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Thraalbee May 10, 2011 20:12

Ultimate weapon take 2?
 
Playing nightlies from April and then upgraded to May 5. REALLY enojoying the improvements to the game! Unfortunately I failed my quest just when the kit to kill M was complete and I was getting close.

I found several great weapons but look at this little toy below!
Gotta love randarts sometimes!

/Mathias


Code:

The Mattock 'Turth' (11d8) (+25,+40) [+55] <+4>
-----------------------------------------------
 +4 charisma, tunneling, attack speed.
 Slays animals, orcs, trolls, giants.
 *Slays* dragons, demons, undead.
 Branded with lightning, flames, frost, venom.
 Provides immunity to lightning, cold.
 Provides resistance to acid, fire, light, dark, sound, nether, chaos,
 disenchantment.
 Provides protection from fear.
 Cannot be harmed by acid, electricity, fire, cold.
 Sustains strength, intelligence, wisdom, constitution, charisma.
 Blessed by the gods.  Slows your metabolism.  Feather Falling.  Prevents
 paralysis.  Grants the ability to see invisible things. 
 
 When activated, it cures blindness and gives you telepathy for 6d6+12 turns.
 Takes 82 to 100 turns to recharge.
 
 Radius 1 light.

Min Level 100, Max Level 127, Generation chance 7, Power 20223, 13.0 lbs
Based on Calris.


Timo Pietilš May 11, 2011 06:18

Quote:

Originally Posted by Thraalbeast (Post 52719)
Playing nightlies from April and then upgraded to May 5. REALLY enojoying the improvements to the game! Unfortunately I failed my quest just when the kit to kill M was complete and I was getting close.

I found several great weapons but look at this little toy below!
Gotta love randarts sometimes!

/Mathias


Code:

The Mattock 'Turth' (11d8) (+25,+40) [+55] <+4>
-----------------------------------------------
 +4 charisma, tunneling, attack speed.
 Slays animals, orcs, trolls, giants.
 *Slays* dragons, demons, undead.
 Branded with lightning, flames, frost, venom.
 Provides immunity to lightning, cold.
 Provides resistance to acid, fire, light, dark, sound, nether, chaos,
 disenchantment.
 Provides protection from fear.
 Cannot be harmed by acid, electricity, fire, cold.
 Sustains strength, intelligence, wisdom, constitution, charisma.
 Blessed by the gods.  Slows your metabolism.  Feather Falling.  Prevents
 paralysis.  Grants the ability to see invisible things. 
 
 When activated, it cures blindness and gives you telepathy for 6d6+12 turns.
 Takes 82 to 100 turns to recharge.
 
 Radius 1 light.

Min Level 100, Max Level 127, Generation chance 7, Power 20223, 13.0 lbs
Based on Calris.


Based on Calris?? That's about 100 times more powerful than Calris. Randarts broken again in that version.

camlost May 11, 2011 06:24

Quote:

Originally Posted by Timo Pietilš (Post 52740)
Based on Calris?? That's about 100 times more powerful than Calris. Randarts broken again in that version.

Maybe there are still overflows. That's what I assumed when I saw this. If anything could cause an overflow, it's +4 attacks.

Derakon May 11, 2011 06:29

I'm gonna guess that the cursed case of Calris caused calculation confusion.

Incidentally, the Palantir is unlikely to aggravate in randart games. Handy, that, if a bit cheesy, since it keeps its enlightenment activation.

Nick May 11, 2011 06:59

Quote:

Originally Posted by Derakon (Post 52742)
I'm gonna guess that the cursed case of Calris caused calculation confusion.

An astute assessment about artifact allocation and appearance.

Thraalbee May 11, 2011 07:30

By looking at the "Based on..." it seems broken regarding the +attack speed evaluation. See another example below from same game.


Code:

The Mace of Disruption of Nilman (9d8) (+9,+7) <+3>
---------------------------------------------------
 +3 attack speed.
 Slays undead, orcs.
 *Slays* dragons.
 Branded with weak flames.
 Provides resistance to lightning, cold, poison.
 Cannot be harmed by acid, electricity, fire, cold.
 Blessed by the gods.  Speeds regeneration.  Grants the ability to see invisible
 things. 
 

Min Level 36, Max Level 127, Generation chance 24, Power 20118, 40.0 lbs
Based on Careth Asdriag.

Note: I started with nightly April 23 (r712c297ec6). Then copied character files to May 05 and continued with that version from which I produced the artifact.spo file.

myshkin May 11, 2011 08:17

Quote:

Originally Posted by Timo Pietilš (Post 52740)
Based on Calris?? That's about 100 times more powerful than Calris. Randarts broken again in that version.

Yes, savefiles created with the version Thraalbeast used to start the game may have randarts with unusual power. The newer development versions will not go back and change those randarts, but also should not generate such randarts for new games.

camlost May 11, 2011 18:32

Quote:

Originally Posted by myshkin (Post 52748)
Yes, savefiles created with the version Thraalbeast used to start the game may have randarts with unusual power. The newer development versions will not go back and change those randarts, but also should not generate such randarts for new games.

Randarts of unusual strength? I don't think they exist.

:attacked by giant mattock:

Nomad August 14, 2011 12:15

For what's chiefly memorable about this one, see: second line.

Code:

a) the Rapier 'Elith' (1d6) (+11,+12) [+7] <+4>
    Found lying on the floor at 500 feet (level 10).
   
    +4 strength, tunneling.
    Slays demons, giants.
    Provides resistance to poison, nether, chaos.
    Provides protection from confusion.
    Cannot be harmed by acid, electricity, fire, cold.
    Slows your metabolism.  Grants telepathy. 
   
    Combat info:
    4.1 blows/round.
    With +0 STR and +1 DEX you would get 4.5 blows
    Average damage/round: 125.6 vs. demons, 125.6 vs. giants, and 95.6
    vs. others.

...This character is so doomed. If he makes it to dlevel 30 without the RNG orchestrating a humiliating death, I will be astonished.

Timo Pietilš August 14, 2011 15:26

Quote:

Originally Posted by Nomad (Post 58716)
For what's chiefly memorable about this one, see: second line.

Code:

a) the Rapier 'Elith' (1d6) (+11,+12) [+7] <+4>
    Found lying on the floor at 500 feet (level 10).
   
    +4 strength, tunneling.
    Slays demons, giants.
    Provides resistance to poison, nether, chaos.
    Provides protection from confusion.
    Cannot be harmed by acid, electricity, fire, cold.
    Slows your metabolism.  Grants telepathy. 
   
    Combat info:
    4.1 blows/round.
    With +0 STR and +1 DEX you would get 4.5 blows
    Average damage/round: 125.6 vs. demons, 125.6 vs. giants, and 95.6
    vs. others.

...This character is so doomed. If he makes it to dlevel 30 without the RNG orchestrating a humiliating death, I will be astonished.

If you are playing warrior, then that is RNG being cruel to you. You need to use better weapon soon, but not using that one with +4 STR, pConf, rPoison and ESP is a tough one.


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