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#1 |
Apprentice
Join Date: Dec 2008
Location: Los Angeles
Posts: 55
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weapons: multiple blows versus multiple slays
I'm playing a cl29 human warrior in vanilla, just ho-humming at 900' and 950' waiting for some FA. I was getting frustrated, but then I realized I get an 'excellent' item just about every time I clear out a floor. But I have a question about how to arm myself. Here's the character dump:
http://angband.oook.cz/ladder-show.php?id=8324 Note I have =damage+13. So what would you all have to say about using an HA scimitar (+12,+7) that I could enchant up to (+12,+9) at 2 blows versus using Narthanc at (+9,+9) and 4 blows? With the slay bonus and relatively few non-evil creatures down in the caves, does halving my amount of blows just about even out by doubling the damage roll? Is the probability of missing some of those 4 blows something I have to take into account given enemy AC? Using the HA scimitar also frees up a ring slot since I use that for see invisible. What do you think? |
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#2 |
Apprentice
Join Date: Dec 2008
Location: Los Angeles
Posts: 55
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LOL I just rtfm'd and realized that slay multipliers are applied only to the damage roll, not to any bonuses.
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#3 |
Knight
Join Date: Jun 2008
Posts: 593
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a tangential point - FA isn't worth waiting around for. Get a _dEvil from the magic shop and avoid homunculi, illusionists, druids, white and gray wraiths (i think)... a couple others. Those are basically the only ones you'll run into until 1800' or so, and by then you'll find FA somewhere. it may be worth compiling a list of paralysing monsters for the benefit of those who don't wait around for FA (i'll probably do this myself sooner or later). All of them are evil, as far as i know, so you'll always be able to detect them.
Basically, you'll probably run into an out of depth paralyser before 1000' if you keep scumming for FA anyway. |
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#4 | ||
Apprentice
Join Date: Dec 2008
Location: Los Angeles
Posts: 55
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Quote:
Also, I've seen all of those except for white wraiths. I assume the problem gets worse when they all start showing up in groups. Quote:
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#5 | ||
Knight
Join Date: Jun 2008
Posts: 593
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Quote:
Quote:
EDIT: 1700' for groups. Last edited by Donald Jonker; December 13, 2008 at 17:35. |
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#6 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,802
Donated: $40
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There's one otherl piece of gear that you should carry if you play without FA: rod(s) of light. Illuminating hallways reduces risks by a huge amount. Also beware basilisks and gorgimaera. Avoid ghasts at all cost-double speed with both spell and touch
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#7 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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I thought Rods of Light light up the room and not in a beam. Or has it just been too long since I've used one...
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#8 |
Knight
Join Date: Jun 2008
Posts: 593
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#9 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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They all run together when you play a mage
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#10 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,802
Donated: $40
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rods of light are even more useful as a Mage: you can dissolve troll and Orc pits a lot easier than with lightning bolt or MM.
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