![]() |
#1 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
![]() |
Gear issues
I've said it before: gear in 3.5 and later is too reliably good. I am in the endgame of a 3.4 game on my phone. I have collected masses of Healing potions, via mobs and pits (dragon and maiar.) But my equipment is far worse than any of my games on more recent builds. And I still don't have sustains or res disenchantment.
Code:
[Character Equipment] a) a Scythe of Slicing of Extra Attacks (8d4) (+9,+13) <+2> Dropped by an Ancient green dragon at 4250 feet (level 85). 475 damage/round b) a Short Bow of Lothlorien (x3) (+13,+23) <+3, +1> Bought from a store. c) a Ring of Speed <+13> Found lying on the floor in a vault at 3950' (level 79). d) a Ring of Damage (+0,+13) e) the Necklace of the Dwarves <+3, +5, +1> Found lying on the floor in a vault at 4550 feet (level 91). f) the Star of Elendil <+3> (charging) Found lying on the floor in a vault at 4250 feet (level 85). g) Green Dragon Scale Mail (Dwarven) (-2) [20,+30] <+2, +4> Found lying on the floor at 3000 feet (level 60). h) the Cloak 'Colluin' [1,+15] Dropped by an Ancient gold dragon at 4250 feet (level 85). i) the Wicker Shield of Elros [2,+20] <+4, +1> Dropped by a Dark elven priest at 4550 feet (level 91). j) the Hard Leather Cap of Thranduil [2,+10] <+2> Dropped by Ar-Pharazôn the Golden at 3700 feet (level 74). k) a Set of Mithril Gauntlets of Combat (+1,+4) [6,+16] <+1, +2> Found lying on the floor in a vault at 4550 feet (level 91). l) a Pair of Steel Shod Boots of Speed [7,+9] <+7> Dropped by a Scout at 3450 feet (level 69). |
![]() |
![]() |
![]() |
#2 |
Swordsman
Join Date: Aug 2015
Posts: 279
![]() |
What are you talking about? That equipment set looks pretty darned good to me. So you don't have sustains or rDis. Who cares? There are plenty of common swap items you can use for sustains as needed, and rDis is very much a luxury ability. You can't fight the Tarrasque with this gear, but it should be adequate against Morgy.
|
![]() |
![]() |
![]() |
#3 |
Knight
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 909
![]() |
I believe Pete Mack is making the reverse point to the one you inferred. That this gear is perfectly fine, but that gear in newer versions is broken and too powerful and too easy to get. This seems to be largely confirmed by the newest batch of stats.
|
![]() |
![]() |
![]() |
#4 |
Veteran
Join Date: Nov 2013
Posts: 1,587
![]() |
Taken from my current HT/Warrior, Galdo the Superior
3 best immunities, all resistances (including pStun) except rDark, rNether and pConf. 600+ dam to everyone. 1075 to demons and undead, 975 to dragons (with two swaps). Code:
[Character Equipment] a) a Scythe of Slicing of Extra Attacks (8d4) (+11,+18) <+2> Found lying on the floor in a vault at 4300 feet (level 86) +2 attack speed. Combat info: 7.5 blows/round. Average damage/round: 602.4. b) the Long Bow of Garianath (x4) (+16,+28) <+3, +1> Dropped by a dread at 2100 feet (level 42) +3 dexterity. +3 searching skill. +1 shooting power. Provides resistance to acid, poison. Cannot be harmed by acid, fire. Grants the ability to see invisible things. When activated, it disables traps, unlocks doors and reveals all secret doors in a given direction. Takes 176 to 195 turns to recharge at your current speed. Your chance of success is 90.0% c) a Ring of Speed <+15> Found lying on the floor in a vault at 4250 feet (level 85) +15 speed. d) the Ring of Numion [+28] <+4, +5, +2, +1> Found lying on the floor in a vault at 4050 feet (level 81) +4 intelligence. +5 dexterity. +2 constitution. +1 light. Provides immunity to acid, fire. Provides resistance to lightning, sound, chaos, disenchantment. Provides protection from fear, blindness. Cannot be harmed by lightning. Slows your metabolism. Speeds regeneration. Grants telepathy. Prevents paralysis. When activated, it grants temporary resistance to acid, electricity, fire, cold and poison for 1d20+20 turns. Takes 254 to 310 turns to recharge at your current speed. Your chance of success is 84.5% e) an Amulet of Trickery <+3, +5, +4, +2> Dropped by The Mouth of Sauron at 4300 feet (level 86) +3 dexterity. +3 stealth. +5 searching skill. +4 infravision. +2 speed. Provides resistance to poison, nexus. Sustains dexterity. f) the Star of Deleguino <+3> Dropped by Lorgan, Chief of the Easterlings at 1900 feet (level 38) +3 light. Cannot be harmed by fire. Slows your metabolism. Prevents paralysis. Sustains your life force. Radius 3 light. When activated, it maps the area around you. Takes 158 to 310 turns to recharge at your current speed. Your chance of success is 92.4% g) Adamantite Plate Mail (Dwarven) (-4) [80,+24] <+2, +4> Found lying on the floor in a vault at 4250 feet (level 85) +2 strength. +2 constitution. +4 infravision. Cannot be harmed by acid. Prevents paralysis. h) an Elven Cloak of Aman [6,+32] <+3, +1> Found lying on the floor in a vault at 4300 feet (level 86) +3 stealth. +1 speed. Provides resistance to dark. Cannot be harmed by acid, fire. i) a Small Metal Shield (Dwarven) (+3,+4) [5,+18] <+1, +2> Found lying on the floor in a vault at 4300 feet (level 86) +1 strength. +2 constitution. Cannot be harmed by acid. Prevents paralysis. j) the Jewel Encrusted Crown of Moreth [0,+12] <+4> Found lying on the floor in a vault at 4300 feet (level 86) +4 strength. +4 intelligence. Provides immunity to cold. Provides resistance to nexus. Provides protection from fear. Cannot be harmed by acid. Grants the ability to see invisible things. When activated, it grants temporary resistance to poison for 1d10+10 turns. Takes 102 to 111 turns to recharge at your current speed. Your chance of success is 93.0% k) the Set of Caestus 'Belvair' (+2,+11) [5,+12] <+1> Dropped by a Blue Wizard at 4250 feet (level 85) +1 intelligence. Provides resistance to cold, light. Cannot be harmed by acid, fire. Grants the ability to see invisible things. Prevents paralysis. l) the Pair of Steel Shod Boots 'Anielin' [7,+14] <+5, +3, +7> Dropped by Atlas, the Titan at 3600 feet (level 72) +5 intelligence. +3 dexterity. +7 speed. Provides resistance to disenchantment. Provides protection from stunning. Cannot be harmed by acid, fire. Sustains wisdom. When activated, it heals 1200 hit points, cut damage, and cures stunning, poisoning, blindness, and confusion. Takes 455 to 613 turns to recharge at your current speed. Your chance of success is 87.0%
__________________
Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM Detailed account of my Ironman win here. "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix |
![]() |
![]() |
![]() |
#5 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
![]() |
@Philip: correct. Yes, I can fight Sauron and M with that gear--it is indeed good enough, despite the lack of sustains. (That amulet of sustenance has really helped.) But it is much worse than a similar character in 4.1 would have. Almost no high resists except poison, and short on CON with any suitable gear for M or S. And it was much more challenging just getting there.
|
![]() |
![]() |
![]() |
#6 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
![]() |
@Grotug--much of the difference in character power is randarts vs standarts. But even with standarts, a 4.1 character would be stronger.
|
![]() |
![]() |
![]() |
#7 |
Prophet
Join Date: Apr 2008
Posts: 2,957
![]() |
Randarts in latest version are absurdely powerful. Check my comp 216 characters: 8d8 lance with +2ea, "bands" with +all stats/speed/resists/immunities, shield with +2ea, boots of +14 speed...
The two main problems here are: - randarts based off anything - extra shots/blows on anything (less important for shots when the new +spr is ported to master) I never had a problem with randarts in older versions when they were based off regular ones.
__________________
PWMAngband variant maintainer - check http://powerwyrm.monsite-orange.fr (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant! |
![]() |
![]() |
![]() |
#8 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
![]() |
Just cleared a checkerboard vault in 3.4 at dl 95. Lots of ego items, but few of them good. In 4.x, there would be no *slay orc* weapons or res cold armor. This makes a huge difference in the amount of actually useful stuff--i suspect it is the single most unbalancing feature of v3.5 and later.
Also: what does '/' represent in vault.txt? It doesn't show in the comments at the beginning. |
![]() |
![]() |
![]() |
#9 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,481
Donated: $60
![]() ![]() |
I did some aligning of V and FA vault encoding, as they were different (I first found this out when I brought V vaults into FA and they were full of mushrooms...). This enabled me to just pull all the FA vaults in, but in the interests of retaining compatibility I kept water and tree grids. So '/' would be water and ';' would be tree, but they are just floor in V.
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
![]() |
![]() |
![]() |
#10 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
![]() |
I think we have a lot of information from stats and observation that the current version 4.x including 4.feature is too generous with drops and a bit light on danger. In some sense this isn't surprising, there have been a lot of changes to dungeon generation, and apparently some changes to monster drop probabilities as well.
I think a reasonable plan of action is to do the following: 1) Finish the set of features to go into 4.2, right now presumably this is dominated by the new classes and spell reworks, but I'm not sure if Nick plans to do a monster rework for 4.2 also. If this is the case, then rebalancing should occur after the monster rework. 2) Start a discussion about how to improve randart generation. One of the recent moves was to allow stuff like different numbers of rings/amulets/artifact lights etc. However, this has a few problems, notably that you can get really strong gear for slots that are typically not so strong. I don't understand the randart generation code, and I don't know how to fix it. 3) Increase monster density later in the game. 4) Reduce vault spawn rate (I believe this has already been done, but it might need to be reduced even further). 5) Reduce quality of drops through the ego/artifact promotion rates 6) Penalize out of depth items more. Based on some initial stat results, it looks like OoD items can spawn much more commonly now. We should look and adjust that function to make it more of a rare occurrence rather than once every 3-4 levels. 7) Consider weakening some standarts My personal preference is to use 3.4 as a point of comparison since that is the last version that we did a dedicated rebalance for. I'd also be ok with taking the lead on 3, 5 and 6. I'm less comfortable with 2 and 7. I do think the key is to get any major feature upgrades for 4.2 up and running before doing the rebalancing. I also think it's ok for 4.1.x to be an easier version of the game, just like 3.1 and 3.2 were super easy. It's the price we pay for new features. |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
Noob - gear question | Czurin | Vanilla | 18 | June 5, 2015 13:53 |
I'm having a hard time having a feel of my gear. | Amnekian | Vanilla | 3 | April 20, 2014 15:07 |
Gear Issues | Monkay | AAR | 1 | February 25, 2012 17:32 |
Gear Spells | UglySquirrell | Vanilla | 7 | September 27, 2011 18:22 |
Best gear for end-game priest? | Zikke | Vanilla | 19 | August 4, 2009 20:29 |