I recently found out that I can learn the bonus on amulets by throwing them. That's obviously not something you'd want to do if it's of a type that you need. Before I switched to no selling I used id by use to partially identify certain items to inflate their sale price. Wear a ring of the mouse and then take it off right away so you never attack with it on. Now you get to sell it as a ring that gives a bonus to dex and stealth with no known penalties. Rings of reckless attacks can be thrown for damage or you can put them on momentarily to attack defenseless townspeople. It sells for more when you don't know the AC penalty.
ID by use shenanigans
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I recently found out that I can learn the bonus on amulets by throwing them. That's obviously not something you'd want to do if it's of a type that you need. Before I switched to no selling I used id by use to partially identify certain items to inflate their sale price. Wear a ring of the mouse and then take it off right away so you never attack with it on. Now you get to sell it as a ring that gives a bonus to dex and stealth with no known penalties. Rings of reckless attacks can be thrown for damage or you can put them on momentarily to attack defenseless townspeople. It sells for more when you don't know the AC penalty."Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles -
We should probably implement differentiation between on- and off- weapon and launcher bonuses...takkaria whispers something about options. -more-Comment
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Perhaps the target of your throw is more knowledgable about magical items and shouts back at you "how dare you throw an Amulet of Wisdom +4 at me!"A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
A/FA W H- D c-- !f PV+++ s? d P++ M+
C- S+ I- !So B ac++ GHB? SQ? !RQ V F:Comment
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The partial ID thing on rings of the mouse and reckless attacks makes sense from a mechanical perspective. It's just easily exploitable for profit in the early game. It might be noteworthy that the trick doesn't work with rings of the dog, whose penalties the player knows without having to try them. If it's considered worth changing then matching mouse and reckless attacks to how dog works would be one approach.Last edited by Raxmei; May 20, 2011, 23:08.Comment
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Currently there is a single value for damage bonus that is for all attacks. It is more effective to throw a ring of damage than to fire an unenchanted shot from an unenchanted sling, and it is usually even more effective to throw a shortbow of power. Presumably the damages of those attacks should be changed, but until they are the principle of id-by-use is that you can tell which attacks are more damaging. That means learning the plusses when you throw jewelry is correct, and also for throwing launchers, until such time when the rules on the damage for throwing items is changed.Comment
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Revealing pvals is a bug. Only the +hit and +dam should be revealed. I'll try to track that down today.Comment
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