Moments of "whoa"

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  • scud
    Swordsman
    • Jan 2011
    • 323

    #16
    Originally posted by Derakon
    Well, but you can cast Orb of Draining a good 25 or so times before running out of mana, and it should be doing quite reliable damage.
    At CL35 I am indeed m-c-b-ing like a champ: 52+3d6, x2 v evil, 1% fail.

    I love a good orb, but it can make mages rather dull.

    Out of interest, what is the spread pattern of OoD? Is it 'octagonal' rather than square? And what's the fall-off in damage as you move away from the epicentre?

    Comment

    • Timo Pietilä
      Prophet
      • Apr 2007
      • 4096

      #17
      Originally posted by David B
      Not "woe", where you died unexpectedly, but "whoa" when you realize you did something possibly a little awesome.
      Hunt Vecna, a balrog blocks your way, whack it to the head yelling, "GET OUT OF MY WAY!", kill it and realize that it was The Balrog Of Moria...

      in old days....

      Kill Morgoth hitting it to the head with your bow. "tougher than I remember..."

      Comment

      • Antoine
        Ironband/Quickband Maintainer
        • Nov 2007
        • 1010

        #18
        I hope they all wake up and breathe at once.

        A.
        Ironband - http://angband.oook.cz/ironband/

        Comment

        • Timo Pietilä
          Prophet
          • Apr 2007
          • 4096

          #19
          Originally posted by Antoine
          I hope they all wake up and breathe at once.

          A.
          Looks like six Nalfeshnee, bunch of Mariliths and Vrocks which don't have distance attacks and one Balrog which doesn't have LoS.

          Double fire resist would suffice. That Ancient Blue is more troublesome cause priests can't cast resist elec, but even that isn't a problem.

          Double-resist, teleport Ancient Blue away, couple of OoD to Nalfeshnee and you are safe until Balrog comes to view.

          Dealing with that Balrog OTOH can be problem this early. IIRC Balrog of Moria moves at speed +20, so even haste from potion is not enough.

          Comment

          • Mondkalb
            Knight
            • Apr 2007
            • 982

            #20
            Originally posted by Timo Pietilä
            Dealing with that Balrog OTOH can be problem this early. IIRC Balrog of Moria moves at speed +20, so even haste from potion is not enough.
            Plus he will probably summon minions.
            My Angband winners so far

            My FAangband efforts so far

            Comment

            • Timo Pietilä
              Prophet
              • Apr 2007
              • 4096

              #21
              Originally posted by Mondkalb
              Plus he will probably summon minions.
              That's a good part at meeting him early: his minions will be those low level ones. It would be different if the summon would be determined by level of caster instead of dungeon, but it is like it is now.

              I sometimes scummed those unique-summoning uniques in order to get some of the bad ones early.

              hmm....my current char seems to be ready for Morgoth, I just killed Gothmog without breaking a sweat and I have gazillion gallons of *healing* and Life stored at home...

              Got to love Pain. Only Mouth of Sauron, Sauron and one of the three trolls (can't remember which) left. No need to hunt those.

              Comment

              • scud
                Swordsman
                • Jan 2011
                • 323

                #22
                That's more like it...

                Code:
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                             [/COLOR][COLOR="#00FF00"]Full [/COLOR]Study (18)                                                       
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                Hardly a candidate for the 'memorable randarts' thread, though...
                Code:
                l) the Metal Brigandine Armour of Nathros (-3) [48,+12]
                     Dropped by The Balrog of Moria at 2550 feet (level 51).
                     
                     Provides resistance to lightning, poison, dark.
                     Cannot be harmed by acid, electricity, fire, cold.
                I'm now awaiting my customary nexus scramble!

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #23
                  Originally posted by scud
                  Out of interest, what is the spread pattern of OoD? Is it 'octagonal' rather than square? And what's the fall-off in damage as you move away from the epicentre?
                  Sounds like you can't see the spell animations. Go to the '=' options screen and turn up the delay factor; anywhere from 10-30 milliseconds should be good. That will allow you to see spells get cast, including their area of effect.

                  (And why is the default delay factor still zero?!)

                  I believe damage is halved for each additional tile away from the center, but don't quote me on that.

                  Comment

                  • fizzix
                    Prophet
                    • Aug 2009
                    • 3025

                    #24
                    Originally posted by Timo Pietilä
                    It would be different if the summon would be determined by level of caster instead of dungeon, but it is like it is now.
                    I actually changed this to behave like this for 3.4 (I did not change *escorts* however, which is a different animal.)

                    Basically the way summons work is that a summon power is calculated as a product of summoner level * dungeon level. Then every summoned monster is given a power equal to its level squared. When the sum of all summoned monsters is above the summoner power then no more monsters are summoned. The idea behind it is that summoners are limited from summoning scads of strong monsters, but can summon lots of weak monsters if the RNG chooses them.

                    Monsters that appear in groups get a strongly discounted power, so you can still get a bunch of hounds. A weaker summoner can still get a powerful monster, but it only gets one. Morgoth and Sauron can still pretty much summon whoever and whatever they want since they almost never reach the cap (unless they summon Lungorthin + Gothmog or something.)

                    Comment

                    • Magnate
                      Angband Devteam member
                      • May 2007
                      • 5110

                      #25
                      Originally posted by fizzix
                      I actually changed this to behave like this for 3.4 (I did not change *escorts* however, which is a different animal.)

                      Basically the way summons work is that a summon power is calculated as a product of summoner level * dungeon level. Then every summoned monster is given a power equal to its level squared. When the sum of all summoned monsters is above the summoner power then no more monsters are summoned. The idea behind it is that summoners are limited from summoning scads of strong monsters, but can summon lots of weak monsters if the RNG chooses them.

                      Monsters that appear in groups get a strongly discounted power, so you can still get a bunch of hounds. A weaker summoner can still get a powerful monster, but it only gets one. Morgoth and Sauron can still pretty much summon whoever and whatever they want since they almost never reach the cap (unless they summon Lungorthin + Gothmog or something.)
                      Have you tried this using mon_power rather than level^2? It's kind of why we have mon_power in the first place ...
                      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                      Comment

                      • Ed_47569
                        Adept
                        • Feb 2010
                        • 114

                        #26
                        Originally posted by David B
                        Not "woe", where you died unexpectedly, but "whoa" when you realize you did something possibly a little awesome.
                        Playing 3.4.1, Dunedan warrior - just found Doomcaller, Soulkeeper and Gil-Galad in a bubble vault at 4900'. Still under 1million game turns too!

                        Only 2nd time I've found Doomcaller I think, one of the very rarest artefacts for me.

                        Comment

                        • scud
                          Swordsman
                          • Jan 2011
                          • 323

                          #27
                          Originally posted by Derakon
                          Sounds like you can't see the spell animations...
                          Ah yes. I think the animations were on by default, once upon a time? Alternatively I was trying a variant. Either way, I've always turned them off pretty quickly in the past, to the point of forgetting the option was there.

                          The next time I kill the Big Q on the very edge of my orb I'll count the number of spells taken. It's... a lot.

                          Comment

                          • Mondkalb
                            Knight
                            • Apr 2007
                            • 982

                            #28
                            I started a new rogue yesterday. After some unlucky deaths with wimpy gnomes and hobbits I went for high elf again.
                            An amulet of weaponmastery on the floor at 1500'. Nice!

                            Arri is quite lucky in many ways:

                            But I can't get hold of some of the dungeon books. It is driving me crazy.
                            My Angband winners so far

                            My FAangband efforts so far

                            Comment

                            • OOD Town drunk
                              Adept
                              • Feb 2013
                              • 171

                              #29
                              Originally posted by David B
                              Not "woe", where you died unexpectedly, but "whoa" when you realize you did something possibly a little awesome.

                              Like encountering that Ancient White Dragon at 1600, and using only a potion of speed (ok, also armed with the Main Gauche of Maedhros, doing 5.8 attacks/rd), wiped him out without taking any significant damage.
                              I was fighting Atlas a little under prepared for the damage he outputs and managed to hit exactly 0 Hp only to live long enough to teleport out. I'm guessing I must have had about .1-.9 Hp or something, but it was a nice surprise to live to fight another turn

                              Comment

                              • Derakon
                                Prophet
                                • Dec 2009
                                • 9022

                                #30
                                You don't actually die until you hit negative HP in Angband.

                                Comment

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