Narvius' Thread

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  • Wraitheist
    replied
    Yeah, multi-hued's are nasty. I've seen other people say that they do more damage with their breath's than other dragons of the same "type" (Ancient, etc.). I never take them on. I either avoid or Teleport Away.

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  • Narvius
    replied
    I've got kicked in the ass by a Ancient Multi-Hued Dragon. One breath, one death.

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  • Narvius
    replied
    My newest Dwarf Priest is ready.
    TELEPATHY! +2 EXTRA ATTACKS /w HEAVY WEAPON!
    YAAAAAY.

    TEH AWESOMENESSSSH!!11one

    *maniacally laughter*

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  • aeneas
    replied
    Originally posted by Narvius
    My character has green eyes, and his father was a smith and died while forging a hammer. ^.^

    No, really. It's just interesting.
    I usually wait for the poison to wear off.
    Cool- I didn't mean any offense by it. I just wanted to point out that temp poison really shouldn't be a big concern. Idle curiosity is an entirely different thing of course .

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  • Narvius
    replied
    My character has green eyes, and his father was a smith and died while forging a hammer. ^.^

    No, really. It's just interesting.
    I usually wait for the poison to wear off.

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  • aeneas
    replied
    Originally posted by Narvius
    Okay, thanks.
    You said "normal-speed turns". So, if you are hasted significantly, what happens?
    It lasts longer in terms of player turns, if the player is faster than +0 speed. This doesn't mean you take damage faster, unless the damage is assessed in player turns, which would be a bit perverse.

    Anyway, I wonder why you are interested in the details of this. If it's to improve your play you are 100% on the wrong track. Temp poison is utterly insignificant in V, and worrying about it is as good a way as any to ensure that you don't worry about the important things. You might as well worry about the color of your character's eyes, or what his father did for a living. If you're seriously poisoned you quaff !CCW or cast a spell from the second mage book. If you need to do that more than once or twice per game you are doing something wrong.

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  • Narvius
    replied
    Okay, thanks.
    You said "normal-speed turns". So, if you are hasted significantly, what happens?

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  • Pete Mack
    replied
    Also note that "duration" is a notional term that's dependent on CON. At CON 18, you will recover 2/turn. At con 18/200 you recover 9. (See adj_con_fix in tables.c)

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  • zaimoni
    replied
    Originally posted by Narvius
    Now the question.
    How is the poison duration for one blow calculated (assuming I have no resistance)?
    1d(native monster level)+5 normal-speed turns are added to the duration. [I'm assuming this hasn't changed for V SVN compared to earlier versions.]

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  • Narvius
    replied
    I've got a question regarding poison.
    I've noticed that poison duration stacks, ie. if you get hit a lot of times with poison attacks, you'll stay poisoned a lot longer.

    Now the question.
    How is the poison duration for one blow calculated (assuming I have no resistance)?

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  • Pete Mack
    replied
    my view on vaults at middle depths: if you can hamdle a greater vault, you can handle open gungeon 20 levels deeper. So you're better off diving. Of course if you happen on a GCV, it's always worth stopping.

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  • Narvius
    replied
    Dead again.
    Learned this time:
    Never, NEVER even THINK to TRY to clear a vault without at least a very big stack of TA.

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  • Narvius
    replied
    Another one!
    My first stat gaining char.
    Yay.

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  • Narvius
    replied
    Dead.
    YASD, meleeing a mature multi-hued dragon.

    I think I've started to feel invincible 3000' and one Morgoth too early.

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  • aeneas
    replied
    What PowerDiver said, but also, there's a basic principle or two here. Escape is important through the entire game, but up until about dlvl 34 or so escape is all that really matters (well, you have to be able to deal _some_ reasonable amount of damage or you'll get bounced around too much.) There's really not much that can kill you quickly up until then, unless you are very frail, so if you have adequate means of escape and the judgment to use it early enough, you're very hard to kill, which is what matters. If you don't die, you'll eventually win. Even as a Priest, I'd put _tele pretty high on the list of priorities at that depth.

    I actually just lost a character at 1500 due to not having any means of escape other than ?phase and ?WoR (and also due to making a mistake.) He was only clvl 14, IIRC, it was only his second trip, he had not made enough in the first one to get _tele, and the store was not stocking the second mage book when he came back to town. The fact that he got that deep without any real means of escape tells you something about how well you can survive if you have it, though he was admittedly a very non-confrontational fellow .
    Last edited by aeneas; August 31, 2008, 03:31.

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