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-   -   memorable randarts (http://angband.oook.cz/forum/showthread.php?t=3486)

Estie February 10, 2014 17:42

I believe Feanor has less power than Deathwreaker (but dont quote me on that); 12 speed and 12 stealth should be more valuable than what Feanor has, no ?
Last version I recall they had 15 speed and featherfall or somesuch.
I know of no reason why Feanor boots couldnt get rolled as boots; I assume they can (and become 8 speed 8 stat in the process or so).

Derakon February 10, 2014 18:13

Quote:

Originally Posted by Estie (Post 89653)
I believe Feanor has less power than Deathwreaker (but dont quote me on that); 12 speed and 12 stealth should be more valuable than what Feanor has, no ?
Last version I recall they had 15 speed and featherfall or somesuch.
I know of no reason why Feanor boots couldnt get rolled as boots; I assume they can (and become 8 speed 8 stat in the process or so).

Feanor has +15 speed, resistance to nexus, and activation for Haste Self. That activation is pretty powerful, especially since the recharge time isn't that unreasonable (200 turns).

That said, it's usually just an extra +5 speed over what you'd be wearing otherwise, which is great, but not the kind of game-changer that Deathwreaker is.

Timo Pietilä February 11, 2014 08:18

Quote:

Originally Posted by Derakon (Post 89656)
Feanor has +15 speed, resistance to nexus, and activation for Haste Self. That activation is pretty powerful, especially since the recharge time isn't that unreasonable (200 turns).

That said, it's usually just an extra +5 speed over what you'd be wearing otherwise, which is great, but not the kind of game-changer that Deathwreaker is.

Deathwreaker used to be too heavy to get full blows with it. It also aggravates, so it isn't that useful, and it also isn't that big game changer unless you manage to get it early. MoD of Extra Attacks +2 can be very close to be as good as D is, or if you get lucky with bonuses even better if you play mage or priest (50% more blows).

That +5 to speed from body gear is actually quite big deal. It is usually enough to tip the scale to make new choices for rest of your gear. That is one of the reasons why +3 from Thalkettoth and +3 or +2 from few of the artifact cloaks and Trickery amulet also are big deals. They stack up freeing up a ring slot, and that is why even small speed boosts outside rings are big deal.

Estie February 11, 2014 12:03

I wonder what the blows formula used to be; "too heavy for full blows" these days translates to "only the warrior wont get his last blow, everyone else is fine even without maxed str/dex".

AnonymousHero February 11, 2014 18:04

Notice anything these have in common?

Code:

the Set of Gauntlets 'Uturumet' [3,+14] <+2>
--------------------------------------------
+2 intelligence, attack speed.
Provides resistance to fire, sound.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis. 

When aimed, it causes you to breathe either cold or flames for 80 damage.
Takes 65 to 72 turns to recharge.


Min Level 47, Max Level 127, Generation chance 2, Power 289, 2.5 lbs
Based on Oromë.

the Ring of Power of Mendor <+2, +1>
------------------------------------
+2 speed, attack speed.
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength.
Grants telepathy.  Grants the ability to see invisible things. 
Radius 1 light.

When activated, it hastens you for 2d10+20 turns.
Takes 82 to 100 turns to recharge.


Min Level 65, Max Level 127, Generation chance 1, Power 380, 0.2 lbs
Based on Narya.


the Ring of Power 'Ascar' (+8,+6) <+2>
--------------------------------------
+2 wisdom, attack speed.
+10% to searching.
Provides resistance to lightning, cold, chaos, disenchantment.
Provides protection from fear.
Cannot be harmed by acid, electricity, fire, cold.
Feather Falling.  Speeds regeneration.  Prevents paralysis.  Grants telepathy.


When activated, it raises your intelligence at the expense of a random
attribute.
Takes 205 to 325 turns to recharge.


Min Level 78, Max Level 127, Generation chance 1, Power 488, 0.2 lbs
Based on Nenya.

(and, yes, these are all in the same game... which I'm re-playing right now. I just have to see how powerful this will make a Priest. Of course even if I find both rings, one of them will probably have to be swapped with a speed ring.)

Estie February 11, 2014 18:46

Been there done that :P

Its fun, and none of these are based on a super-rare like Feanor. This is when other artifacts with ~10 speed become interesting; body-armour or shield.

Also, is there a good weapon that beats a MoD of slay evil ? (with 6 off-weapon attacks, another +2 from weapon isnt best option, rather take the slay).

AnonymousHero February 11, 2014 20:28

Not sure about the weapons -- there isn't anything that stands out particularly, but there a few weapons with big +to-dam.

krazyhades February 11, 2014 20:57

Holy Avenger MoD would be good, plus it's possible your randart set has an item with "causes your attacks to slay XYZ" or "brands your melee attacks with XYZ," which would be worth stacking with your extra blows.

Patashu February 11, 2014 21:54

Random thought that I don't know where to put: Maybe instead of the power of a randart being how much stuff is on it, it should be how much BETTER it is than the typical ego you would have put in that slot otherwise (so for example artifact boots with +10 speed will have a very low power level, due to +10 boots of speed, but artifact hat with +10 speed would be comparatively very valuable)

Timo Pietilä February 12, 2014 07:01

Quote:

Originally Posted by Estie (Post 89690)
I wonder what the blows formula used to be; "too heavy for full blows" these days translates to "only the warrior wont get his last blow, everyone else is fine even without maxed str/dex".

Do you mean before fractional blows? Or even earlier? It used to be that some of the five-blow classes did get only four out of them. IIRC Rogue and priests didn't get five with it (now priests get four anyways, so that's "fixed").

With fractional blows IIRC even warrior gets max blows with MoD. Unless that has been revised somewhat DEX affect to blow calcs doesn't stop in 18/150 like it used to be.


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