to-hit or damage of shooter more important in final fight?

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  • Bogatyr
    replied
    Originally posted by Nick
    Well said. My take on this is
    • It's nice to see different playstyles
    • It's just possible that a different method might actually be viable
    • If no different method *is* viable, we should think whether that's a problem
    I really like and prefer my method until ESP, 0% teleport other, and enough speed is achieved so that nothing can get a double move on you (so that the teleport other is "safe" -- it's still nervous if it's a big baddy though).

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  • LostTemplar
    replied
    Speed is too easy to get and too powerfull in Angband, completely scrapping anything else. However it is possible and fun to play with low speed character for a while. In the last fight at least 20 peramanent speed is needed for comfortable win.

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  • Nick
    replied
    Originally posted by quarague
    That should be enough to convince everyone to rephrase all the 'you have to's into 'I would recommend's.
    I think it is a nice sign of the flexibility of angband that a rogue mage can be made to work although a lot of people seem to believe it to be inferior to a high speed mage.
    Well said. My take on this is
    • It's nice to see different playstyles
    • It's just possible that a different method might actually be viable
    • If no different method *is* viable, we should think whether that's a problem

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  • Bogatyr
    replied
    Originally posted by mushroom patch
    idk, a mage at dungeon level 62, xp level 39 deathly afraid of encounters with dracolisks doesn't sound like it's working. I mean, sure, you can play any way you like, but if you go on a forum arguing that it makes sense to forgo +21 speed in favor of +11 stealth, (when you would have +6 stealth without the +11) you can expect some spirited pushback.
    Well I do enjoy the "rogue mage" style, so there :P. But I must admit embracing higher speed and teleport other as the "choose your fights" method (in addition to diving aggressively) has accelerated my progress quite a bit:

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  • mushroom patch
    replied
    Originally posted by quarague
    Ok, I feel it's very important to come in on Bogatyr's side in this discussion. Simple argument:
    a) in all discussions about new features it is stressed, that there is no correct way to play angband and people should make their own choices, multiple approaches are and should be valid
    b) Bogatyr is successful with his style of play and seems to enjoy it quite a lot
    That should be enough to convince everyone to rephrase all the 'you have to's into 'I would recommend's.
    I think it is a nice sign of the flexibility of angband that a rogue mage can be made to work although a lot of people seem to believe it to be inferior to a high speed mage.
    idk, a mage at dungeon level 62, xp level 39 deathly afraid of encounters with dracolisks doesn't sound like it's working. I mean, sure, you can play any way you like, but if you go on a forum arguing that it makes sense to forgo +21 speed in favor of +11 stealth, (when you would have +6 stealth without the +11) you can expect some spirited pushback.

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  • AnonymousHero
    replied
    Originally posted by Bogatyr
    haha thanks for the constructive criticism. Jeez, doesn't anybody here ever *swap* equipment to match it to the situation? I don't get tired of doing that, I like it, it's part of the game, adapting to the situation.
    If I can avoid it, no, I don't ever swap when in the dungeon. The reasoning is the same as before: You might make a mistake when swapping -- you might fumble a swap at a crucial moment (keyboard-wise), or you might not be paying 100% attention to exactly what resists and protections you have covered. Forgetting to cover FA and dying to some pathetic melee-paralyzer is a classic instance of the latter.

    Originally posted by Bogatyr
    OK, ok, I will see what it is like with the emphasis on con and speed and see how it goes. So you see, I was smart to keep all that great equipment, I knew I'd need it eventually.
    The key is getting CON (and obviuosly character level) high enough to get above 600ish HP. Beware that the CON bonus scales non-linearly! If you do that and have rBase + rPoison there's basically no single monster that can one-shot you.

    You should also be using Create Doors whenever you enter a new level (as long as nothing is blocking the door spaces -- if there is, either Mass Banishment or Destruction is the way to go.)

    Of course you should definitely play the way you like -- perhaps you'll discover a wholly new way to win reliably, though I doubt it . What people have recommended is basically "this is the way to win reliably", not necessarily "this will be fun for you". Unfortunately, Angband does limit winning tactics somewhat.

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  • quarague
    replied
    Ok, I feel it's very important to come in on Bogatyr's side in this discussion. Simple argument:
    a) in all discussions about new features it is stressed, that there is no correct way to play angband and people should make their own choices, multiple approaches are and should be valid
    b) Bogatyr is successful with his style of play and seems to enjoy it quite a lot
    That should be enough to convince everyone to rephrase all the 'you have to's into 'I would recommend's.
    I think it is a nice sign of the flexibility of angband that a rogue mage can be made to work although a lot of people seem to believe it to be inferior to a high speed mage.

    Leave a comment:


  • mushroom patch
    replied
    You don't swap for speed. Speed is unambiguously the most important stat for an angband character. All rates, including rates at which you wake up monsters, scale with speed. More moves, more item uses, more spells cast, lower probability of waking monsters given the same sequence of moves. You maximize your speed until you get into the high 20s where the marginal plus starts to make less difference.

    +6 stealth is already a lot of stealth. Dragons will essentially never wake up with that kind of stealth. And they don't get to move on the turn they wake up, so what could possibly be the problem?

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  • Bogatyr
    replied
    Originally posted by PowerWyrm
    Only because your equipment is poorly set up. You have rNexus from a weapon, and =Con stored at home. And if you don't want to fight a dracolisk, you can TO it away. Dive to 4900ft, scum for vaults, get Keleks... and all problems are solved
    I understand that high resists are very unreliable -- even with nexus resist a fully healthy DracoLisk can probably kill a mage even with rNexus. I'd rather not find out the hard way.

    But I'm trying the recommended kit to see how it feels.

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  • Bogatyr
    replied
    Originally posted by PowerWyrm
    The equipment on this character is a complete nonsense for a mage...

    You should be using at once:
    - Long Sword of Elwendor (4 resists: poison, dark, nexus, chaos)
    - Ring of Constitution <+4> (more hps)
    - Ring of Speed <+8> (obvious)
    - Robe of Permanence (resist base + sustains)
    - Pair of Steel Shod Boots 'Lirnor' (+7 INT/speed as a mage and it's not equipped???)

    By the way, stealth is completely pointless when you have TO + ESP.

    And about the original question... none of them are important as mage, you kill Morgoth with spells. Get the shooter that gives the most stats, speed and resists.
    haha thanks for the constructive criticism. Jeez, doesn't anybody here ever *swap* equipment to match it to the situation? I don't get tired of doing that, I like it, it's part of the game, adapting to the situation. I wear the Lirnor boots *all the time*, especially when fighting.

    OK, ok, I will see what it is like with the emphasis on con and speed and see how it goes. So you see, I was smart to keep all that great equipment, I knew I'd need it eventually.

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Bogatyr
    You're right about the mathematics: DracoLisk + no nexus resist + puny mage HP = instadeath, so that D better darn well stay asleep. Stealth wins here IMO.
    Only because your equipment is poorly set up. You have rNexus from a weapon, and =Con stored at home. And if you don't want to fight a dracolisk, you can TO it away. Dive to 4900ft, scum for vaults, get Keleks... and all problems are solved

    Leave a comment:


  • PowerWyrm
    replied
    Originally posted by Bogatyr
    The equipment on this character is a complete nonsense for a mage...

    You should be using at once:
    - Long Sword of Elwendor (4 resists: poison, dark, nexus, chaos)
    - Ring of Constitution <+4> (more hps)
    - Ring of Speed <+8> (obvious)
    - Robe of Permanence (resist base + sustains)
    - Pair of Steel Shod Boots 'Lirnor' (+7 INT/speed as a mage and it's not equipped???)

    By the way, stealth is completely pointless when you have TO + ESP.

    And about the original question... none of them are important as mage, you kill Morgoth with spells. Get the shooter that gives the most stats, speed and resists.

    Leave a comment:


  • Bogatyr
    replied
    Originally posted by AnonymousHero
    Stealth cannot guarantee that you can won't get immediately double (or even triple-moved) when something unexpectedly wakes. Yes, when -- stealth is not a guarantee and it will fail at some point.

    Anyway, it's your game and you can play it how you like -- just make sure you finish in a hurry so that all those accumulated 1% failure chances don't get you killed.
    Don't get me wrong, I'm a big fan of tons of speed. Speed and excellent detect (esp being just about the best detect) being just about the most important factors in the game. Speed alone can defeat any monster that doesn't wall-eat/walk via pillar dancing.

    Point taken, though, about *when* they wake up. I just like to manage it so that I don't have hoardes descending upon me at all times. Warrior, no problem, bring on the hoardes and the aggravating equips. Mage, big problem, I like one on one with mages. I use aggravating equip with mages sometimes in fact to lure the bid baddy to my prepared pillar .

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  • AnonymousHero
    replied
    Originally posted by Bogatyr
    You're right about the mathematics: DracoLisk + no nexus resist + puny mage HP = instadeath, so that D better darn well stay asleep. Stealth wins here IMO.
    Stealth cannot guarantee that you can won't get immediately double (or even triple-moved) when something unexpectedly wakes. Yes, when -- stealth is not a guarantee and it will fail at some point.

    Anyway, it's your game and you can play it how you like -- just make sure you finish in a hurry so that all those accumulated 1% failure chances don't get you killed.

    Leave a comment:


  • Bogatyr
    replied
    Originally posted by mushroom patch
    The argument re: speed vs. stealth isn't a qualitative kind of thing where reasonable people can disagree. It's a matter of mathematics.

    Anyway, you have way, way more stealth than is actually useful. +4 on the melee weapon, +4 on each ring, +3 boots, +2 cloak... The stealth bonuses from the cloak and the weapon are more than enough.
    You're right about the mathematics: DracoLisk + no nexus resist + puny mage HP = instadeath, so that D better darn well stay asleep. Stealth wins here IMO.

    More than enough….for what? What I have actually experienced is that without the full kit of stealth, things wake up, with it, they don't. Seems a pretty important consideration when picking through a vault with a monster that could insta-death me in one turn.

    Who cares if they wake up? I do! Everyone keeps saying "playing a mage is all about *choosing your fights*" which I've embraced. I pick only those monsters who's attacks I have covered in resists, etc., and have a nice exp/HP ratio. Seems eminently reasonable.

    I also have ESP so I see the hounds from a mile away, and like I said, when I switch levels I do go in with more speed. I also walk around always at least at +10 through the spell.

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