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Old October 23, 2010, 23:08   #11
Derakon
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Originally Posted by Atarlost View Post
But patching his acid resistance hole is almost like increasing his hitpoints by 50%. Possibly more if you've got a big non-slay weapon like the Glaive of Pain or a dearth of high level slay evil weapons in your randart set since slay evil isn't available in rings like acid brand is.
Sauron is a cakewalk if you take advantage of his resistance hole. He's meant to be balanced without the use of acid-branded equipment. On the assumption that you aren't using that exploit, the other modifiers to his base abilities that the One Ring would grant aren't that significant.
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Old October 23, 2010, 23:38   #12
Timo Pietilš
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Originally Posted by Derakon View Post
Sauron is a cakewalk if you take advantage of his resistance hole. He's meant to be balanced without the use of acid-branded equipment.
I think the whole reason Sauron has that resistance hole is way back in time when acid brand didn't exist at all and most effective rod was acid ball and mages didn't have same spells as they do now and acid bolt was actually one of the most damaging one.

Easy fix is to give Sauron that resist. A bit less agreeable fix would be to remove acid brand completely and/or branding rings and ammo branding spells.

In old days when everything was not quite as smoothed out "for balance" and game had a bit more variation there was no acid (or poison) brand and elec brand was actually *5 brand like kill-slays. To compensate change some of the weapons that did have *5 elec brand did get upgraded weapon base damage Taratol was 2d4, Aule was 5d5 and so on.
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Old October 24, 2010, 00:17   #13
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Originally Posted by Timo Pietilš View Post
I think the whole reason Sauron has that resistance hole is way back in time when acid brand didn't exist at all and most effective rod was acid ball and mages didn't have same spells as they do now and acid bolt was actually one of the most damaging one.
You're probably right, though IIRC Rift is the only new mage spell. The main thing is that Raal's used to be the rarest mage spellbook, so there was no guarantee you'd have it by the time you faced Sauron. Oldschool mages really were all about melee + Globe.
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Old October 26, 2010, 21:24   #14
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When is the monster's drop actually *created*? There's no great reason right now to do it before the critter gets killed...and good reason not to. That's even before trying to deal with the issue of monster item use.
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Old October 26, 2010, 21:36   #15
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Yes, currently, monster drops are created on death. You can verify this by save scumming, though you'll have to change the RNG state to get a different drop. Obviously any system where monsters use the items they have (or where players can steal from monsters, etc.) would have to generate those items when the monster is created.
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Old October 26, 2010, 22:49   #16
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It'd be fun though watching saruman or someone trying to work out what everything does. Saruman quaffs a bubbling orange potion. He starts moving much slower. He aims a nickle plated and at you. Now there are two of you.
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Old October 27, 2010, 14:37   #17
Adley
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Monster have intrisict item knowledge.
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Sadly, every character ever created in Angband was given a magnifying glass by their eccentric uncle for their fifth birthday...
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Old October 27, 2010, 17:55   #18
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That brings up a point...how much would any given monster know, about the items he (or it) has? Then you also have to code in logic to say, OK, this rod of fire bolts does average 55 damage, while my fire bolt does 60...so I never use that rod of fire bolts, but I would use a wand of dragon's breath. That is, if you want the monster to use those items intelligently.

And, what items are actually usable? If the critter's got a ring of damage, does it apply to all its melee attacks? That may lead to the damage scaling out of proportion; in a sense, it's *already* factored in. If the monster has Ringil, how do we code in that he wields it properly...it could be that his standard melee attacks are nastier. And how many attacks would he get, with a weapon? Armor's equally tricky.
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Old October 27, 2010, 18:28   #19
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And, what items are actually usable? If the critter's got a ring of damage, does it apply to all its melee attacks? That may lead to the damage scaling out of proportion; in a sense, it's *already* factored in. If the monster has Ringil, how do we code in that he wields it properly...it could be that his standard melee attacks are nastier. And how many attacks would he get, with a weapon? Armor's equally tricky.
How do both a kobold and a half troll fit in the same armor anyway? How would a dragon wield a sword? Why does it take the same amount of time to swap body armor as it does to drink a potion? What's logical doesn't necessarily make for good gameplay. If you want monsters to use the items they have, you must make it good for gameplay even if logic is stretched.

for the record, i'm not convinced that having monsters use drops is a good idea. Thematic drops, certainly. priests should drop prayer books and blunt weapons. molds should drop mushrooms etc.
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Old October 27, 2010, 23:21   #20
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Quote:
Originally Posted by Derakon View Post
Yes, currently, monster drops are created on death. You can verify this by save scumming, though you'll have to change the RNG state to get a different drop. Obviously any system where monsters use the items they have (or where players can steal from monsters, etc.) would have to generate those items when the monster is created.
There is no need to speculate about this, as there is at least one variant (Un, IIRC), which creates monster drops at level generation and allows monsters to use items they are carrying. Try it and see how you think it would affect V.
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