Should I use this randart?

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  • yyt16384
    Scout
    • Jan 2015
    • 38

    Should I use this randart?

    Code:
     s) the Morning Star of Findorn (2d6) (+13,+12) [+21] <+2>
         Found lying on the floor at 3000 feet (level 60).
         
         +2 strength, intelligence, wisdom, dexterity, tunneling.
         Slays animals, evil creatures, undead, demons, orcs.
         *Slays* dragons.
         Branded with acid.
         Provides immunity to fire.
         Provides resistance to lightning, light, disenchantment.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  Grants the ability to see invisible things.  
         Aggravates creatures nearby.  
         
         When activated, it confuses all non-unique creatures within line
         of sight.
         Takes 147 to 180 turns to recharge at your current speed.
         Your chance of success is 93.1%
         
         Combat info:
         1.1 blows/round.
         With +4 STR and +0 DEX you would get 1.3 blows
         With +0 STR and +3 DEX you would get 1.3 blows
         Average damage/round: 46.2 vs. animals, 46.2 vs. evil creatures,
         55.1 vs. undead, 55.1 vs. demons, 55.1 vs. orcs, 55.1 vs.
         creatures not resistant to acid, 73 vs. dragons, and 37.2 vs.
         others.
    Fire immunity is good, but I'm not sure about aggravation... Should I use this or carry as a swap or just don't use it?
    Full character dump is here http://angband.oook.cz/ladder-show.php?id=17474
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    Carry it as a swap, if for no other reason than that your current main weapon gives +2 WIS/Speed, which are useful against more enemies than fire immunity is.

    Comment

    • mushroom patch
      Swordsman
      • Oct 2014
      • 298

      #3
      No, I wouldn't use it. At your level, aggravation is too dangerous, even as a swap, imo. Personally, I only accept aggravation on endgame quality weapons -- the stuff you'd use against Morgoth and Sauron -- which that morning star isn't. Your dagger is quite good, much better than the morning star. You're already at a depth of 60. You should go to about 72-75, find yourself some decent speed rings, and pick off some Us to level up.

      Comment

      • AnonymousHero
        Veteran
        • Jun 2007
        • 1393

        #4
        Originally posted by mushroom patch
        No, I wouldn't use it. At your level, aggravation is too dangerous, even as a swap, imo. Personally, I only accept aggravation on endgame quality weapons -- the stuff you'd use against Morgoth and Sauron -- which that morning star isn't. Your dagger is quite good, much better than the morning star. You're already at a depth of 60. You should go to about 72-75, find yourself some decent speed rings, and pick off some Us to level up.
        I would recommend U's that breathe fire... hmm.

        If you control the battlefield (as OP can do), Aggravation is not a big deal. Just don't use the item in situations in which you're in LoS of many enemies. (Or where you're likely to get boxed in by terrain.) With good detection and/or ESP this shouldn't be that much of a problem.

        Comment

        • Estie
          Veteran
          • Apr 2008
          • 2345

          #5
          I would dump that weapon without a second thought. Sure, searching for fire Us at depths which also happen to be in a controlable area with no other nasties around is a plan, but its not worth the hassle, by the time you find that perfect setup you probably have cleared 3 GVs. The dagger is excellent and you have double fire resist at will, enabling you to have LOS to everything firebreathing for a round till it gets ported away.
          Just dont forget to use the spell, its resist fire + cold in book 2.

          Comment

          • AnonymousHero
            Veteran
            • Jun 2007
            • 1393

            #6
            Originally posted by Estie
            I would dump that weapon without a second thought. Sure, searching for fire Us at depths which also happen to be in a controlable area with no other nasties around is a plan, but its not worth the hassle, by the time you find that perfect setup you probably have cleared 3 GVs. The dagger is excellent and you have double fire resist at will, enabling you to have LOS to everything firebreathing for a round till it gets ported away.
            Just dont forget to use the spell, its resist fire + cold in book 2.
            Why would you search for fire U's? It's a swap -- it can be dumped at any time, but if OP happens upon a suitable U pit or D(!) pit even, carrying this swap could turn into a great opportunity that would otherwise be completely impossible to attempt!

            Comment

            • yyt16384
              Scout
              • Jan 2015
              • 38

              #7
              Thanks a lot. However, this is no longer relevant. I deleted the savefile by accident and now I don't have this weapon

              Comment

              • mushroom patch
                Swordsman
                • Oct 2014
                • 298

                #8
                Originally posted by AnonymousHero
                I would recommend U's that breathe fire... hmm.

                If you control the battlefield (as OP can do), Aggravation is not a big deal. Just don't use the item in situations in which you're in LoS of many enemies. (Or where you're likely to get boxed in by terrain.) With good detection and/or ESP this shouldn't be that much of a problem.
                It is a big deal. It means you can't fight packs of monsters without digging summoning corridors and such. It also means you need teleport other for whatever uniques you're farming balrogs from. I mean, if you want to spend a week kinging your character, yeah, use aggravation, it might not kill you. If you want to win in a reasonable amount of time, aggravation is for endgame uniques.

                Comment

                • Thraalbee
                  Knight
                  • Sep 2010
                  • 707

                  #9
                  Unless your melee is ridiculously op, like poscheng Berserker, aggravation in general is not worth it until end game imho. But Berserkers are great fun for fast play. But mine tend to die horribly first turn after a recall well before the end game.

                  Comment

                  • AnonymousHero
                    Veteran
                    • Jun 2007
                    • 1393

                    #10
                    Originally posted by mushroom patch
                    It is a big deal. It means you can't fight packs of monsters without digging summoning corridors and such. It also means you need teleport other for whatever uniques you're farming balrogs from. I mean, if you want to spend a week kinging your character, yeah, use aggravation, it might not kill you. If you want to win in a reasonable amount of time, aggravation is for endgame uniques.
                    What can I say, that's not my experience -- unless you're already relying heavily on stealth you must assume that anything can summon at any time. Use corridors to your advantage, or use *Destructed* areas - don't fight in open rooms!. (This was what my "control the battle field" comment was alluding to. Of course this is mostly applicable to Priests and Mages. OP is/was a Priest.)

                    Btw, we're talking about a swap weapon here, so the player gets to decide when aggravation is worth it. Which is pretty safe.

                    Comment

                    • Thraalbee
                      Knight
                      • Sep 2010
                      • 707

                      #11
                      Immunity reduces risk but in this case it comes at the price of increased risk from aggravation. The net balance is not that attractive to me. As a priest I'd prefer working with double resistance and healing spells.

                      Comment

                      • quarague
                        Swordsman
                        • Jun 2012
                        • 261

                        #12
                        I also noticed that this weapon currently gives you only 1.1 hits per turn. It's hard to estimate the maths, but once you do have enough strength/dex to get the max number of blows out of it, this might be an endgame weapon.

                        Comment

                        • mushroom patch
                          Swordsman
                          • Oct 2014
                          • 298

                          #13
                          Originally posted by AnonymousHero
                          What can I say, that's not my experience -- unless you're already relying heavily on stealth you must assume that anything can summon at any time. Use corridors to your advantage, or use *Destructed* areas - don't fight in open rooms!. (This was what my "control the battle field" comment was alluding to. Of course this is mostly applicable to Priests and Mages. OP is/was a Priest.)
                          Well sure, and you should be relying heavily on stealth. Next to speed, it's the most powerful thing in angband (outside of endgame unique fights). I fight in open rooms all the time because it's much faster, both in real time and especially game turns, than digging corridors for every fight, using carefully placed destruction, etc. and it's safe with stealth. Monsters don't act on the turn they wake up.

                          The point is that it's not really worthwhile to kill things that don't appear in numbers most of the time and unless it's a pit, aggravation makes them a hell of a lot harder to deal with.

                          Btw, we're talking about a swap weapon here, so the player gets to decide when aggravation is worth it. Which is pretty safe.
                          I agree. What I'm saying is that aggravation will essentially never be worth it, so carrying the thing is a waste. He may regret not having it if he runs into a red D pit, but that's about it.

                          Comment

                          • Timo Pietilä
                            Prophet
                            • Apr 2007
                            • 4096

                            #14
                            Originally posted by mushroom patch
                            Monsters don't act on the turn they wake up.
                            I think this isn't correct. They act the same turn they wake up unless that has been changed somewhere in near past.

                            Comment

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