Suicided my feature branch Necromancer. Played on angband.live. http://angband.oook.cz/ladder-show.php?id=21614
Not willing to grind to CL50 just for hps and hope of a great extra blows weapon. New build supposedly resolves some of the problems. I'll wait for the comp and Gwarl's update of angband.live.
42d level, max Con, + 7 Con gear, and still only 566 hps. Pick of Erebor still better than going in darkness, because of it's Con bonus.
In addition, 42d level, max Str and Max Dex, lot's of pluses to damage, and Erebor only gives 256 vs. acid, and 185 vs. others. Absolutely pathetic fighting, even with maxed stats, reasonably high level, and good damage bonuses.
Just looking at the numbers Nick has given for the new build, it might resolve some of the problem, though I have my doubts about the mage. At least a druid will finally have a starting weapon and Necro Con malus might be more reasonable.
I'd like to see a comparison of the numbers with current Vanilla. Comparing the class.txt file of Vanilla, the hit dice look reasonable - a slight improvement for rangers and moving rogues to just below rangers rather than two dice better. Necros and druids comparable with priests. Blackguards a few behind warriors. Yes, the hit dice make sense to me. The attack multipliers also look in line. Not sure what minimum weapon weight comparison is, as I don't see it in the edit files of Vanilla.
On the Necro Con/Spell malus - I forsee a couple more issues:
Door jamb light. - Each lighted room (even including town shops) has door jamb light (i.e., light that spills into the corridor). When @ steps on the spot just outside the room, @ is in the light. For a Necro to avoid the sudden drop in hps or increase in spell failure rate, @ must cast darkness twice - once to kill the door jamb light before stepping outside the room, and once to kill the light in the room (and perversely, if not double cast, @ has a worse chance of casting darkness). Not noticeable at lower CLs, but at the end-game, a sudden drop in Con or spell failure just for stepping outside a lighted room will result in a significant loss of hps that have to be regained by healing or regeneration over time or an admittedly less lengthy, but still potentially deadly, failure rate.
"Blessed" or Blunt vs. Light. - Unlike priests, that have access to blessed or blunt weapons and suddenly have no spell failure malus, light is ubiquitous. Many of the artifact weapons have light. Many monsters generate light. Light is all over in the terrain and dungeon. Not sure of the solution. Perhaps a mid-level spell buff - "Light Immunity"? What about scrolls, staves, and spells of Darkness also giving a timed light immunity? Or, what about no Con or spell failure malus to a Necro if they have rLight covered? One or more of these solutions, or others. I like the last proposed solution best.
Edits: Compared Vanilla edit files regarding hit dice, blows, attack multiplier, (but not min weapon weight?); talked about Con OR spell failure rate (don't know which malus will eventually win out); some grammar corrections.
Not willing to grind to CL50 just for hps and hope of a great extra blows weapon. New build supposedly resolves some of the problems. I'll wait for the comp and Gwarl's update of angband.live.
42d level, max Con, + 7 Con gear, and still only 566 hps. Pick of Erebor still better than going in darkness, because of it's Con bonus.
In addition, 42d level, max Str and Max Dex, lot's of pluses to damage, and Erebor only gives 256 vs. acid, and 185 vs. others. Absolutely pathetic fighting, even with maxed stats, reasonably high level, and good damage bonuses.
Just looking at the numbers Nick has given for the new build, it might resolve some of the problem, though I have my doubts about the mage. At least a druid will finally have a starting weapon and Necro Con malus might be more reasonable.
I'd like to see a comparison of the numbers with current Vanilla. Comparing the class.txt file of Vanilla, the hit dice look reasonable - a slight improvement for rangers and moving rogues to just below rangers rather than two dice better. Necros and druids comparable with priests. Blackguards a few behind warriors. Yes, the hit dice make sense to me. The attack multipliers also look in line. Not sure what minimum weapon weight comparison is, as I don't see it in the edit files of Vanilla.
On the Necro Con/Spell malus - I forsee a couple more issues:
Door jamb light. - Each lighted room (even including town shops) has door jamb light (i.e., light that spills into the corridor). When @ steps on the spot just outside the room, @ is in the light. For a Necro to avoid the sudden drop in hps or increase in spell failure rate, @ must cast darkness twice - once to kill the door jamb light before stepping outside the room, and once to kill the light in the room (and perversely, if not double cast, @ has a worse chance of casting darkness). Not noticeable at lower CLs, but at the end-game, a sudden drop in Con or spell failure just for stepping outside a lighted room will result in a significant loss of hps that have to be regained by healing or regeneration over time or an admittedly less lengthy, but still potentially deadly, failure rate.
"Blessed" or Blunt vs. Light. - Unlike priests, that have access to blessed or blunt weapons and suddenly have no spell failure malus, light is ubiquitous. Many of the artifact weapons have light. Many monsters generate light. Light is all over in the terrain and dungeon. Not sure of the solution. Perhaps a mid-level spell buff - "Light Immunity"? What about scrolls, staves, and spells of Darkness also giving a timed light immunity? Or, what about no Con or spell failure malus to a Necro if they have rLight covered? One or more of these solutions, or others. I like the last proposed solution best.
Edits: Compared Vanilla edit files regarding hit dice, blows, attack multiplier, (but not min weapon weight?); talked about Con OR spell failure rate (don't know which malus will eventually win out); some grammar corrections.
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