Overpowered randarts with +attack speed?

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  • NiJabbieJabba
    Rookie
    • Sep 2009
    • 14

    Overpowered randarts with +attack speed?

    Just had a lot of fun playing an ironman priest that I whimsically named Morgoth, although I got a little cheesy at the end with wyrm-cloning. The whole game was pretty lucky, since I found PB6 at something like 300' on an excellent level feeling.

    The game felt like I'd enabled wizard mode after finding this shield, particularly with the awesome randart weapon. +3 attack speed on the shield meant I was a priest that hit evil creatures 7 times a round for over 100 hp each. When I met Morgoth (the OTHER Morgoth), I just smashed him to pieces in melee. The shield turned me into a turbocharged warrior with self-healing.

    The standard artifact set has some very nice items, but I don't know that ANYTHING matches +3 attack speed on a shield. Is it possible that the item valuation code doesn't realize just how overpowered that is?

  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #2
    Originally posted by NiJabbieJabba
    The standard artifact set has some very nice items, but I don't know that ANYTHING matches +3 attack speed on a shield. Is it possible that the item valuation code doesn't realize just how overpowered that is?
    Yes. This issue is a few months old now - see http://trac.rephial.org/ticket/1150.
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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    • nppangband
      NPPAngband Maintainer
      • Dec 2008
      • 926

      #3
      For the Angband developers: A couple years ago I re-wrote all of randart.c for NPP. One part of the code does ensure that the attributes given to a weapon or armor type are appropriate (for example, boots are more likely to have speed, shields and armor are more likely to have resists. It also makes certain things impossible, things like shields granting extra attacks can't happen. Check out the table table_type_freq around line 120 of NPPAngband's randart.c for a potential solution.
      NPPAngband current home page: http://nppangband.bitshepherd.net/
      Source code repository:
      https://github.com/nppangband/NPPAngband_QT
      Downloads:
      https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

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      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        Originally posted by nppangband
        For the Angband developers: A couple years ago I re-wrote all of randart.c for NPP. One part of the code does ensure that the attributes given to a weapon or armor type are appropriate (for example, boots are more likely to have speed, shields and armor are more likely to have resists. It also makes certain things impossible, things like shields granting extra attacks can't happen. Check out the table table_type_freq around line 120 of NPPAngband's randart.c for a potential solution.
        I've been wanting for years to go the other way, and allow artifact.txt to determine what can and cannot appear on any given item. It's received wisdom that boots get stealth, hats get ESP etc., but hard-coding those preferences into randart.c is bad IMO. Randarts are random, and everything should be equally likely to turn up anywhere (n.b. this is not how randart.c currently works in V). Taking the likelihood from artifact.txt allows non-coders to experiment and change things if they want.
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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        • Matthias
          Adept
          • Apr 2007
          • 201

          #5
          Is there anything that makes this kind of stat more likely on shields? Maybe because of the haradrim shield? Because I was reading this thread and was thinking that I would really love to find something like that... and then I did. +3 shield, and my 'Pandi' is even better than 'Falch'

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          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #6
            Originally posted by Matthias
            Is there anything that makes this kind of stat more likely on shields? Maybe because of the haradrim shield?
            Yes, the existence of off-weapon blows on a shield in artifact.txt makes them much more likely to appear on shields than on other items. If I understand my own code correctly, that is. That's exactly how I want it to work - but at the moment it's a kludge between that and the received-wisdom stuff, so I need to sort it out with a rewrite.
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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