Warning - nightlies unbalanced from r2008

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  • Twilight
    Apprentice
    • Jan 2009
    • 58

    #31
    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 ...
    When I think about it(after what was said above), that characters AC would have been extreme with old base AC as well.

    To be clear - I think it's a good thing making AC worthwhile instead of (mostly) disregarding it and just getting it as a byproduct.
    It's better to burn out than to fade away!

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    • Jungle_Boy
      Swordsman
      • Nov 2008
      • 434

      #32


      Unfortunately got killed before getting much further. I like the changes that have been made. One thing I noticed is that when using archery I did not get a message about my missile hitting the monster, was this changed deliberately? Also after looking at the artifact spoiler I have to agree with magnate that +3 attack speed was too common as of this version. There were ~5 weapons with +3 attacks and 3 launchers with +2-3 shots. There were also 8 Artifact DSMs and only 4 pairs of artifact boots, only one of wich had speed, (+4).
      My first winner: http://angband.oook.cz/ladder-show.php?id=10138

      Comment

      • Twilight
        Apprentice
        • Jan 2009
        • 58

        #33
        Originally posted by Jungle_Boy
        http://angband.oook.cz/ladder-show.php?id=10504

        Unfortunately got killed before getting much further. I like the changes that have been made. One thing I noticed is that when using archery I did not get a message about my missile hitting the monster, was this changed deliberately? Also after looking at the artifact spoiler I have to agree with magnate that +3 attack speed was too common as of this version. There were ~5 weapons with +3 attacks and 3 launchers with +2-3 shots. There were also 8 Artifact DSMs and only 4 pairs of artifact boots, only one of wich had speed, (+4).
        No message with non-critical missile attacks is a bug with my message color patch. I posted a ticket (and a fix IIRC) (#1169), so I guess it'll be fixed further on.
        It's better to burn out than to fade away!

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #34
          Originally posted by Jungle_Boy
          http://angband.oook.cz/ladder-show.php?id=10504

          Unfortunately got killed before getting much further. I like the changes that have been made. One thing I noticed is that when using archery I did not get a message about my missile hitting the monster, was this changed deliberately? Also after looking at the artifact spoiler I have to agree with magnate that +3 attack speed was too common as of this version. There were ~5 weapons with +3 attacks and 3 launchers with +2-3 shots. There were also 8 Artifact DSMs and only 4 pairs of artifact boots, only one of wich had speed, (+4).
          Well, speed on boots and shots on anything should be much better balanced in trunk. I have yet to find a satisfactory way of stopping weapons getting +3 blows: most of these are not generated by the "supercharge" code but by pval increments - it probably needs a specific check for when a pval of 1 or 2 is incremented.

          The DSMs thing is truly bizarre. In 3.1.1 randart DSMs were very rare - maybe one or two per set, often none. The variance is now massive: you will still see sets with none, but now some sets will have six or eight. I don't really know why, since they shouldn't be any more common than any other base item. One for the todo list.
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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          • d_m
            Angband Devteam member
            • Aug 2008
            • 1517

            #35
            Originally posted by Twilight
            No message with non-critical missile attacks is a bug with my message color patch. I posted a ticket (and a fix IIRC) (#1169), so I guess it'll be fixed further on.
            Somehow I missed this.

            Anyway it's committed as r2021 now, and ticket is closed.

            Thanks!
            linux->xterm->screen->pmacs

            Comment

            • Jungle_Boy
              Swordsman
              • Nov 2008
              • 434

              #36
              Originally posted by Magnate
              Well, speed on boots and shots on anything should be much better balanced in trunk. I have yet to find a satisfactory way of stopping weapons getting +3 blows: most of these are not generated by the "supercharge" code but by pval increments - it probably needs a specific check for when a pval of 1 or 2 is incremented.
              I am not opposed to having weapons with +3 attack speed as long as it's valued properly, whatever that may be. I think giving up a certain amount of other useful wepon properties to get +3 attacks is a fair trade.
              My first winner: http://angband.oook.cz/ladder-show.php?id=10138

              Comment

              • Magnate
                Angband Devteam member
                • May 2007
                • 5110

                #37
                Originally posted by Jungle_Boy
                I am not opposed to having weapons with +3 attack speed as long as it's valued properly, whatever that may be. I think giving up a certain amount of other useful wepon properties to get +3 attacks is a fair trade.
                The problem is off-weapon brands and slays, particularly branding rings (which are the only non-artifact source of these). +3 attacks is currently valued with the assumption of +10 off-weapon damage (e.g. a damage ring), but this is dramatically undervalued, because if you find a +3 blows weapon with half-decent dice, you *will* wear a branding ring.

                I have added the ring brand factor in r2028, so let's see if this makes +3 blows sufficiently rare.
                "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                Comment

                • PowerDiver
                  Prophet
                  • Mar 2008
                  • 2820

                  #38
                  Originally posted by Magnate
                  The problem is off-weapon brands and slays, particularly branding rings (which are the only non-artifact source of these). +3 attacks is currently valued with the assumption of +10 off-weapon damage (e.g. a damage ring), but this is dramatically undervalued, because if you find a +3 blows weapon with half-decent dice, you *will* wear a branding ring.
                  You should set things up so that endgame kits are valued properly. IMO the best way to do that is to value the weapon normally. Then value a branding ring assuming you are wielding the glaive of Pain. Then value +att assuming you are wielding Pain with an acid ring.

                  This may overvalue the +att a little bit, but it will be much closer to correct.

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #39
                    Originally posted by PowerDiver
                    You should set things up so that endgame kits are valued properly. IMO the best way to do that is to value the weapon normally. Then value a branding ring assuming you are wielding the glaive of Pain. Then value +att assuming you are wielding Pain with an acid ring.

                    This may overvalue the +att a little bit, but it will be much closer to correct.
                    Great minds think alike - that's pretty much the way it's going. The branding damage is now 30 (i.e. a 10d5 weapon). The +att rating now assumes +15 off-weapon damage *and* a branding ring.
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                    Comment

                    • PowerDiver
                      Prophet
                      • Mar 2008
                      • 2820

                      #40
                      Originally posted by Magnate
                      Great minds think alike - that's pretty much the way it's going. The branding damage is now 30 (i.e. a 10d5 weapon). The +att rating now assumes +15 off-weapon damage *and* a branding ring.
                      I suggest adding the dam bonus from 18/220 str as well for off-weapon damage +35 or maybe a round +40.

                      Comment

                      • Jungle_Boy
                        Swordsman
                        • Nov 2008
                        • 434

                        #41
                        Not sure where to post since there are several threads dealing with the new nightly builds but here seems good. I thought there was a max +dam value of +25 on randart weapons however I just found The Long Sword of Earldaldur (4d5) (+13, +34) [+5]. The only other properties are rAcid, rCold, and rFear but the raw damage is pretty nice for 1300 ft with my HT warrior.

                        Other thoughts on this build (r2025), I have not gotten real deep with any of my characters but consumables seem almost too common, I had a stack of 23 ?Satisfy Hunger and 20 !CLW just from finding stuff in the dungeon, this is before 1000ft. Also my current warrior has 18/82 base strength from the !oBrawn I've found and I'm only at 1300 ft. It's definitely nice to be getting more consummables but maybe we went to far the other way.
                        My first winner: http://angband.oook.cz/ladder-show.php?id=10138

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                        • Jungle_Boy
                          Swordsman
                          • Nov 2008
                          • 434

                          #42
                          Also in this same game the second artifact I found was a Broad Sword with +32 AC, not nearly as useful but still seems a little extreme.
                          My first winner: http://angband.oook.cz/ladder-show.php?id=10138

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                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #43
                            Gondricam is a standart that has +50 AC (it's basically a super-Defender ego), so that's not too unreasonable.

                            Comment

                            • Timo Pietilä
                              Prophet
                              • Apr 2007
                              • 4096

                              #44
                              Originally posted by fizzix
                              +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.
                              Add brands to that. Especially acid.

                              Comment

                              • tigpup
                                Apprentice
                                • Apr 2007
                                • 94

                                #45
                                Originally posted by Magnate
                                The problem is off-weapon brands and slays
                                Having just started playing again, it seems that the problem is also off-weapon +3blows on randarts. Especially with gloves that give +dam bonus. My recent randart kobold rogue had 14 blows (+3, +3, +3 on off-weapon kit). Weapon itself was heavy with nice +dam dice, but not in itself over-powered. Those extra off-weapon blows made it stupidly overpowered. That weapon effectively frees-up the shooter slot for whatever I need it for, as a power-sling becomes almost irrelevant.

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