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Morgoth doing more than 600 damage in a single round
I couple of months ago, my comp97 character died while fighting Morgoth, and I didn't exactly understand why: I had over 600HP, but died before I could act again. The "post your latest insta-death" thread got me thinking about this again, and I believe I now understand what happened:
Morgoth has two "HIT:SHATTER:20d10" attacks. If he hits with one, the average damage from the attack is 110, reduced by armor. The earthquake from the SHATTER then does additional damage, which is not reduced by armor. If you are standing in a location with no "safe" grids to be pushed to, you get the "You are severely crushed!" message, and the additional damage done by the quake is 300 HP. On top of which, since you were not displaced by the quake, Morgoth can then swing at you again with another SHATTER attack (and potentially follow that up with a "HIT:LOSE_ALL:10d12" attack). So, if you get severely crushed twice in a single round (as happened to my poor Hanna), you can easily take over 700 HP from Morgoth in a single round. I admit the odds of it happening are low, but it is something to consider. Any chance we could get the "severely crushed" damage reduced to 200? Or possibly set the "do_break" flag in monster/melee1.c even if the player is not pushed away? |
The same thing has happened to me. I suppose you could calculate the probability of this happening if you knew how earthquake rearranged the walls?
I'd actually suggest removing the earthquake effect, or at least the wall rearranging aspect, as besides the mentioned issue, phase door is extremely (too?) effective when meleeing M. Melee damage would probably need to be increased to compensate. http://angband.oook.cz/ladder-show.php?id=10702 Last messages: > You smite Morgoth, Lord of Darkness. > Morgoth, Lord of Darkness hits you. > The cave floor twists in an unnatural way! > You are severely crushed! > The Master vampire wails out in pain! > Morgoth, Lord of Darkness hits you. > The cave quakes! > You are pummeled with debris! > You are severely crushed! > The Vampire wails out in pain! > Morgoth, Lord of Darkness hits you. > You die. |
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Also: one death every now and then from that is only good thing. It makes Morgoth the most dangerous monster in the game. (Actually using crushing Atlas has worst melee, it hits twice to shatter and twice to confuse with over 900 points of damage, if you get crushed twice) |
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The game I posted was a while ago, but I'm pretty sure I was just in a regular area. I'm sure you could calculate what the probability is of such an attack happening. After that experience, I just adjusted my !heal threshold to 700 HP instead of 600 HP and haven't worried about it since, though fighting near stairs as you hinted would work as well. Quote:
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Timo, were you thinking of dropping an artifact on the ground?
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It still means that M can hit you. I prefer runes, which can be destroyed, but prevent so much melee-damage that it is worth the short period of risk getting double-crushed when M gets thru. It's almost non-combat if you stand on a rune and keep hitting M in the head. M hits hard enough even without earthquake that it is beneficial to prevent it from happening. |
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Earthquakes don't, but after reading this thread I'm tempted to make them do that also. (as well as give an earthquake a chance to break a rune/glyph) I'm also a proponent of removing "create stairs" from the game altogether. |
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In my experience, Morgoth never needed more than two or three turns to break a glyph at most, making the cost of casting them more than the cost of healing for priest-types.
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I haven't played an arcane caster in awhile, but warriors don't find enough ?Rune to make them worth saving against Morgoth, and priests/paladins in my experience get better mileage from leveraging their cheap heals. Just phase away before healing and Morgy won't get any free attacks on you. |
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And clearly you do not need to be in a GV or something for this to happen, since I was not when it happened to me. Reading the code, it can happen whenever there are no empty spaces among the 8 surrounding ones. "Not empty" includes spaces with monsters on them. If there is nowhere safe to be "pushed" to, you get the "crush" effect, and you stay in the same place. If you are unfortunate enough that the subsequent earthquake *still* leaves you with nowhere to go, it can happen again. It appears to me that standing on an artifact (or stairs) is irrelevant since the code does not check the space you are *on*, only the 8 surrounding ones. Mostly though, the post was intended as a cautionary tale. Up until now, I had believed the common wisdom that 600HP was a "safe" level. Plus, when fighting Morgoth hand-to-hand I would in fact deliberately seek out places clogged by stone in order to reduce Morgoth's ability to summon. The "severely crushed" effect shows that such places are less safe than I had believed, and it is worthwhile to be next to at least one empty space, and/or to keep HP at a higher level (or not engage HTH). Good point about Atlas: with four 13d13 attacks, even with average damage rolls and a high player armor class, if all four hit that will be around 200 damage, plus two "crush" is another 600, for 800 or so damage. With high rolls on the attacks, or a lower armor class, it could go over 900. Which goes to show that avoiding the possibility of being severely crushed can be an important consideration. |
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You got unlucky with escapes. |
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My last winner in 3.2 was a Priest. I fought M in a dead end in a vault and kept casting glyphs all through the fight. It was a long fight and I'd say the average time per glyph was rather 3-5 turns than 2-3, I had high speed if it matters. I only chugged a single !Restore Mana and that wasn't really neccessary, Staff of Magi worked fine in combination with the glyphs. My immediate comments after the fight was that the glyphs were too powerful, but after thinking about it more I'd say it's ok as it is. Priests are easy in the late part of the game, I see no problem with that. /Mathias |
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As I said in the original post, I admit that the odds of this happening are low: there is only a 15% chance that the game will try to put a rock onto the space you are in, and you have to fail that check twice, and be surrounded both times. OTOH, people worry about getting to speed +30 to face Morgoth even though the odds of him doing a double mana-storm during the precise turn that he also gets a double move are quite low. It is, however, something to be aware of. |
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Hmmm....Maybe we should make earthquake as monster spell? |
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