Warning - nightlies unbalanced from r2008

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  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    #16
    Originally posted by Jungle_Boy
    I haven't looked in the code or anything but I thought there was a cap on the reduction of chance to hit since I think monsters and players alike have a guaranteed 5% hit chance.
    I remember a discussion about removing that 5% thing. It would not surprise me if it has been removed by now on one or both of monsters and players.

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #17
      Originally posted by PowerDiver
      I remember a discussion about removing that 5% thing. It would not surprise me if it has been removed by now on one or both of monsters and players.
      No, it hasn't been removed - but you'd have to have an AC of 342 to reduce Morgoth's chance to hit you to 5% ... so effectively that's the cap.

      I think now that more AC is available on armour, the 150/250 damage reduction cap should be changed to 180/300. That's the same maximum damage reduction (60%) but at a bit more AC.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #18
        Originally posted by Sirridan
        Blue Dragon Scale Mail of Speed (+7)

        I like where this is going.
        Wow, that was quick. I'm hoping that the changes to drops (which are now imminent, since d_m likes Ewert's new object.txt) will prevent ego DSMs becoming too common - I'd hate for anyone to complain that the game is getting easier ...
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #19
          I'll note that my last winner was wearing a randart armor of +8 speed (and nothing else) for the mid-late game. I kept wanting to wear something more interesting, but it just couldn't overcome the speed bonus in utility. Speed is, as always, powerful.

          What's the range on pvals for DSM of Speed?

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #20
            Originally posted by Derakon
            I'll note that my last winner was wearing a randart armor of +8 speed (and nothing else) for the mid-late game. I kept wanting to wear something more interesting, but it just couldn't overcome the speed bonus in utility. Speed is, as always, powerful.

            What's the range on pvals for DSM of Speed?
            1-10, same as boots. In general, randarts with big speed boosts have nothing else attached to the pval, making for interesting choices (often you need STR or CON on your body armour, for example). I have seen some Deathwreaker-alikes with +7 INT, WIS, SPEED and, in one extraordinary case (unfortunately I was testing rather than playing), +13 STR and SPEED!

            Blue DSM of Speed doesn't strike me as particularly uber, since it's basically a slot for speed and a breath weapon (relec being almost certain to occur in another slot). But Balance DSM of Speed really does sound quite interesting ... it should be bloody rare though.
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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            • miyazaki
              Adept
              • Jan 2009
              • 227

              #21
              Originally posted by Magnate
              1-10, same as boots. In general, randarts with big speed boosts have nothing else attached to the pval, making for interesting choices (often you need STR or CON on your body armour, for example). I have seen some Deathwreaker-alikes with +7 INT, WIS, SPEED and, in one extraordinary case (unfortunately I was testing rather than playing), +13 STR and SPEED!

              Blue DSM of Speed doesn't strike me as particularly uber, since it's basically a slot for speed and a breath weapon (relec being almost certain to occur in another slot). But Balance DSM of Speed really does sound quite interesting ... it should be bloody rare though.
              My last game had randart boots +10 speed & stealth.

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #22
                Originally posted by miyazaki
                My last game had randart boots +10 speed & stealth.
                Oh wow. I've been dreaming of a find like that since I wrote the damn generator. I've never seen both on boots with a pval above +4. Nice find.
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                Comment

                • ewert
                  Knight
                  • Jul 2009
                  • 702

                  #23
                  Originally posted by Magnate
                  Oh wow. I've been dreaming of a find like that since I wrote the damn generator. I've never seen both on boots with a pval above +4. Nice find.
                  Didn't see that coming? ... Lousy joke, I know, what with that speed and stealth who would see it coming ... =P

                  And to the subject, I think there was something funky at some low level heavy armor, don't remember which but my paladin bought it at like start of game because it was in armor shop, like just over 100 gold and yeah a "heavy" armor, high tens or low twenties base armor ... Sorry don't have dump.

                  Comment

                  • Sirridan
                    Knight
                    • May 2009
                    • 560

                    #24


                    Died early but I think I can comment about the armor changes at least.

                    1. DSM's are now VERY worth while to check out. The blue one I found with +7 speed made me check each and every one afterward. Plus there were times I was trying to figure out how I could have worn it... This could make for some interesting gear choices, which is *never* a bad thing.

                    2. Chance to hit / Reduction from armor seems a bit overpowered, for a warrior or paladin this would be fine in my eyes, they should be able to run around in heavy armor, but for others, once strength is up, it may be a bit much. I didn't have to fear melee at all pretty much, I was running around with 193-233 AC at all times depending on !berserk and which weapon I had on.

                    So far I really like it though Kudos!

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #25
                      Originally posted by Sirridan
                      http://angband.oook.cz/ladder-show.php?id=10484

                      Died early but I think I can comment about the armor changes at least.

                      1. DSM's are now VERY worth while to check out. The blue one I found with +7 speed made me check each and every one afterward. Plus there were times I was trying to figure out how I could have worn it... This could make for some interesting gear choices, which is *never* a bad thing.

                      2. Chance to hit / Reduction from armor seems a bit overpowered, for a warrior or paladin this would be fine in my eyes, they should be able to run around in heavy armor, but for others, once strength is up, it may be a bit much. I didn't have to fear melee at all pretty much, I was running around with 193-233 AC at all times depending on !berserk and which weapon I had on.

                      So far I really like it though Kudos!
                      Thank you - and thanks for the reminder about #2 - r2018 changes the damage reduction from 150/250 to 240/400 - still the same 60% cap, but harder to reach. I am less inclined to tinker with the hit chance, but if melee is still too easy after this I'll do it.
                      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                      Comment

                      • Sirridan
                        Knight
                        • May 2009
                        • 560

                        #26
                        Originally posted by Magnate
                        Thank you - and thanks for the reminder about #2 - r2018 changes the damage reduction from 150/250 to 240/400 - still the same 60% cap, but harder to reach. I am less inclined to tinker with the hit chance, but if melee is still too easy after this I'll do it.
                        I'll update and run again with randarts and see how it goes.

                        Comment

                        • Twilight
                          Apprentice
                          • Jan 2009
                          • 58

                          #27
                          Originally posted by Magnate
                          Thank you - and thanks for the reminder about #2 - r2018 changes the damage reduction from 150/250 to 240/400 - still the same 60% cap, but harder to reach. I am less inclined to tinker with the hit chance, but if melee is still too easy after this I'll do it.
                          If you want more data -my latest rogue winner (r2016) had extremely high AC as well. 300+ against Morgoth for instance (with the help of Shield-spell and other buffs, but still). She got high relatively early as well, so melee combat felt much easier ... but to be honest I didn't think about it much before near the endgame.

                          The damage reduction change feels good IMO, for starters at least.

                          It's better to burn out than to fade away!

                          Comment

                          • Jungle_Boy
                            Swordsman
                            • Nov 2008
                            • 434

                            #28


                            I'm enjoying the changes. Feels like a lot more of my gear is coming from uniques. I'm also facing some interesting gear choices and being forced to use swaps for really thie first time. Inventory management is becoming more of an issue. I like the armor change it makes AC feel like more than a non-issue. So far the only DSM I found was just magical but I'm excited about the prospect of an ego DSM since I always thought they should get more use.
                            My first winner: http://angband.oook.cz/ladder-show.php?id=10138

                            Comment

                            • Magnate
                              Angband Devteam member
                              • May 2007
                              • 5110

                              #29
                              Originally posted by Jungle_Boy
                              http://angband.oook.cz/ladder-show.php?id=10504

                              I'm enjoying the changes. Feels like a lot more of my gear is coming from uniques. I'm also facing some interesting gear choices and being forced to use swaps for really thie first time. Inventory management is becoming more of an issue. I like the armor change it makes AC feel like more than a non-issue. So far the only DSM I found was just magical but I'm excited about the prospect of an ego DSM since I always thought they should get more use.
                              Hmm - I see that +3 blows is still too common on randarts, even after I made them worth more!

                              @Twilight: interesting that 2/3 of your AC is magical, and only 1/3 was base. I think the standarts generally have higher +ac than randarts - you have a lot of +20 and +25 there.

                              Glad this is going down reasonably well. Off to make +blows even less likely ...
                              "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                              Comment

                              • fizzix
                                Prophet
                                • Aug 2009
                                • 3025

                                #30
                                Originally posted by Magnate
                                Hmm - I see that +3 blows is still too common on randarts, even after I made them worth more!

                                @Twilight: interesting that 2/3 of your AC is magical, and only 1/3 was base. I think the standarts generally have higher +ac than randarts - you have a lot of +20 and +25 there.

                                Glad this is going down reasonably well. Off to make +blows even less likely ...
                                +3 blows on weapons is not that bad provided the weapon isn't overly powerful. (as is the case with this trident) + blows on off-weapon shots should be pretty rare.

                                +3 blows + big dice + slay evil (and kill undead/dragon/demon) should be extremely rare, maybe generated once every 20 randart games as a top level artifact.

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