[Announce] FrogComposband 7.1.salmiak released

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  • Sideways
    replied
    Originally posted by NotCIAAgent
    Are throwing weapons better than Slings for class with bad ranged capability?

    I am doing a Hammermaster, and I decided to just use the pebbles instead of a sling. It is not bad, I get a decent range, and hit often enough, doing up to 6 damage, is not something to be discarded on early game, specially considering how little they weigh, but could I be doing better?
    In general you're better off using a ranged weapon (and/or offensive devices) than throwing your projectiles; but at the very beginning (when your proficiency with a sling or a bow might be abysmally low, and you perhaps have not even found one yet) there is some allure to throwing ammo. On most characters, though, I'd view it as something you might do when you've happened to find ammo but not a sling and want to do some damage from range. Ninjas with their bonuses for throwing Iron Spikes are a special case.

    The one case where I might deliberately plan to throw ammo is if I'm doing the Thieves' Hideout quest really early on some character with low HP and low offensive options otherwise, and every bit of extra damage counts; say, a squishy mage type with poor melee damage and low mana or no offensive spells yet. But mage types don't have the best throwing accuracy, so it isn't a great solution, just a better-than-nothing one.

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  • NotCIAAgent
    replied
    Are throwing weapons better than Slings for class with bad ranged capability?

    I am doing a Hammermaster, and I decided to just use the pebbles instead of a sling. It is not bad, I get a decent range, and hit often enough, doing up to 6 damage, is not something to be discarded on early game, specially considering how little they weigh, but could I be doing better?

    Leave a comment:


  • Sideways
    replied
    No; devices absorbed by Magic-Eaters still function as devices, not as spells, so a +devicepower item would affect their power but a wizardry ring will not.

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  • ShadowTechnology
    replied
    Does a Ring of Wizardry (+0, +12) add to damage from offensive "spells" from a Magic Eater? I tried one on and did not see any in-game indication of +12 damage from absorbed wands of Magic Missile, Frost Bolt, etc.

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  • Sideways
    replied
    Originally posted by Thraalbee
    Hmmm, I get confused about Vampire Berserker. Inherent PermLight seems wrong. Also, I dived with a Ds lamp and ... saw nothing. Took it off and saw normally. But also, I discovered I had forgot to check other equipment and had multiple sources of PermLight including @ which seemed to be ok, no penalty except for wielding a Lu lamp (which I didn't).

    What I am missing? Or is this unexpected?

    http://angband.oook.cz/ladder-show.php?id=24128&ok
    Monster-mode vampires have night vision, but "normal" vampires do not, instead they see with light-producing items and their intrinsic "light" of radius 1. Vampires (both types) start with vulnerability to light, and take damage from the sun and from lamps (that aren't dark lamps) while they remain vulnerable to light. They can use Lu items normally, and can walk in sunlight normally and even use lamps normally if their resists cancel the vLight out.

    Giving night vision to normal vampires has been requested before, and I've given it some thought, but it has so far not been implemented.

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  • Thraalbee
    replied
    Berserker Vampire and @' PermLite +

    Hmmm, I get confused about Vampire Berserker. Inherent PermLight seems wrong. Also, I dived with a Ds lamp and ... saw nothing. Took it off and saw normally. But also, I discovered I had forgot to check other equipment and had multiple sources of PermLight including @ which seemed to be ok, no penalty except for wielding a Lu lamp (which I didn't).

    What I am missing? Or is this unexpected?


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  • wobbly
    replied
    I'm looking at the unique kill list on the dump and there is room for a column with the character's level and the time.

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  • Sideways
    replied
    Originally posted by budswell
    Thanks. How does it interact with race limits?
    e.g. My Tomte Ninja-Lawyer should not wear helmets, so if he does are his ninja abilities affected? or does it just affect his tomte ones (not sure what they are)?
    An overweight helmet will affect both your ninja bonuses and your tomte ones; but overweight regular armor will affect the ninja bonuses only.

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  • CyclopsSlayer
    replied
    Originally posted by budswell
    Thanks. How does it interact with race limits?
    e.g. My Tomte Ninja-Lawyer should not wear helmets, so if he does are his ninja abilities affected? or does it just affect his tomte ones (not sure what they are)?
    Slot limitations don't matter. No helmet is no helmet. If your maximum safe weight is say 20lbs, and you have a 20lb chestpiece on, that is all you can wear before losing your abilities.

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  • budswell
    replied
    Thanks. How does it interact with race limits?
    e.g. My Tomte Ninja-Lawyer should not wear helmets, so if he does are his ninja abilities affected? or does it just affect his tomte ones (not sure what they are)?

    Leave a comment:


  • CyclopsSlayer
    replied
    Originally posted by Sideways
    The total armor weight limit is class- and CL-dependent; it does not rise with additional strength, but will go up as you gain levels.
    I still would like either a 'Safe Armor Weight' indicator in the Char info or ready access to the formulas. (ie: Max Armor 14.5/20)
    Knowing the start weight, per level gain, and weight cap would be very useful. Knowing the numbers for the Ninja, in no way informs a player of the numbers of a Monk, Mystic, Ninja-Lawyer, etc...

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  • Sideways
    replied
    The effects of heavy armor depend somewhat on your class. On Ninjas and Ninja-Lawyers specifically, heavy armor gives penalties to your stealth and speed and cancels out several class-specific bonuses you would otherwise get. Other weight-limited classes like Monks are penalized in different ways, but it's universally so bad you never ever want it. (Regardless of your class, heavy armor eliminates any extra shooting speed you might otherwise get from high Archery skill.)

    The total armor weight limit is class- and CL-dependent; it does not rise with additional strength, but will go up as you gain levels.

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  • budswell
    replied
    What is the actual effect of "Heavy Armor" red status warning?
    Does the limit rise if I increase my strength (character is a Nija-Lawyer)?

    Leave a comment:


  • Sideways
    replied
    V's weapon mechanics are very different, both in terms of blow calculations and how weapons interact with your other equipment. But even in V (without the O combat option), it's only the early game where lighter weapons rule; once you approach the endgame, your best big-damage option is almost certain (far more so than in FrogComposband!) to be something big and heavy.

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  • Sacksquatch
    replied
    Good to know, thanks. I had assumed it was like the others, and all about light weapons and blows. These games are a lot for a newer guy like me to take in.

    Leave a comment:

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