Earliest immunity?

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Philip
    Knight
    • Jul 2009
    • 881

    Earliest immunity?

    From wormy on dlevel 8:
    The Trident 'Heldolvar' (1d10) (+6,+14) (+5)
    +5 strength, wisdom.
    Provides immunity to lightning.
    Cannot be harmed by acid, electricity, fire, cold.
    Blessed by the gods.

    Combat info:
    4 blows/round.
    With an additional 0 strength and 6 dex you would get 5 blows
    Average damage/hit: 26.3.
  • Magnate
    Angband Devteam member
    • May 2007
    • 4916

    #2
    Originally posted by Philip
    From wormy on dlevel 8:
    The Trident 'Heldolvar' (1d10) (+6,+14) (+5)
    +5 strength, wisdom.
    Provides immunity to lightning.
    Cannot be harmed by acid, electricity, fire, cold.
    Blessed by the gods.

    Combat info:
    4 blows/round.
    With an additional 0 strength and 6 dex you would get 5 blows
    Average damage/hit: 26.3.
    Nice. It's the least useful immunity, but nice nonetheless. The four blows (i.e. the +5 STR) is probably more important at this point in the game. That probably doubles your damage output.
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

    Comment

    • Derakon
      Prophet
      • Dec 2009
      • 8820

      #3
      I'm pretty sure I beat that once; I had a character back in frog-knows kill a character ghost somewhere in the 200-400' range and get the Trident of Ulmo off his corpse.

      I miss character ghosts...and the slightly increased likelihood of getting wildly lucky with drops.

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 4916

        #4
        Originally posted by Derakon
        I'm pretty sure I beat that once; I had a character back in frog-knows kill a character ghost somewhere in the 200-400' range and get the Trident of Ulmo off his corpse.

        I miss character ghosts...and the slightly increased likelihood of getting wildly lucky with drops.
        Well, you can rest assured that there's an open ticket to bring them back. Any year now.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • nobody
          Apprentice
          • Jul 2007
          • 73

          #5
          character ghosts, i remember those vaguely, from when i was a child
          bringing those back would be pretty major wouldn't they?

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 4916

            #6
            Originally posted by nobody
            character ghosts, i remember those vaguely, from when i was a child
            bringing those back would be pretty major wouldn't they?
            I don't think so, in either sense of "major". In coding terms, I suspect most of the old bones file handling code wouldn't need too much work, and the monster array/generation code hasn't changed too much either. I say this without having looked at the code at all, but my gut feeling is that it would be a job for a few days rather than weeks or months. Having said that, I have no idea when anyone will decide to spend a few days doing it.

            In gameplay terms it wouldn't be that big a deal either. Player ghosts were always pretty rare, and if they come back they should stay that way. They're tough but not invincible, so in that sense not a million miles from most OOD unique encounters.
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • Hariolor
              Swordsman
              • Sep 2008
              • 289

              #7
              If they behave anything like the player ghosts in O, I'd find it hard to say they're even all that hard. While O is definitely different in terms of combat and relative power - I've never found player ghosts to be all that hard to bump off as compared to uniques or OOD enemies.

              If anything takes tweaking re: player ghosts, I'm guessing it will be the balance between difficulty/rarity/reward.

              Comment

              • PowerDiver
                Prophet
                • Mar 2008
                • 2777

                #8
                I found player ghosts in NPP made diving impossible for a learning diver. The power of the ghost depends on where you die and has no relation to the power of the char that died, so diving and dying creates too many exceptionally dangerous foes.

                Comment

                • Djabanete
                  Knight
                  • Apr 2007
                  • 553

                  #9
                  Originally posted by PowerDiver
                  I found player ghosts in NPP made diving impossible for a learning diver. The power of the ghost depends on where you die and has no relation to the power of the char that died, so diving and dying creates too many exceptionally dangerous foes.
                  Seems like the best implementation would be to have the ghost's power determined by race, class, and level, and the native depth determined by the level on which the character died.

                  Comment

                  Working...
                  😀
                  😂
                  🥰
                  😘
                  🤢
                  😎
                  😞
                  😡
                  👍
                  👎