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#121 |
Scout
Join Date: Apr 2019
Posts: 28
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I'll keep that in mind, Perhaps I just haven't had the best of luck with finding solid ego items for my kits.
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#122 |
Adept
Join Date: Jun 2008
Posts: 141
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I tend to lose many characters to boulder throwers (well, actually to being a crap player, but humor me).
There is no resist boulder right? Can boulders ever miss? (does AC help?). Or do I just need to keep out of line-of-sight and keep my HP up (i.e. don't be shy with speed and healing potions)? Also, latest death was my first politition. I noticed that both orcs and trolls accomanying uniques were instantly immune to charm. Is this because they were escorts? Or just coincidence or level? |
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#123 | ||
Knight
Join Date: Nov 2008
Posts: 753
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Quote:
Boulder-throwers are best fought one at a time - boulder double-moves are quite rare, and if you're at the point where a single boulder might kill you you should heal anyway (or better still, heal on the turn before to keep the emergency from occurring in the first place!). Note also that many boulder-throwers are vulnerable to confusion, and if you're fighting them one at a time you can try to confuse them fairly safely - if the confusion doesn't take (or wears off unexpectedly) you're still unlikely to be immediately killed by the single enemy. Quote:
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#124 |
Adept
Join Date: Jun 2008
Posts: 141
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Question on staves of Summon Hydras/Ants/etc.
I have *Identified* a Summon Hydras staff and it says the failure is 1.7%. But (anecdotally) it seems to be about 1 in 5 that "something went wrong" and the summoned creatures are hostile. Is this a different thing than the normal failure rate? If so, does any stat or level or something influence the chances? |
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#125 | |
Knight
Join Date: Nov 2008
Posts: 753
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Quote:
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#126 | |
Scout
Join Date: Apr 2019
Posts: 28
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Quote:
They really feel like they create a lot of "It breathes you die" moments but with no mechanical way to resist or avoid them. at least with things like nether I know if I gear right I can survive an unlucky encounter. Honestly i just feel like it's one too many sources of unresistable damage. To me big dangerous melee threats like giants and trolls should be more dangerous in melee than at range (though I do approve of giving them a ranged attack as they were otherwise just not dangerous at all to casters) and as it stands that is not the case for the majority of throwers, even with a mage I try to close to melee faster so they stop throwing because the boulder hits way harder then their melee attacks do (because melee is reduced by AC, technically twice because miss chance) and that doesn't even always work, they'll still throw 2-3 turns in a row in melee sometimes and it's brutal. Last edited by Seraphimus; November 28, 2020 at 10:29. |
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#127 |
Knight
Join Date: Sep 2010
Location: Stockholm
Posts: 625
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I dont agree. Maybe play a Cyclops and reverse the situation? Lots of damage and stun is fun.
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#128 |
Knight
Join Date: Nov 2008
Posts: 753
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In principle I'm sympathetic to the idea that AC should reduce damage from rocks. It makes perfect sense from a reality point of view, much like Hugo saying big monsters' corpses should weigh hundreds of pounds or more; the problem is the gameplay implications that change would have.
Rocks right now are fairly balanced as a source of damage; and that would be disturbed, one way or another, if AC affected rock damage. If AC were to just outright reduce rock damage from what it currently is, rock-throwers would be less challenging and less interesting; but if unadjusted rock damage were increased to compensate, that would make rock-throwers extremely deadly to low-AC characters like duelists, quylthulgs and sorcerers. Rock damage that essentially hit the squishiest characters the hardest would be very difficult to balance; melee already does that, of course, but it's possible for squishy mage-types to fight big melee brutes while avoiding the melee. This is harder to do against a ranged attack, and any attempt to pull it off while avoiding the (increased) danger of being one-shot to death would likely involve tedious solutions like sniping lesser titans with Chaos Strike from around the corner before engaging them.
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#129 |
Scout
Join Date: Apr 2019
Posts: 28
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I can respect that line of reasoning, honestly my feelings on the matter more stemmed from the fact That in it's current state it feels like big melee brutes are more along the lines of big ranged brutes, even my spellcasters frequently prefer to engage most giants and trolls in melee range because the rocks are more dangerous
an example is the Ice giant, yeah it can potentially do 200 damage with it's 4 swings in melee (assuming max damage it's 120 physical and 80 cold) but that's reduced 3 times, once by RCold once by AC and again by the miss chance of your AC. assuming around 130 AC which (in my experience) should be fairly easily achievable by most characters by level 50. that attack, even rolling max damage is gonna average significantly less than 100 damage a turn. (vs. a level 50 monster 130 AC is ~42-43% physical protection with a similar dodge chance) and that's assuming a single Rcold stack. by contrast, the boulder does 150 damage every time. it also makes the damage of these monsters really unpredictable swinging from relatively low to huge very quickly depending on how many times they throw. honestly maybe they don't need to be reduced by AC, but maybe a small miss chance, or make them affected by shards resistance (would be unintuitive but I feel like It makes more sense than most of the other options) |
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#130 |
Swordsman
Join Date: Feb 2009
Posts: 387
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ToME has this same issue. Giants in melee are little threat. Boulder throwers, however, can nearly one-shot you.
Especially since Frog allows foes to use area attacks around corners. Ball attacks, poison clouds, boulders hitting from outside LOS. I guess it is fair since players do it all the time, heh. Maybe reduce the chance of consecutive boulders? It hasn't happened recently, but I remember stepping into a room and getting boulders from several mobs at once. Insta-gank... |
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