Frogcomposband mechanics questions

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  • chem
    Adept
    • Sep 2007
    • 150

    #16
    is my chardump, there are multipliers listed for certain stats:

    FA 5x,
    SI 4x,
    Rg 400%
    Hl 3x

    Does stacking those actually matter? Like, do I need to stack FA or SI for some reason? Multiple hold life sources stacks for greater drain resist?

    How about antimagic? No multiplier there in chardump.

    Comment

    • Sideways
      Knight
      • Nov 2008
      • 896

      #17
      Originally posted by chem
      is my chardump, there are multipliers listed for certain stats:

      FA 5x,
      SI 4x,
      Rg 400%
      Hl 3x

      Does stacking those actually matter? Like, do I need to stack FA or SI for some reason? Multiple hold life sources stacks for greater drain resist?

      How about antimagic? No multiplier there in chardump.
      FA, SI and Hold Life all stack, although 3 sources of FA is enough for full protection so there's nothing to gain from having even more. You can check the help at ?lg for the details on all three.

      400% regeneration is exactly what it says on the tin, you regenerate 4 times as fast as you normally would.

      Anti-magic is simply on/off, there is no advantage to having multiple sources of anti-magic.
      The Complainer worries about the lack of activity here these days.

      Comment

      • CyclopsSlayer
        Swordsman
        • Feb 2009
        • 389

        #18
        Originally posted by Sideways
        400% regeneration is exactly what it says on the tin, you regenerate 4 times as fast as you normally would.
        Of course, you'll eat a lot more food with that kind of regen. Which is really only an issue early game or with exotic food requirements.
        The only time I starved recently was trying a Vampire char.

        Comment

        • GrimaTheBold
          Apprentice
          • Jan 2020
          • 77

          #19
          I'm going to add my question onto this thread.

          I'm playing a Death/Sorcery mage. Am I missing some obvious answer on how kill unliving monsters that resist Nether? Am I supposed to Malediction them to death? Or with this class do you just have to avoid a lot of fights (which is not my strong suit)?

          I know in the 3rd Spellbooks they get Darkness attacks - hopefully the monsters that resist Nether don't also resist Dark, but I haven't looked into that yet. But that's no help for now since I only have the town books.

          Maybe Armageddon is more my speed than Death...

          Comment

          • Sideways
            Knight
            • Nov 2008
            • 896

            #20
            Originally posted by GrimaTheBold
            I'm going to add my question onto this thread.

            I'm playing a Death/Sorcery mage. Am I missing some obvious answer on how kill unliving monsters that resist Nether? Am I supposed to Malediction them to death? Or with this class do you just have to avoid a lot of fights (which is not my strong suit)?
            The likely answer is "offensive devices", especially since you have Recharging from Sorcery; but depending on your build and equipment, melee and/or archery might also be viable options. Genocide and Annihilation work on the unliving, so if you do wish to avoid fights, a Death caster is ideal for that.
            The Complainer worries about the lack of activity here these days.

            Comment

            • CyclopsSlayer
              Swordsman
              • Feb 2009
              • 389

              #21
              Originally posted by GrimaTheBold
              I'm going to add my question onto this thread.

              I'm playing a Death/Sorcery mage. Am I missing some obvious answer on how kill unliving monsters that resist Nether? Am I supposed to Malediction them to death? Or with this class do you just have to avoid a lot of fights (which is not my strong suit)?

              I know in the 3rd Spellbooks they get Darkness attacks - hopefully the monsters that resist Nether don't also resist Dark, but I haven't looked into that yet. But that's no help for now since I only have the town books.

              Maybe Armageddon is more my speed than Death...
              I am addicted to ranged weaponry. A sling or bow on every character. A good missile weapon can make many fights easier and won't kill your mana.

              Comment

              • CyclopsSlayer
                Swordsman
                • Feb 2009
                • 389

                #22
                Martial Arts - Slot Armor penalty

                I'm not talking the total weight limit, although I would love if there could be an indicator somewhere of Max Weight limit.

                But what I've not seen documented is the per slot penalty.
                For example. At CL 2, I got a set of padded armor {5, +2}
                Naked I had AC 3, with the armor on my armor went to AC 6. A -4 AC penalty
                When I reached Clvl 6, my naked armor was AC 17, wielding the same padded armor and my rating went to AC 15. A -9 AC penalty.

                Hands @ CL6 is -3 AC
                Feet @ CL6 is -2 AC
                Head @ CL6 is -1 AC

                The only slot that seems to be free of any overt penalty is the Cloak

                edit: I seem to vaguely recall the Slot penalty from way back in Zangband??

                Comment

                • Sideways
                  Knight
                  • Nov 2008
                  • 896

                  #23
                  There is no penalty! You get bonuses for empty slots, not penalties for filled slots.

                  The size of the bonus is different for each slot and also depends on your "monk level", which for monks and mystics is simply your CL. (It's slightly lower than your CL for Force-Trainers, and depends on your martial arts investment on Skillmasters.)

                  Bonus calculations for empty slots:
                  - body armour: [monk level]*3/2
                  - cloak: [monk level - 13]/3, or 0 at low levels
                  - shield: [monk level - 8]/6, or 0 at low levels
                  - helmet: [monk level - 2]/3, or 0 at low levels
                  - gloves: [monk level]/2
                  - boots: [monk level]/3
                  The Complainer worries about the lack of activity here these days.

                  Comment

                  • CyclopsSlayer
                    Swordsman
                    • Feb 2009
                    • 389

                    #24
                    Ah! so the 'penalty' was just bonus removal. Thanks, lol

                    It does explain why I couldn't the math to work, I was using it on the wrong end of the equation... doh!

                    Comment

                    • Saru
                      Scout
                      • Jul 2019
                      • 43

                      #25
                      Just upgraded to the latest version of frog, messing around with gravity bolt in the armageddon realm. I noticed that in addition to blinking the target, their health bar went grey. Another time it also stunned. Has gravity bolt always been able to slow and / or stun like this? And is it the binary -10 slow, or an incremental one?

                      Similarly, what about breathe inertia in book 4? And do monsters get a saving throw based on some sort of 'power' of these spells, or are they just inherently slowed because of the gravity / inertia element?

                      Getting to see when a monster is temporarily slowed is already a huge quality of life improvement. Thanks for the release @Sideways!
                      Clearing levels one spell at a time.

                      Comment

                      • wobbly
                        Prophet
                        • May 2012
                        • 2628

                        #26
                        It's always worked like this & the effect is the same as when you get hit by gravity hounds, though Sideways can fill in any specifics better then I can.

                        Comment

                        • Saru
                          Scout
                          • Jul 2019
                          • 43

                          #27
                          That makes sense @Wobbly. I guess what I really would like to know is what kind of saving throw a monster gets against it, if any, since it is an elemental attack. I assume it doesn't stack with slow monster as well.

                          Is 'inertia breath' the same then?
                          Clearing levels one spell at a time.

                          Comment

                          • Sideways
                            Knight
                            • Nov 2008
                            • 896

                            #28
                            Gravity has the same saving throw as regular slow, and is a binary -10 slow. (Gravity stun also has the same save as slow, and even allows uniques to be immune like with slowness. This is a bit odd, since stunning normally has a different saving throw and no immunity for uniques.)

                            Inertia likewise has the same saving throw as regular slow. It's a -5 incremental slow, which means it can stack with other slows.
                            The Complainer worries about the lack of activity here these days.

                            Comment

                            • Saru
                              Scout
                              • Jul 2019
                              • 43

                              #29
                              So in theory I could slow a monster -15?

                              Anyway, what does that weird pattern in "the renegade sorcerer" quest do? I seem to remember being confused by it in my last playthrough, and I'm nearing that quest again so I thought I'd ask.

                              Thanks1
                              Clearing levels one spell at a time.

                              Comment

                              • Sideways
                                Knight
                                • Nov 2008
                                • 896

                                #30
                                Originally posted by Saru
                                So in theory I could slow a monster -15?
                                No, only -12. You can get to -10 from either binary or incremental slow, but the two types don't combine fully.

                                Anyway, what does that weird pattern in "the renegade sorcerer" quest do? I seem to remember being confused by it in my last playthrough, and I'm nearing that quest again so I thought I'd ask.
                                The patterns are an Amber thing. You can only walk a pattern in order, you cannot cross it or step away from it until you've reached the end (although you can teleport away). Squares near the end of the pattern usually have special effects, like fully curing you of everything or allowing you to teleport in various ways. There's also some special interaction between the pattern and player Amberites.

                                The pattern in that quest is pretty out of place, usually they are much longer and you only see them in large vaults.
                                The Complainer worries about the lack of activity here these days.

                                Comment

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