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Old April 5, 2016, 14:20   #401
Carnivean
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Quote:
Originally Posted by calris View Post
I was worried about the Potion of Death, but it appears this has been removed.
Lose Memories is still there though.
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Old April 5, 2016, 14:23   #402
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Originally Posted by Carnivean View Post
Lose Memories is still there though.
Does Restore Life Levels counter this?
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Old April 5, 2016, 15:32   #403
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The trouble with !death and !detonations was that they make ID-by-use impossible. They WILL kill you otherwise. Same with Rings of Woe. The only one that was survivable was !ruination, and even that made for absolute misery, since stat gain isn't a lot of fun. So The stat swap potions are a nice compromise.
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Old April 5, 2016, 15:44   #404
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Originally Posted by calris View Post
  • Identify can no longer be used on Scrolls (and I assume anything else which is not equipment) so the only way to ID non equipment items is to either give them to a shop keeper or try them out. I was worried about the Potion of Death, but it appears this has been removed. I'm beginning to wonder if too much 'nasty' stuff (curses, potion of death, etc.) has been removed and a certain level of 'risk' has been removed with them. My feeling is that the new traps feature will reverse this trend and add a little bit of the nervy edge back into the game
In recent versions there's been a big push towards making ID-by-use a viable strategy, so risks have been rebalanced to allow players to test out random unknown items with the assurance that while they could have negative effects, they will never instantly kill you or cripple your game to the point of making it unplayable (unless you're very unlucky or stupid about when you choose to test them). So ultra-nasty 'gotcha' items like the Potion of Death that made it too unsafe to ever gamble are now gone, and curses have been temporarily removed pending a rethink to come up with some way to make them interesting without discouraging players from testing equipment by wielding it.

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Does Restore Life Levels counter this?
Yes, it does.
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Old April 5, 2016, 15:44   #405
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Does Restore Life Levels counter this?
I've been too paranoid to ever take one.
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Old April 6, 2016, 06:28   #406
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Couple of things I've just noticed:
  • I found a ring with the Digging rune on it, but still had to ID a Shovel of Digging I found shortly afterward (EDIT: Ignore that - the shovel had an Acid brand I hadn't ID'd yet)
  • I found a ring of Open Wounds - ID gave me the impared hitpoint rune, but I couldn't find out what it was until I activated it. It wasn't obvious that it had an activation - maybe something on the info screen to say 'it can be activated' would be helpful
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Old April 9, 2016, 02:11   #407
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I just found "the Glaive of Pain (2d6)".. is that a bug? It's listed as 9d6 in the artifact.txt.
http://imgur.com/LVRNsq8

edit:
this seems to be affecting all artifacts with changed damage dice
the Beaked Axe of Húrin is 2d6 instead of 3d6, and Calris is 3d4 instead of 5d4

Last edited by jagular; April 9, 2016 at 04:02.
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Old April 9, 2016, 15:03   #408
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Quote:
Originally Posted by jagular View Post
I just found "the Glaive of Pain (2d6)".. is that a bug? It's listed as 9d6 in the artifact.txt.
http://imgur.com/LVRNsq8

edit:
this seems to be affecting all artifacts with changed damage dice
the Beaked Axe of Húrin is 2d6 instead of 3d6, and Calris is 3d4 instead of 5d4
Sounds buggy. Do the dice stay the same if you wield one of the weapons?
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Old April 9, 2016, 15:52   #409
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Yep. Haven't tried wielding Calris, I don't know how curses work in this version.. but the other two stay the same, yes. And they're all fully identified.

The 'I'nspect damage calc seems to match the lower dice too, although it seems I don't really understand how damage works..
(2d6 + 30 + 5 [cammithrim] + 13 [18/170 str]) * 1.6 [attacks per round] = 88 dmg/round
The game says 96.9. Maybe I'm missing some factor, but 9d6 would be a lot more I think.

Unless I missed a link, I'm using the latest windows build from this thread (it just says 4.0.4 in game). I can send you a savegame if you want?
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Old April 9, 2016, 17:13   #410
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Quote:
Originally Posted by jagular View Post
The 'I'nspect damage calc seems to match the lower dice too, although it seems I don't really understand how damage works..
(2d6 + 30 + 5 [cammithrim] + 13 [18/170 str]) * 1.6 [attacks per round] = 88 dmg/round
The game says 96.9. Maybe I'm missing some factor, but 9d6 would be a lot more I think.
The game takes critical hits into account, so you'll always see average damage that's a bit higher than what you would get just from dice + to-dam bonuses. Still, that's nowhere near enough to account for a missing 7d6.
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