Monster list tweaking

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  • buzzkill
    Prophet
    • May 2008
    • 2939

    #61
    Originally posted by fizzix
    The controversial change is to lower the HP of some of the early uniques. Early uniques in v4 are simply unkillable at their found levels without an excessive amount of grinding. There is a huge jump in unique HP around dlevel 20, but there is not a corresponding jump in damage output until stat-gain (which now starts in the 40s). I'm going to hold off on this until I get some work done on the monster speeds. But I'm keeping it in my mind as I play through.
    I be very cautious in doing this, or hold off on it for as long as you can. I'd much rather find uniques to be too hard than too easy. They should be difficult to kill. If an average character can maybe take it down with a combination of speed, RSW's, and intelligent tactics, then I wouldn't mess with them at all.

    I disagree with the notion that the drop should be in some way compensatory to the amount of consumables needed to kill it. Uniques are one of the few things that really stress your limited resources. It's the players decision to fight or flee.

    However, I at one time suggested (roughly) that a the greatness of a unique's drop should be relative to the uniques native depth vs. the character's level. Kill Wormtounge at CL3 and get an awesome drop, kill him at CL30 and get crap, or something like that... and I still think it's a good idea.
    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
    My banding life on Buzzkill's ladder.

    Comment

    • fizzix
      Prophet
      • Aug 2009
      • 3025

      #62
      Originally posted by Derakon
      Wand of Fire Bolts: 9d8 base damage, level-30 item; level-20 elf mage gets 3+36+26 = 65 base device skill. Thus each bolt does ~1.35 * 40.5 = 54 damage. Lesser Recharging recharges with strength 6 (2 + 20/5), giving 80% success rate of recharging an empty wand and restoring 2-3 charges each time. It also costs 7 mana to cast. I don't feel like calculating the failure rate for the spell just now, so let's say it's 30%. Let's also say the mage has 60 mana.

      So he can cast Recharging 8 times, or about 5-6 times successfully. That gets him 10-18 charges, each of which deals about 54 damage, for a total of 540-972 damage. I think my assumptions were pretty conservative. Probably the mage will be higher-level and will be wearing some +INT gear, which stretches his mana pool and improves his device skill. Also, this ignores the charges that were in the wand to start with. So it's a stretch, but it's much more feasible for the mage than for the warrior...assuming of course that the unique in question comes alone.
      Until you hit stat gain it's really hard to get more than 2 SP per level. So that your 60 SP is actually 40, you only get 5 casts, of which 4 are likely to succeed, in which you get 12 charges, which gives 648. 30% is exactly right for my level 21 mage with 18/40 INT (who incidentally has 40 SP). There's also that 60% chance of destroying the wand by attempting 4 recharges...

      Also, khim, ibun, mim, sanghayando, angamaite...are all immune to fire, so you need to get acid bolts for the petty dwarves and frost bolts for the humans. However, restore mana is not terribly rare, and you could imagine that a mage is expected to burn one on each of these battles.


      Originally posted by Derakon
      Incidentally, I think recharging is bugged -- there's practically no way that anything except for Greater Recharging can restore more than 2-3 charges to an item. Charges restored are 2 + d(spell strength / (item level + 2) + 1). Since item levels are usually pretty big and spell strength (for Lesser Recharging) is 2 + clvl / 5, the latter value is always 1.
      IIRC recharge scrolls act like greater recharging cast at clevel 40. Lesser recharging is supposed to be weak I think, but maybe it is too weak? I haven't thought about this much.

      Comment

      • fizzix
        Prophet
        • Aug 2009
        • 3025

        #63
        Here are the list of changes to monster speed. These monsters gain speed:

        Code:
        -10 -> -5
        colossus
        eog golem
        giant brown tick
        stone golem
        creeping gold coins
        
        +0 -> +5
        mature dragons
        nalfeshnee
        glabrezu
        erinyes
        giant roc
        gauth
        greater mummy
        necromancer
        mage
        giant grey ant
        giant silver ant
        killer stag beetle
        quylthulg
        imp
        brigand
        night lizard
        
        +10 -> +15
        great wyrms
        arch/demi lich
        dreadlord
        elder vampire
        dagashi
        ninja
        master rogue
        dragon flies
        And these monsters lose speed
        Code:
        0 -> -5
        mithril golem
        iron golem
        
        +10 -> +5
        phantom
        spectre
        shade
        storm giant
        acidic cytoplasm
        beorn
        basilisk
        wyvern
        colbran
        adamantite coins
        3-headed hydra
        sasquatch
        stegocentipede
        mirkwood spider
        ochre jelly
        wood spider
        cave spider
        
        +20 -> +15
        time hound/vortex
        Istar
        I should add that mature dragons were moved a bit deeper so that they appear at stat gain (dlevel 40+). That pushes ancient dragons deeper as well.

        The next idea would be to reduce (by half?) some of the HP of some of the high-hp uniques that I mentioned above and give them +5 speed. I need to think about this more though.
        Last edited by fizzix; December 7, 2011, 17:46.

        Comment

        • Magnate
          Angband Devteam member
          • May 2007
          • 5110

          #64
          Originally posted by fizzix
          The next idea would be to reduce (by half?) some of the HP of some of the high-hp uniques that I mentioned above and give them +5 speed. I need to think about this more though.
          Give me a couple of days to run the stats on the latest v4, because I've tried a number of different things to push the +hit/dam figures back towards V. Hopefully I haven't overshot, but the damage output might not be so much lower.

          On your speed changes, why do all four of the big constructs have -5 speed? Does nothing have -10 speed any more?
          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

          Comment

          • fizzix
            Prophet
            • Aug 2009
            • 3025

            #65
            Originally posted by Magnate
            Give me a couple of days to run the stats on the latest v4, because I've tried a number of different things to push the +hit/dam figures back towards V. Hopefully I haven't overshot, but the damage output might not be so much lower.

            On your speed changes, why do all four of the big constructs have -5 speed? Does nothing have -10 speed any more?
            monsters with -10 speed:

            several snakes
            several worm masses
            creeping copper/silver coins
            disenchanter eye
            giant white tick
            blue icky thing
            earth elemental

            Comment

            • Max Stats
              Swordsman
              • Jun 2010
              • 324

              #66
              Originally posted by Derakon
              Wand of Fire Bolts: 9d8 base damage, level-30 item; level-20 elf mage gets 3+36+26 = 65 base device skill. Thus each bolt does ~1.35 * 40.5 = 54 damage. Lesser Recharging recharges with strength 6 (2 + 20/5), giving 80% success rate of recharging an empty wand and restoring 2-3 charges each time. It also costs 7 mana to cast. I don't feel like calculating the failure rate for the spell just now, so let's say it's 30%. Let's also say the mage has 60 mana.
              Man, why couldn't we have had word problems like these in Algebra class?
              If beauty is in the eye of the beholder, then why are beholders so freaking ugly?

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #67
                Incidentally, firebolt wands have a base 12d8 damage, not 9d8. I misremembered. So the average damage per bolt goes from 40.5 to 54, or 72.9 after the device skill multiplier kicks in. Given Fizzix's claimed 12 charges before running out of mana for Recharge Item, that's 874 damage, discounting the charges that were in the wand going into the fight.

                Incidentally, if you assume that the spell itself costs 3 mana, has a 0% failure rate, and does 12d8 damage directly, then using your mana reserves (at 40 mana) would get you 720 damage on average (54 * 40 / 3). Hm. That's more competitive than I'd assumed it would be. And is firebolt 3 mana, or 2? I don't have the files handy at the moment to check.

                Comment

                • Zyphyr
                  Adept
                  • Jan 2008
                  • 135

                  #68
                  Originally posted by Derakon
                  Incidentally, if you assume that the spell itself costs 3 mana, has a 0% failure rate, and does 12d8 damage directly, then using your mana reserves (at 40 mana) would get you 720 damage on average (54 * 40 / 3). Hm. That's more competitive than I'd assumed it would be. And is firebolt 3 mana, or 2? I don't have the files handy at the moment to check.
                  Firebolt is 3 mana. However, if you have Firebolt at 0% fail, Lesser Recharge will be there as well (making recharge pull well ahead) and mana pool will be larger as well (though that only alter the maximum output and not the relative values).

                  Comment

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