Somewhat good start.

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  • Twilight
    Apprentice
    • Jan 2009
    • 58

    Somewhat good start.

    While glugging potions for ID on the stairs down at 250ft I got a nice surprise with my new dwarf priest.

    First time it's happened this early for me since the limitations on XP-potions were removed.
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    It's better to burn out than to fade away!
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    Holy cow, XP potions are a flat 100k every time now? That makes them considerably more awesome in the early game.

    Edit: to clarify, they used to be 50% of your current XP, or 100k, whichever was smaller. Which meant that there was a fairly narrow range in which they had significant use, with much less utility on either end (either you didn't get the full benefit, or you had so much experience that all they did was bring you 20% closer to your next level).
    Last edited by Derakon; June 30, 2010, 23:20.

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    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #3
      Originally posted by Twilight
      While glugging potions for ID on the stairs down at 250ft I got a nice surprise with my new dwarf priest.

      First time it's happened this early for me since the limitations on XP-potions were removed.
      24 levels in one move. That's hard to beat. Which version is this? Is it flat 100k XP in 3.1.2v2 or is this some DEV-version?

      If this is a comp char you got a flying start.

      Comment

      • Twilight
        Apprentice
        • Jan 2009
        • 58

        #4
        Originally posted by Timo Pietilä
        24 levels in one move. That's hard to beat. Which version is this? Is it flat 100k XP in 3.1.2v2 or is this some DEV-version?

        If this is a comp char you got a flying start.
        I don't know if this was in 3.1.2v2. This is dev r1981 and unfortunately not a comp character .

        Edit. The cap-removal is implemented in 3.1.2v2 (checked the source).

        When checking for the timing of this I found that it was done over a year ago on the dev-site.
        Last edited by Twilight; June 30, 2010, 23:22.
        It's better to burn out than to fade away!

        Comment

        • ewert
          Knight
          • Jul 2009
          • 702

          #5
          Darn, that's good to know it is not capped anymore. I've saved early xp potions for 200k xp before, not anymore.

          As for that screencap, lol.

          Comment

          • Sirridan
            Knight
            • May 2009
            • 560

            #6


            Same thing happened to me, it was great fun, but I still ended up dying. *Sigh* Don't let it get to your head!

            Comment

            • Twilight
              Apprentice
              • Jan 2009
              • 58

              #7
              Originally posted by Sirridan
              http://angband.oook.cz/screen-show.php?id=1518

              Same thing happened to me, it was great fun, but I still ended up dying. *Sigh* Don't let it get to your head!
              Well - it earns you a couple of hours of safety when you dive, but you'll soon catch up to "your depth". You still have to find the stairs on the way down though ... (and avoid being tempted by anything) to save a few turns in the end.
              It's better to burn out than to fade away!

              Comment

              • Timo Pietilä
                Prophet
                • Apr 2007
                • 4096

                #8
                Originally posted by Twilight
                Well - it earns you a couple of hours of safety when you dive, but you'll soon catch up to "your depth". You still have to find the stairs on the way down though ... (and avoid being tempted by anything) to save a few turns in the end.
                It also twists the game in a way that your clvl is much higher level than your gear, so it might cause some unexpected problems adjusting your playing style "Hey, I have plenty of HP I can do this and I can do that and I forgot that that one breathes this much because I usually have resists for it and now I'm dead".

                Comment

                • Twilight
                  Apprentice
                  • Jan 2009
                  • 58

                  #9
                  Originally posted by Timo Pietilä
                  It also twists the game in a way that your clvl is much higher level than your gear, so it might cause some unexpected problems adjusting your playing style "Hey, I have plenty of HP I can do this and I can do that and I forgot that that one breathes this much because I usually have resists for it and now I'm dead".
                  True, but dive-style play makes one hopefully more aware of the risks of overconfidence. At 1800' atm with not much of anything in resists. No FA, but this isn't that unusual at this point of this kind of game. Basically I'm "caught up", or almost anyway.
                  It's better to burn out than to fade away!

                  Comment

                  • Timo Pietilä
                    Prophet
                    • Apr 2007
                    • 4096

                    #10
                    Originally posted by Twilight
                    True, but dive-style play makes one hopefully more aware of the risks of overconfidence. At 1800' atm with not much of anything in resists. No FA, but this isn't that unusual at this point of this kind of game. Basically I'm "caught up", or almost anyway.
                    FA isn't actually much a problem in current vanilla if you just have high AC and decent saving throw. I made some testing and you can recover from completely surrounded by ghouls if you just have high enough HP, AC somewhere in 75+ and saving throw in 75-80% or something which shouldn't take long to achieve with Dwarf Priest (32 + 9 + (1.2 x 24) = ~70% already without counting WIS-bonus. Against single ghoul in corridor I suspect that much less than that is required to survive. High AC helps to avoid paralyzation attacks and those that get thru has saving throw size chance to fail to paralyze you.

                    Later in game when even one turn without action can be fatal you would need to be more careful.

                    Comment

                    • Twilight
                      Apprentice
                      • Jan 2009
                      • 58

                      #11
                      Originally posted by Timo Pietilä
                      FA isn't actually much a problem in current vanilla if you just have high AC and decent saving throw. I made some testing and you can recover from completely surrounded by ghouls if you just have high enough HP, AC somewhere in 75+ and saving throw in 75-80% or something which shouldn't take long to achieve with Dwarf Priest (32 + 9 + (1.2 x 24) = ~70% already without counting WIS-bonus. Against single ghoul in corridor I suspect that much less than that is required to survive. High AC helps to avoid paralyzation attacks and those that get thru has saving throw size chance to fail to paralyze you.

                      Later in game when even one turn without action can be fatal you would need to be more careful.
                      Ah - I've just avoided FA situations as per usual. I hadn't really thought about the change regarding FA. Thanks for the info! Now I must immediately go hug carrion crawlers/ghouls just to check the limits with this character ... or perhaps not.

                      Edit: ... of course stripping one armor piece off one at the time to some mood music to see the AC-limits ... but perhaps it's not my dwarf alter ego that'll be paralyzed in that case, but probably the poor ghoul's.

                      Edit: ... and died to a Trappers paralyze melee at 2200'. I guess the crappy AC caught up with me there (80% save). And also a mistake to not see it I guess. Oh well - next!
                      Last edited by Twilight; July 1, 2010, 12:41.
                      It's better to burn out than to fade away!

                      Comment

                      • Timo Pietilä
                        Prophet
                        • Apr 2007
                        • 4096

                        #12
                        Originally posted by Twilight
                        Edit: ... and died to a Trappers paralyze melee at 2200'. I guess the crappy AC caught up with me there (80% save). And also a mistake to not see it I guess. Oh well - next!
                        IIRC monsters have some level-based chance to hit you, so it isn't flat AC vs attack. Trapper is native to 1800, while ghouls are 1300', and carrion crawlers (two versions) 1250' and 1700'. Also Trapper hits hurt a lot more than carrion crawlers or ghouls. It also has two 15d1 hits, which in addition to paralyzation also stun like master mystic. Much nastier.

                        Comment

                        • Twilight
                          Apprentice
                          • Jan 2009
                          • 58

                          #13
                          Originally posted by Timo Pietilä
                          IIRC monsters have some level-based chance to hit you, so it isn't flat AC vs attack. Trapper is native to 1800, while ghouls are 1300', and carrion crawlers (two versions) 1250' and 1700'. Also Trapper hits hurt a lot more than carrion crawlers or ghouls. It also has two 15d1 hits, which in addition to paralyzation also stun like master mystic. Much nastier.
                          Yes, you're right. The different attacks have different bonuses and monster level affects it IIRC from sourcediving for it several years ago. I most probably got knocked out while being paralyzed then. I clicked past it quickly to see if I recovered, so I most likely missed it.

                          The Trapper is quick as well with 2(?) paralyzing attacks. So I guess it may be the most dangerous foe if you don't have FA. It's not that easy to detect and avoid, since it's not even evil.

                          Learned something from this anyway. Trapper without FA at depth might even be near Stormbringer (Z2.2.8) in danger ... or perhaps not! That sword-mimic knocked out and killed more high-level characters than I care to remember back when I played Z. "Ah - must pick up that shiny sword ... oops!"
                          It's better to burn out than to fade away!

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #14
                            Ahh, Stormbringer.

                            On the plus side, it had no non-melee attacks and you were guaranteed to get the ludicrously overpowered artifact Blade of Chaos 'Stormbringer' (vampiric with no per-round HP gain cap, among other useful abilities) when you killed it.

                            I had a Klackon Warrior who once farmed Great Wyrms with Stormbringer, without bothering to use an anti-summoning corridor. Sure, if they all breathed at once he was dead, but they didn't, and any non-fatal damage they dealt could be healed back up by attacking something.

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