Am I safe to dive?

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  • mattdp
    Rookie
    • May 2010
    • 9

    Am I safe to dive?

    Actually, I just wanted to play with the neat character dump tool:


    This character is really new territory for me. Not in terms of depth but firstly because he's the first non-paladin I've had that's gotten to any kind of meaningful depth and secondly because he's been so absurdly lucky with high resists on Elvenkind items. I've not done stat gain and I've already got all the most important high resists covered: RPois, RConf and RDis if I need it, plus telepathy.

    At 2000' I'm finding it idiotically easy to OOD everything in sight. So I decided to start diving rather than waiting for more stat potions which was become very dull. Am I safe (or indeed wise) to carry on diving without maxxed stats or am I asking for trouble here?
  • Zikke
    Veteran
    • Jun 2008
    • 1069

    #2
    In my opinion, your character looks fit to dive. After 3.0 came out, it doesn't make much sense to hang around stat gain simply farming potions because the drops were reduced so much. You have all the main resists (conf, blind, base) and the required abilities (FA, telepathy).

    Keep in mind your OOD won't be able to mow down everything as you get deeper; you will obviously need to pick and choose your fights more and maybe use other techniques where necessary (like softening them up with a bow before OOD). Don't forget to use your Blesses when shooting/meleeing to increase hit chance.

    Looks promising! Good luck
    A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
    A/FA W H- D c-- !f PV+++ s? d P++ M+
    C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

    Comment

    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #3
      Originally posted by mattdp
      Actually, I just wanted to play with the neat character dump tool:


      This character is really new territory for me. Not in terms of depth but firstly because he's the first non-paladin I've had that's gotten to any kind of meaningful depth and secondly because he's been so absurdly lucky with high resists on Elvenkind items. I've not done stat gain and I've already got all the most important high resists covered: RPois, RConf and RDis if I need it, plus telepathy.

      At 2000' I'm finding it idiotically easy to OOD everything in sight. So I decided to start diving rather than waiting for more stat potions which was become very dull. Am I safe (or indeed wise) to carry on diving without maxxed stats or am I asking for trouble here?
      Yes and no. You need to know what you are facing. Avoid all faster-than-you monsters that look even remotely dangeous. With that in mind diving is better strategy than staying and waiting for stat-potions.

      After you find good weapon I find it easier to just melee everything using defensive preparation spells and 0% failure healing when needed. Runes of protection are especially useful in melee against creatures that do not have extreme distance attacks. Prepare a corridor with those, lure monster in, melee until rune breaks, step back to another, continue melee.

      Most feared melee-monster with your speed would be Grand Master Mystic. One round against that and you are dead. Several of the Dragon-family and few others can also kill you in single turn against your speed.

      So be careful, but dive. High stealth helps a bit.

      Comment

      • mattdp
        Rookie
        • May 2010
        • 9

        #4
        Thanks for your advice. Both very useful and appropriate as my constant tossing out of OOD ran into trouble against my first Drolem.

        Beat it as suggested by filling a corridor with glyphs and shooting at it with that monster bow.

        I'm surprised melee is viable at this stage with just two attacks and a ceiling of four at best. But I'll give it a try and be careful. I'll feel a lot happier once I get access to the best healing spells.

        A question - I'm perplexed as to what the point of dispel evil and dispel undead are. Surely with dispel evil at least, OOD is always better - with double damage against evil monsters and burst effect it actually does more damage and hits more targets for less mana than Dispel Evil?

        Comment

        • PowerDiver
          Prophet
          • Mar 2008
          • 2820

          #5
          Originally posted by mattdp
          A question - I'm perplexed as to what the point of dispel evil and dispel undead are. Surely with dispel evil at least, OOD is always better - with double damage against evil monsters and burst effect it actually does more damage and hits more targets for less mana than Dispel Evil?
          If you enter a pit through the wall *opposite* the door, using stoneToMud, you can get in before any monsters go into the moat, and dispel evil will hit 90+ monsters.

          Dispel undead is a horribly cursed spell that tempts you to try the same thing with a graveyard. Resist the temptation.

          Comment

          • ramier
            Rookie
            • May 2010
            • 12

            #6
            I'm new around here. What's OOD?

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #7
              OoD: Orb of Draining, one of the few priest attack spells. It fires a ball effect that is unresistable and deals double damage to evil monsters. The damage also scales with your level, so it remains fairly effective for a goodly period of time.

              OoD: Out of Depth, when a monster or item shows up before it's supposed to.

              Which one is intended, you can generally glork from context.

              Comment

              • Timo Pietilä
                Prophet
                • Apr 2007
                • 4096

                #8
                Originally posted by Derakon
                OoD: Orb of Draining, one of the few priest attack spells. It fires a ball effect that is unresistable and deals double damage to evil monsters. The damage also scales with your level, so it remains fairly effective for a goodly period of time.
                It is effective enough that I have killed M several times using only it. At 7 mana and radius of 3 and nearly 200 point damage at center against evil at clvl 50 it is very effective against groups of monsters, wiping out weak summoners etc.. It also used to destroy cursed items making ID a bit easier for priests, but that is no longer the case.

                With that radius it actually hits monsters that are beyond your LoS, which sometimes makes possible to kill creatures that are dangerous but "do not chase" you and/or have shorter detection range than your LoS by hitting them with splash-effect at safe distance. Takes forever against larger opponents, but is doable.

                Comment

                • mattdp
                  Rookie
                  • May 2010
                  • 9

                  #9
                  Originally posted by PowerDiver
                  If you enter a pit through the wall *opposite* the door, using stoneToMud, you can get in before any monsters go into the moat, and dispel evil will hit 90+ monsters.
                  Ah, thanks. I've been playing this game on and off for years, and it looks like I totally misunderstood the LoS rules the entire time. I assumed a monster blocked LoS to the square behind it, but your description suggests not. If that's the case, then the point of this spell becomes clear

                  Comment

                  • d_m
                    Angband Devteam member
                    • Aug 2008
                    • 1517

                    #10
                    Originally posted by mattdp
                    Ah, thanks. I've been playing this game on and off for years, and it looks like I totally misunderstood the LoS rules the entire time. I assumed a monster blocked LoS to the square behind it, but your description suggests not. If that's the case, then the point of this spell becomes clear
                    Most of the beam spells (and archery) do work like you described, but most of the ball spells (e.g. OoD, stinking cloud, etc) allow you to place the ball wherever you want.

                    If you set the base delay setting to something non-zero you can actually see ascii animations of the beam/ball, which help figure out what happened.
                    linux->xterm->screen->pmacs

                    Comment

                    • Tiburon Silverflame
                      Swordsman
                      • Feb 2010
                      • 405

                      #11
                      Yes, the huge tactical advantage of the ball spells is that they're indirect fire. When you have, say, a unique with escorts, and the escorts are no major threat, you can drop ball spells centered on the unique. The escorts often hamper his motion, so you can get a nice start on wearing him down while also taking out some of the escorts.

                      This also works with summoners. The monsters they summon, creates a shield...so start dropping the ball spells right on top of them, if what they summoned doesn't dictate some other immediate tactic.

                      Comment

                      • Timo Pietilä
                        Prophet
                        • Apr 2007
                        • 4096

                        #12
                        Originally posted by Tiburon Silverflame
                        Yes, the huge tactical advantage of the ball spells is that they're indirect fire. When you have, say, a unique with escorts, and the escorts are no major threat, you can drop ball spells centered on the unique. The escorts often hamper his motion, so you can get a nice start on wearing him down while also taking out some of the escorts.
                        For that exact reason I have sometimes hoped to get some "ball spell" that affects only center of the target, so that those escorts/summons would be into baddies way longer. Kind of like having death mold blocking the corridor and baddie behind it. Hit the baddie with whatever you have trying to keep that death mold alive as long as possible. Helps even against distance-attacks if you are in corner where you can duck to cover and heal while baddie is stuck behind that death mold.

                        Comment

                        • mattdp
                          Rookie
                          • May 2010
                          • 9

                          #13
                          Originally posted by Derakon
                          OoD: Orb of Draining, one of the few priest attack spells. It fires a ball effect that is unresistable and deals double damage to evil monsters. The damage also scales with your level, so it remains fairly effective for a goodly period of time.

                          OoD: Out of Depth, when a monster or item shows up before it's supposed to.

                          Which one is intended, you can generally glork from context.
                          Ah, but if you're monster scumming and using the spell to wipe out white worm masses on Dlvl 1, does that mean you're using OoD OoD?

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #14
                            What would you say to changing magic missile so it never beams, but is instead a radius-0 ball? Just to throw that thought out there.

                            Comment

                            • Dawnmist
                              Rookie
                              • Oct 2007
                              • 23

                              #15
                              Originally posted by Timo Pietilä
                              For that exact reason I have sometimes hoped to get some "ball spell" that affects only center of the target, so that those escorts/summons would be into baddies way longer. Kind of like having death mold blocking the corridor and baddie behind it. Hit the baddie with whatever you have trying to keep that death mold alive as long as possible. Helps even against distance-attacks if you are in corner where you can duck to cover and heal while baddie is stuck behind that death mold.
                              When you do target, hit 'o' to target off the monster (standard keyset). Then you can pick a piece of floor that is behind the mold leaving the mold itself "just" out of range, but hitting everything in the ball's range behind the mold.

                              Comment

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