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Old February 24, 2016, 19:55   #101
Estie
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Youre all too obsessed with the "value". The job of the randart generator is to make exciting items to find in the dungeon, and I for my part am happy with its performance.
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Old February 24, 2016, 20:43   #102
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Quote:
Originally Posted by PowerWyrm View Post
That's the problem with the randart generator: it took the only negative modifier (-1 to stealth) to generate its pval, overcharged the negative value (since only positive values trigger power/inhibit checks), then overcompensated with a ton of positive stuff to reach the desired power.
The randart generator was never updated for multiple pvals, so there are some easy improvements that can be made. There will certainly be some changes for 4.1, but probably fairly cautious.
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Old February 24, 2016, 21:44   #103
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Quote:
Originally Posted by Estie View Post
Youre all too obsessed with the "value". The job of the randart generator is to make exciting items to find in the dungeon, and I for my part am happy with its performance.
Honestly, I'd be tempted to try to figure out how to use that weapon anyway. 6d8 + 40 damage and it slays basically everything, plus tons of useful intrinsics -- if you could make that work despite the massive stat penalties, you'd have a pretty awesome character. (EDIT: for example, if you could hit 5 blows/round, this weapon would on average deal 470 damage/round on average against evil enemies, purely on its own before off-weapon damage bonuses are considered). Grond itself is 9d9 but only +25. Plus, Grond aggravates and is therefore completely useless.
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Old February 24, 2016, 21:59   #104
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This is extremely nitpicky of the smallest details, but something that both aids vision (See Invis) and reduces infravision seems weird.
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Old February 24, 2016, 22:02   #105
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Originally Posted by Derakon View Post
Honestly, I'd be tempted to try to figure out how to use that weapon anyway. 6d8 + 40 damage and it slays basically everything, plus tons of useful intrinsics -- if you could make that work despite the massive stat penalties, you'd have a pretty awesome character. (EDIT: for example, if you could hit 5 blows/round, this weapon would on average deal 470 damage/round on average against evil enemies, purely on its own before off-weapon damage bonuses are considered). Grond itself is 9d9 but only +25. Plus, Grond aggravates and is therefore completely useless.
Yes. Like I said in my op, IŽd want the crown to fix the stats and a big RoS +20 or so to fix the speed, then it should beat the MoD +2 attacks.

Without the crown, it will be hard; the str/dex loss alone means youre probably not getting anyhere near max blows.The One Ring would help with balancing the stats, but then youre again aggravating
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Old February 26, 2016, 20:29   #106
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By the prickling in my toes/something wicked this way goes.

l) the Pair of Leather Boots of Hirinden [2,+15] <+10>
Dropped by a Nether wraith at 3600 feet (level 72)
+10 speed.
Provides resistance to lightning.
Cannot be harmed by acid, fire.
Sustains wisdom.
Feather Falling. Grants telepathy.
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Old February 26, 2016, 22:05   #107
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Best boots; way better than the +10speed/+10 other stat type. Do take a look at what they are based on when youre done with that character.
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Old February 26, 2016, 22:22   #108
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I made a copy of the save file and tried to do a spoiler dump so I could find out. Unfortunately I get:
Failed assertion obj-known
at line 547 obj-identify.c in function object_know_all_but_flavor
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Old February 26, 2016, 22:53   #109
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Quote:
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I made a copy of the save file and tried to do a spoiler dump so I could find out. Unfortunately I get:
Failed assertion obj-known
at line 547 obj-identify.c in function object_know_all_but_flavor
Yeah, sorry about that - several things involving fake objects are a bit dodgy in current master. As I said elsewhere, there are fixes in the run-based ID branch, which I should be getting out for testing soon.
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Old February 28, 2016, 16:00   #110
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Fire immunity at level 32!

Code:
Jewel Encrusted Crown of Isildisse [0,+9] <+3>:
Found lying on the floor in a vault at 1600 feet (level 32)
      +3 intelligence.                                                                                                      
      +3 dexterity.                                                                                                         
      Provides immunity to fire.                                                                                            
      Provides resistance to acid.                                                                                          
      Provides protection from blindness.
      Cannot be harmed by acid.
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