lot of the game and at some SP/HP ratios. In the late game, though, the attack->cast/heal->attack cycle breaks down and it turns more into attack->run away and heal/use consumables->attack because in-combat casting doesn't cut it when the SP you can use per turn is so low. BGs get maim foe at 15 for 8 SP; the next offensive spell is forceful blow at 38 for still only 16 SP. There's an argument to be made for "late-game BGs get so much DPS so they just have low HP recovery to offset it" but this seems like less interesting gameplay than maybe nerfing the damage a bit and increasing the utility of late-game casting. A better dynamic (imo) is "You can typically cast to heal off melee damage but you have to stay near the 50%-60% HP range where a big breath is going to almost kill you."

          I also find that late-game I can easily just rest (or spam venom) to fully recover HP and have plenty of SP left over to go start the next fight. Although it's nice to have a bit less pressure, it also really eliminates the dynamic of needing to seek targets quickly when having enough SP to buff is trivial.

          Comment

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