Monster list tweaking
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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.Leave a comment:
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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.Leave a comment:
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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?
several snakes
several worm masses
creeping copper/silver coins
disenchanter eye
giant white tick
blue icky thing
earth elementalLeave a comment:
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On your speed changes, why do all four of the big constructs have -5 speed? Does nothing have -10 speed any more?Leave a comment:
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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
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
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, 16:46.Leave a comment:
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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.
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.
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.Leave a comment:
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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 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.Leave a comment:
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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.
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.Leave a comment:
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"Unkillable" may be a bit strong, but certainly the amount of resources you'd have to expend to kill early uniques in melee is in no way made up for by their drops. My only concern is that this may make them too easy to be killed by spells, which haven't been hit by the massive nerf that melee received.Leave a comment:
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I'm inclined to agree with sethos.
"Unkillable" may be a bit strong, but certainly the amount of resources you'd have to expend to kill early uniques in melee is in no way made up for by their drops. My only concern is that this may make them too easy to be killed by spells, which haven't been hit by the massive nerf that melee received.Leave a comment:
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Perhaps it's a too much hassle, but I believe "somewhat" would be a better term than "slightly" for both slower and faster monsters.Leave a comment:
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One long overdue change coming, and one controversial one suggested.
The long overdue change is to add gradations to speed for monsters for 105, 115, and 125. (these correspond to -5, +5 and +15 speed respectively).
previous gradations were described as: slowly, at normal speed, quickly, very quickly, extremely quickly.
Now there are: slowly, slightly slowly, at normal speed, slighly quickly, quickly, very quickly, extremely quickly, unbelievably quickly.
I'll push some corresponding changes to the monster list shortly. Mature dragons will get +5 speed, but I haven't gone much beyond that in thought. Suggestions are welcome.
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.
(uniques that l'm thinking about getting lowered hp include: some orc/troll uniques, khim, ibun, mim, sanghayando, angamite, lorgan, beorn, adunaphel.)Leave a comment:
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(@artes: I'll try to merge your 3.4 bugfixes too!)Leave a comment:
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