What resistances are actually needed to survive against Morgoth?

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  • PowerWyrm
    Prophet
    • Apr 2008
    • 2986

    #16
    Originally posted by PopTart
    My unhastened speed was only +14, but I had almost 300 AC
    AC won't help if Morgoth gets two turns and casts Mana Storm both times. That would be a death sentence even for a warrior if you are not at max hp with a high hp race (half-troll warrior with 1200+ hp could in theory survive back to back manastorms). The main rule before fighting Morgoth is to have +20 base speed to avoid double turns.
    PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

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    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      #17
      14 is a bit low. M gets rather a lot of double moves at that rate. 18 is very low risk. Note that double moves are only part of it. The effective difference in damage between 24 and 30 (hasted) speed is nearly as much as a damage ring. (Close to 10%.)

      There is one exception: mage with dimension door. Morgoth is helpless in the face of this, so neither speed nor HP is important. Just a reasonable stack of !rMana and/or annihilation.

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      • PopTart
        Apprentice
        • May 2017
        • 89

        #18
        With haste (I had 4 rods of speed) it was +24. My dwarf had 1130 max HP. I had 12 rods of slow monster which kept him very slow. All that added up to where I was getting greater than one round per every one of his rounds

        It was very helpful to lure him into a tunnel, where his summoned friends often lacked line of sight. He got me down to 180 at one point, that was the minimum

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        • Sky
          Veteran
          • Oct 2016
          • 2321

          #19
          ... nick's previous explanation of Slow casts doubt on the usefulness of 12 rods ...
          "i can take this dracolich"

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          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            #20
            Current game: got rods of detection and mapping by dl 21. Didn't find a source of TO til dl51/cl35 (rod), later supplemented by Trident of Ulmo

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            • sffp
              Swordsman
              • Apr 2020
              • 434

              #21
              A big stack of phase door is super useful
              as are potions of *healing*
              Potions of life would be great - if you could get enough...

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              • PopTart
                Apprentice
                • May 2017
                • 89

                #22
                Originally posted by Sky
                ... nick's previous explanation of Slow casts doubt on the usefulness of 12 rods ...
                how so? Nick implies that it takes 4-5 zaps to fully slow a monster down. So let's say you want to slow 2 of them down, and you don't want to be caught with all rods charging, and you want at least a couple spares in case one is destroyed

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