to-hit or damage of shooter more important in final fight?
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PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! -
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.
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.Comment
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But I'm trying the recommended kit to see how it feels.Comment
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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?Comment
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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.Comment
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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.Comment
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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.Comment
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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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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.- 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
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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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.Comment
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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).Comment
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[*] ... or so says the collective. It might be wrong, but given how much Angband has been run, I doubt there are many other viable options.Last edited by AnonymousHero; December 23, 2014, 22:50.Comment
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The big difficulty with "alternate playstyles" is that you need to kill things to win. Even the Sniper challenge has to kill Sauron and Morgoth. So while we could have multiple paths for the player to follow en route to those last two fights, ultimately it's most straightforward for players to do what they'll be doing to Sauron and Morgoth, viz. kill things. Especially since by far the most readily-accessible source of experience is from killing things.
I'm not saying these are unsolvable problems, but they are problems in the current design that keep alternate approaches from being as viable as the current groupthink.Comment
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It's interesting to think about how one might shift emphasis, though. The way HP and SP scale with stats is one obvious one to think about. The speed system is IMHO rather good; I'd suggest that any change that de-emphasised speed would be best done via the monster list, so would probably happen gradually.One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.Comment
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Note that I'm not saying there is a problem
It's interesting to think about how one might shift emphasis, though. The way HP and SP scale with stats is one obvious one to think about. The speed system is IMHO rather good; I'd suggest that any change that de-emphasised speed would be best done via the monster list, so would probably happen gradually.
I agree about stat scaling, I think, and I'm usually playing with fizzix's "smoothed out" HP curve as a consequence. Increasing returns usually works best for attack spells (to encourage specialization rather than being a jack-of-all-trades who is effectively as good as a specialist), but it doesn't work nearly as well as a defensive trait in current Angband. (If we're talking specialization in defense then that could be made to work, but it would need something above "can reliably avoid death" since all decent characters can do that in the current conception of Angband). I think this was established pretty well by the game-that-must-not-be-mentioned. (Alright, it was D2, for me at least.)
One really interesting speed-related experiment I'd love to see is a little bit of energy randomization in the style of Entroband. It was a great breath of fresh air -- contrary to randomizing the speed of individual monsters (deterministically, per monster) it meant that there were quite a few situations where you couldn't really be sure, but on average you could prevail/flee/whatever.
EDIT: D2 post 1.12 or whenever it was that they introduced monster immunities as a "penalty" for over-specialization.Comment
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