Warning - nightlies unbalanced from r2008
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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=10138Comment
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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).It's better to burn out than to fade away!Comment
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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).
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 BeatlesComment
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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.My first winner: http://angband.oook.cz/ladder-show.php?id=10138Comment
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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 BeatlesComment
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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.
This may overvalue the +att a little bit, but it will be much closer to correct.Comment
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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."Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I suggest adding the dam bonus from 18/220 str as well for off-weapon damage +35 or maybe a round +40.Comment
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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=10138Comment
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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=10138Comment
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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.Comment
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