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#1 |
Swordsman
Join Date: Jun 2012
Posts: 257
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breath damage calculation?
So I just lost a char to a high powered breath attack. Char was a HT paladin, level 36. I had just found a fantastic ring of speed +18 bringing me to 22 base speed. I had 460 hp, every single resist covered and a nice randart weapon doing some 450 damage/turn to dragons. So I thought a great wyrm of Law (base speed quick +10) at dungeon level 77 would be a great target. It breathes sound, about 300 damage after my resist. Ouch but a heal fixes things. Next it breathes shards, dragon is at 80-90% of hitpoints, deals 450 points of damage with shard resistance. Game over.
I remember that higher res only give relatively little damage migitation (down to 3/7 to 6/7 of total or something like that?) and that for base elements breath damage is 1/3 of remaining hitpoints. For higher elements breath damage is lower? I didn't have con maxed yet, and a few more char levels will also increase hp at lot but then HT paladins are the second highest HP chars in game, how is a gnome mage ever supposed to fight something like that? |
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#2 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,354
Donated: $60
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Carefully
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#3 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,077
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Later
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#4 |
Swordsman
Join Date: Jun 2012
Posts: 257
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This is the classic burst damage discussion. A 400 hitpoint char can fight a monster that does 300 damage per turn if he is very careful. He can not fight a monster that can do 500 damage in a single turn, even if that happens only with a 5% chance. He can still take the risk that it won't happen but that is not 'careful'.
In general I was more looking for the formulas for breath damage. The wiki states the wyrm at 4500 hitpoints, not sure whether that is still up to date? |
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#5 |
Prophet
Join Date: Apr 2008
Posts: 2,924
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Was it 4.0 or lastest version? In latest version, just shoot from distance, since your speed is higher and breaths are way less powerful from distance.
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#6 | ||
Adept
Join Date: Aug 2014
Posts: 175
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Quote:
With shard resist, damage is reduced to 6/12 - 6/7. So if you're unlucky, 428 damage. Quote:
Second, for weak characters, high constitution score is very important. Maybe more important than speed. Mages usually need to wear the biggest ring of constitution they find, and then further optimize their gear for con bonus. My last hobbit mage had 818 hit points with 18/200 constitution at level 50. |
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#7 |
Adept
Join Date: Apr 2016
Age: 52
Posts: 144
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There are a number of monsters in the game which even the toughest characters need to be respectful of and even though it's at a the low end of the scale I'd say that a GWoL is definitely on this list. Even if you can handle it on its own it's going to do you a fair bit of damage and leave you vulnerable to that Dracolich that's just walked through the door...
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#8 | |
Swordsman
Join Date: Jun 2012
Posts: 257
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Quote:
Well knowing the formulas I feel better prepared for the next fights. Seems like you need well over 500 hitpoints to fight one of these and if you only have a reliable regular heal for 300 hp you still might get screwed. |
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#9 |
Knight
Join Date: Sep 2010
Location: Stockholm
Posts: 687
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That's why ESP and detection are so important. Then you can plan for it.
If I don't have the HP but really really want to go where eg. the wyrm is (typically a vault situation) I'd boost speed hidden but close and when it comes in LoS immediately do a tele other. Even if you don't get first move or you fail on first attempt it may not breathe. Even better if possible, I'd stay out of sight and drag it away from the vault and then destruct it |
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#10 |
Knight
Join Date: Feb 2014
Posts: 507
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