This doesn't appear to work as intended then. I can't count the number of times my (equipped) boots got damaged by acid despite double and even triple resist. I just verified this by looking at my current log - just happened. And it was exploding ants, so not exactly a powerful enemy.
I understand that this isn't as clear-cut as the above, but: I'm playing a half-titan (so have innate res fear) plus a fear resist on gear plus "completely immune to fear" mutation, and I still do get feared on occasion. And that happened in situations that were in fact rather non-scary (such as a Grand Fearlord on telepathy or other situations I don't recall in detail).
Poschengband game mechanic questions
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I think if you're at close-to-endgame and you have gold to burn, you may prefer to just spend it to go to e.g. Angband 90 or Castle 70 instead of spleunking through a jillion floors you don't care about. (Especially if you're the kind of class that doesn't handle most deep encounters well, and is just going to twink hard to beat the game. I think berserkers might fall into this category.)
I doubt it sees much actual use though.Leave a comment:
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Awesome, thanks for the explanations!
More questions:
* Does anything prevent charge draining?
* I've seen people mentionn that they prefer this or that dungeon for doing stat gain. Other than a slight bias in monster creation (and obviously layout), are there fundamental differences? Specifically regarding drops? Are some uniques prevented from spawning?
* What's the point of "teleport to dungeon level" in that shop at that price point? Similarly, what's the point of the 15M random artifact gamble option?Leave a comment:
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All of the regular attack forms support stacking resistance: Fire, Elec, Chaos, etc. Basically, everything that lists a percentage in your character dump.
The game counts the number of source of a given resistance you have and then does a table lookup to get the resistance percentage. (Vulnerabilities give -1, btw). The table is asymptotic: 0, 50, 65, 72, 75, ... Also, when you get hit by an attack, there is some dodging allowed by the player so the listed resistance is actually a mean resistance with a 10% variance (e.g. 50% resistance is 50+-5% and 65% is 65+-6.5%).
Now some attacks also have effects that *might* require a saving throw (And some, like gravity or inertia, don't bother to allow saving throws!). In this case, the effect requires a saving throw against the listed resistance percentage (P) of the form: 1d55 <= P. This means that a single resistance will not spare you 100% of the time like it used to (Rather, there is still a 1 in 11 chance to fail with a single resist). Two sources of a resist are required to completely negate these side effects.
Fear is a bit different, and does stack as well, but each source of fear resistance gives you an extra saving throw. There is no percentage resistance for fear, rather the saves are of the form 1dM vs 1dN and depend on both the player power and the scariness of the situation. In practice, you will need 2 or even 3 sources of fear against some of the scary end game monsters to stand a chance. (There is always !Heroism for temp resist fear and !Berserk gives immunity to fear).
Each item in your inventory is checked. First there is a percentage roll based on the power of the attack (3%, 6% or 9%). If this fails, there is a saving throw against your current listed percentage resistance (P) for the element in question of the form 1d66 <= P.** Item protection from double/triple fire/cold/lightning/acid resist: Multiple checks? Percentage?
I answered this above. Most effects that allow saves use 1d55 <= P where P is your listed resistance percentage for the attack in question.** Same question for confusion, shards etc.
None of these currently stack. Most of them (except perhaps Anti-magic) could be made to stack. Hold Life in particular is super annoying once you experience gets a bit high. For example, you may routinely loose 100k experience against a dracolich while still leveling up, which is hardly insignificant.** I've read that regenerate stacks. But my experience seems to show that hold life does not appear to stack (my current char has 5 or so and still occasionally gets drained)
** Do sustains stack? Anti-Magic? Reflection?
Only NoTele, as you guess. Levitation reduces damage and prevents stunning and inventory destruction.* What (if anything) prevents warping from gravity? Other than, presumably, NoTele - is it levitate? If so, does it stack, and how?
Only Hermes parentage will save you here* What prevents slowing from intertia?
Rarely. But sometimes a monster is mindless and skipped by telepathy, but caught by one of the auxiliary ESPs. Of course, ESP nonliving is very useful for votices and the like.* Is there any benefit to one of the ESPs if you have telepathy?
Other people addressed this. The random teleportation is minor since you are always asked and can avoid this with the '.' inscription. The (+18,+18) is just too good to pass up in most situations, though Amber sometimes is preferable.* Checking winning warriors and berserkers, it seems that all of them use Terror Mask - I always found (in old Z!) that rnd tele basically makes an item unusable. Is there a way to prevent this or does everyone just take this risk?
*Healing* is found deep (L80). And Life deeper still (L100). You won't find many of the latter so don't wait for them. But all resources show up with time, simply explore levels and kill stuff. Try not to use healing resources as you find them unless you have too. Instead, build a stockpile for the endgame. These days, there is plenty to be had. Monsters that "drop good objects" now have a chance to drop useful consumables so that killing stuff (e.g. Great Wyrms) is a good way to acquire resources.* Where does one best farm the essential things required deep down? Namely !heal/*heal, !life, !res?
But the easiest way to find what you need is to get a source of clairvoyance, usually the Jewel of Judgement. Then, you can enlighten the level and locate objects in map mode. If nothing interesting is available, you can leave the level and repeat.
Don't go for perfection. Rather, build your kit around certain items that you really feel you must wear. Be sure to cover all resists as this is important, as well as getting as much stats and speed as you can. For the end game, I like at least +26 base speed but feel more comfortable with +30, though I doubt these particular numbers are scientific.* How do people optimize their gear? With a growing stack in the house, it becomes worse and worse to track what items have what properties. ~9 and the inscriptions help to a degree, but even with those, it becomes rather tedious to figure out optimal (for a purpose, of course) configurations. This was simpler in old Z when it either was "resist" or "immune" - now that stacking resists and other things matters more, this becomes a problem for me.Leave a comment:
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Current depth.
Also, re: your terror mask question: The {.} inscription does prevent random tele. To add to this, the "holy trinity" of Berserker Things To Find is
a) Antimagic shell (to vastly boost saving throw)
b) A vamp weapon (gotta heal somehow)
c) Teleport resist, so that you never get teleported to/from/etc.Leave a comment:
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All of these questions should be taken with the caveat that I'm assuming they're unchanged from Vanilla and/or what I remember of ZAngband.
Hold life is something like 90% reliable, and in the rare case where it fails, the amount of experience you lose will be vastly reduced (so it can be easily restored by killing a few monsters).
No, no, and no; you either have them or you don't.** Do sustains stack? Anti-Magic? Reflection?
Uncursed items with random teleportation will, at intervals, prompt you if you want to teleport. You can inscribe them with "." to prevent this prompt from bothering you. Of course, if they get cursed then they won't prompt you any more...* Checking winning warriors and berserkers, it seems that all of them use Terror Mask - I always found (in old Z!) that rnd tele basically makes an item unusable. Is there a way to prevent this or does everyone just take this risk?Leave a comment:
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Another question - ?artifact creation: What depth does it use? Current? Max? Fixed?Leave a comment:
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Poschengband game mechanic questions
It seems odd to have these in either char dumps or the various version threads (where it makes sense for quickly changing newly developed stuff, but not so much the basics).
So, since I have a bunch of them, here goes:
* Resists stack - that's understood. But how exactly does what stack?
** Item protection from double/triple fire/cold/lightning/acid resist: Multiple checks? Percentage?
** Same question for confusion, shards etc.
** I've read that regenerate stacks. But my experience seems to show that hold life does not appear to stack (my current char has 5 or so and still occasionally gets drained)
** Do sustains stack? Anti-Magic? Reflection?
* What (if anything) prevents warping from gravity? Other than, presumably, NoTele - is it levitate? If so, does it stack, and how?
* What prevents slowing from intertia?
* Is there any benefit to one of the ESPs if you have telepathy?
* Checking winning warriors and berserkers, it seems that all of them use Terror Mask - I always found (in old Z!) that rnd tele basically makes an item unusable. Is there a way to prevent this or does everyone just take this risk?
* Where does one best farm the essential things required deep down? Namely !heal/*heal, !life, !res?
* How do people optimize their gear? With a growing stack in the house, it becomes worse and worse to track what items have what properties. ~9 and the inscriptions help to a degree, but even with those, it becomes rather tedious to figure out optimal (for a purpose, of course) configurations. This was simpler in old Z when it either was "resist" or "immune" - now that stacking resists and other things matters more, this becomes a problem for me.
I'm sure there'll be more, but I don't want to overwhelm folks - perhaps we can establish this thread as some sort of knowledge base for curious Posch players!Tags: None
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