How long to stat farm in 3.5?

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  • Zane314
    Rookie
    • Feb 2009
    • 18

    #16
    The Phoenix has the honor of being one of my most memorable ages-ago deaths (although I suspect it was in a variant, as I think the death message was "The skin melts off your bones."), so I'm certainly not trivializing it.

    I do have Scarabtracies, though, so I can double-resist fire.

    I did definitely note the corridor layout as "This sucks for you."

    I'm pretty much scared of all the uniques, the Ancient Multi-hued, and all the Qs. I do think I'm going to at least crack it open, though- I can't resist giving it a try.

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    • Carnivean
      Knight
      • Sep 2013
      • 527

      #17
      Originally posted by fizzix
      Phoenix has two breaths, fire (1300 or so unresisted) and light (max light is 400 I think). It's melee is also rough, and there is a difference here between 3.4 and 3.5. In 3.4 if you had immunity to an element and a monster did damage of that element, you would receive no damage. In 3.5, the damage is split into an elemental part and a physical part. You receive the physical damage (which I think is 1/3 of the total damage) and resist a portion of what's left. Some attacks like touch or wail have no physical part I think. Turns out Gothmog, the highest level unique before Sauron, is a piece of cake with fire resist under the old rules.
      I found all Balrogs to be completely spineless in 3.4, but the changes have made a huge and positive impact.

      The Phoenix, restored to potency, is missing a trick still I think. It's the Phoenix, it should rise again.

      Comment

      • Carnivean
        Knight
        • Sep 2013
        • 527

        #18
        Originally posted by Zane314
        I'm pretty much scared of all the uniques, the Ancient Multi-hued, and all the Qs. I do think I'm going to at least crack it open, though- I can't resist giving it a try.
        What's the fun if you can't poke your nose into a vault way beyond sane and safe precautions?

        Comment

        • fizzix
          Prophet
          • Aug 2009
          • 3025

          #19
          Originally posted by Carnivean
          I found all Balrogs to be completely spineless in 3.4, but the changes have made a huge and positive impact.

          The Phoenix, restored to potency, is missing a trick still I think. It's the Phoenix, it should rise again.
          Don't tempt me.

          Comment

          • debo
            Veteran
            • Oct 2011
            • 2402

            #20
            Originally posted by fizzix
            Don't tempt me.
            Phoenices of the Dawn
            Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

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            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #21
              Just add a Nightmare Mode toggle to the game where every monster resurrects a semi-random number of turns after dying.

              Comment

              • Zane314
                Rookie
                • Feb 2009
                • 18

                #22
                I would've just added a second unique monster, also The Phoenix, that you can only encounter after the first one is dead. Can give it slightly different attacks that way.

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                • Nick
                  Vanilla maintainer
                  • Apr 2007
                  • 9637

                  #23
                  Originally posted by Zane314
                  I would've just added a second unique monster, also The Phoenix, that you can only encounter after the first one is dead. Can give it slightly different attacks that way.
                  A bit like Steamband's Hound of the Baskervilles.
                  One for the Dark Lord on his dark throne
                  In the Land of Mordor where the Shadows lie.

                  Comment

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 9022

                    #24
                    Originally posted by Zane314
                    I would've just added a second unique monster, also The Phoenix, that you can only encounter after the first one is dead. Can give it slightly different attacks that way.
                    Ooh, when we implement player ghosts we'll have ghost/zombie/skeleton etc. templates that we can apply to monsters, right? So we can do the same for uniques!

                    Mind, it might not make sense to encounter a Skeletal Qlzqqlzuup...

                    Comment

                    • Zane314
                      Rookie
                      • Feb 2009
                      • 18

                      #25
                      "It can summon previously-thought-dead uniques, 1 time in 5..."

                      Comment

                      • Timo Pietilä
                        Prophet
                        • Apr 2007
                        • 4096

                        #26
                        Originally posted by jford_2505@hotmail.com
                        You can't use stone to mud on the vault anyway, because it is permanent stone.
                        Right. Forgot that in my screen permanent stone is quite different than in standard settings. That's GV and GV:s usually have permanent stone.

                        Comment

                        • Timo Pietilä
                          Prophet
                          • Apr 2007
                          • 4096

                          #27
                          Originally posted by Carnivean
                          I found all Balrogs to be completely spineless in 3.4, but the changes have made a huge and positive impact.
                          They are still weak. Too easy (I just killed one with ~400HP and +11 hasted speed using Anduril without full blows). I suggest that they get darkness storm as one of the spells. Then they are no longer easy.

                          Only annoying thing why I usually avoid them is that they drain charges. Lost charges from my stack of ID staves.

                          Comment

                          • Rydel
                            Apprentice
                            • Jul 2008
                            • 89

                            #28
                            Originally posted by Derakon
                            Ooh, when we implement player ghosts we'll have ghost/zombie/skeleton etc. templates that we can apply to monsters, right? So we can do the same for uniques!

                            Mind, it might not make sense to encounter a Skeletal Qlzqqlzuup...
                            You could probably avoid that by adding SKELETON and CORPSE tags. If it has a corpse, you can have Zombies and Vampires of it. If it has a skeleton, you can have Skeletons of it. If it has a skeleton and can cast spells, it can have a Lich. Anything can have a Ghost.
                            I'm trying to think of an analogy, and the best I can come up with is Angband is like fishing for sharks, and Sil is like hunting a bear with a pocket knife and a pair of chopsticks. It's not great. -Nick

                            Comment

                            • jford_2505@hotmail.com
                              Apprentice
                              • Apr 2014
                              • 55

                              #29
                              Originally posted by Timo Pietilä
                              They are still weak. Too easy (I just killed one with ~400HP and +11 hasted speed using Anduril without full blows). I suggest that they get darkness storm as one of the spells. Then they are no longer easy.

                              Only annoying thing why I usually avoid them is that they drain charges. Lost charges from my stack of ID staves.
                              The Lesser Balrogs are too easy for a mage. Double-resistances renders their breath attacks a pathetic 65 damage, and they have no other useful ranged attacks to speak of.

                              Edit: Oh yeah darkness storm would kill me quick enough.

                              Comment

                              • Derakon
                                Prophet
                                • Dec 2009
                                • 9022

                                #30
                                Originally posted by Timo Pietilä
                                Right. Forgot that in my screen permanent stone is quite different than in standard settings. That's GV and GV:s usually have permanent stone.
                                Uh, the walls in that screenshot that are dark brown are permanent walls. They are trivially distinguishable from normal walls.

                                (Also, I think technically that's a "medium vault", but that classification didn't exist when you and I got started and I'm unclear on what the difference is)

                                Comment

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