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Old May 10, 2011, 21:12   #81
Thraalbee
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Ultimate weapon take 2?

Playing nightlies from April and then upgraded to May 5. REALLY enojoying the improvements to the game! Unfortunately I failed my quest just when the kit to kill M was complete and I was getting close.

I found several great weapons but look at this little toy below!
Gotta love randarts sometimes!

/Mathias


Code:
The Mattock 'Turth' (11d8) (+25,+40) [+55] <+4>
-----------------------------------------------
 +4 charisma, tunneling, attack speed.
 Slays animals, orcs, trolls, giants.
 *Slays* dragons, demons, undead.
 Branded with lightning, flames, frost, venom.
 Provides immunity to lightning, cold.
 Provides resistance to acid, fire, light, dark, sound, nether, chaos,
 disenchantment.
 Provides protection from fear.
 Cannot be harmed by acid, electricity, fire, cold.
 Sustains strength, intelligence, wisdom, constitution, charisma.
 Blessed by the gods.  Slows your metabolism.  Feather Falling.  Prevents
 paralysis.  Grants the ability to see invisible things.  
 
 When activated, it cures blindness and gives you telepathy for 6d6+12 turns.
 Takes 82 to 100 turns to recharge.
 
 Radius 1 light.

Min Level 100, Max Level 127, Generation chance 7, Power 20223, 13.0 lbs
Based on Calris.
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Old May 11, 2011, 07:18   #82
Timo Pietilš
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Quote:
Originally Posted by Thraalbeast View Post
Playing nightlies from April and then upgraded to May 5. REALLY enojoying the improvements to the game! Unfortunately I failed my quest just when the kit to kill M was complete and I was getting close.

I found several great weapons but look at this little toy below!
Gotta love randarts sometimes!

/Mathias


Code:
The Mattock 'Turth' (11d8) (+25,+40) [+55] <+4>
-----------------------------------------------
 +4 charisma, tunneling, attack speed.
 Slays animals, orcs, trolls, giants.
 *Slays* dragons, demons, undead.
 Branded with lightning, flames, frost, venom.
 Provides immunity to lightning, cold.
 Provides resistance to acid, fire, light, dark, sound, nether, chaos,
 disenchantment.
 Provides protection from fear.
 Cannot be harmed by acid, electricity, fire, cold.
 Sustains strength, intelligence, wisdom, constitution, charisma.
 Blessed by the gods.  Slows your metabolism.  Feather Falling.  Prevents
 paralysis.  Grants the ability to see invisible things.  
 
 When activated, it cures blindness and gives you telepathy for 6d6+12 turns.
 Takes 82 to 100 turns to recharge.
 
 Radius 1 light.

Min Level 100, Max Level 127, Generation chance 7, Power 20223, 13.0 lbs
Based on Calris.
Based on Calris?? That's about 100 times more powerful than Calris. Randarts broken again in that version.
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Old May 11, 2011, 07:24   #83
camlost
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Quote:
Originally Posted by Timo Pietilš View Post
Based on Calris?? That's about 100 times more powerful than Calris. Randarts broken again in that version.
Maybe there are still overflows. That's what I assumed when I saw this. If anything could cause an overflow, it's +4 attacks.
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Old May 11, 2011, 07:29   #84
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I'm gonna guess that the cursed case of Calris caused calculation confusion.

Incidentally, the Palantir is unlikely to aggravate in randart games. Handy, that, if a bit cheesy, since it keeps its enlightenment activation.
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Old May 11, 2011, 07:59   #85
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Quote:
Originally Posted by Derakon View Post
I'm gonna guess that the cursed case of Calris caused calculation confusion.
An astute assessment about artifact allocation and appearance.
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Old May 11, 2011, 08:30   #86
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By looking at the "Based on..." it seems broken regarding the +attack speed evaluation. See another example below from same game.


Code:
The Mace of Disruption of Nilman (9d8) (+9,+7) <+3>
---------------------------------------------------
 +3 attack speed.
 Slays undead, orcs.
 *Slays* dragons.
 Branded with weak flames.
 Provides resistance to lightning, cold, poison.
 Cannot be harmed by acid, electricity, fire, cold.
 Blessed by the gods.  Speeds regeneration.  Grants the ability to see invisible
 things.  
 

Min Level 36, Max Level 127, Generation chance 24, Power 20118, 40.0 lbs
Based on Careth Asdriag.
Note: I started with nightly April 23 (r712c297ec6). Then copied character files to May 05 and continued with that version from which I produced the artifact.spo file.
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Old May 11, 2011, 09:17   #87
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Quote:
Originally Posted by Timo Pietilš View Post
Based on Calris?? That's about 100 times more powerful than Calris. Randarts broken again in that version.
Yes, savefiles created with the version Thraalbeast used to start the game may have randarts with unusual power. The newer development versions will not go back and change those randarts, but also should not generate such randarts for new games.
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Old May 11, 2011, 19:32   #88
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Quote:
Originally Posted by myshkin View Post
Yes, savefiles created with the version Thraalbeast used to start the game may have randarts with unusual power. The newer development versions will not go back and change those randarts, but also should not generate such randarts for new games.
Randarts of unusual strength? I don't think they exist.

:attacked by giant mattock:
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Old August 14, 2011, 13:15   #89
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For what's chiefly memorable about this one, see: second line.

Code:
a) the Rapier 'Elith' (1d6) (+11,+12) [+7] <+4>
     Found lying on the floor at 500 feet (level 10).
     
     +4 strength, tunneling.
     Slays demons, giants.
     Provides resistance to poison, nether, chaos.
     Provides protection from confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.  Grants telepathy.  
     
     Combat info:
     4.1 blows/round.
     With +0 STR and +1 DEX you would get 4.5 blows
     Average damage/round: 125.6 vs. demons, 125.6 vs. giants, and 95.6
     vs. others.
...This character is so doomed. If he makes it to dlevel 30 without the RNG orchestrating a humiliating death, I will be astonished.
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Old August 14, 2011, 16:26   #90
Timo Pietilš
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Quote:
Originally Posted by Nomad View Post
For what's chiefly memorable about this one, see: second line.

Code:
a) the Rapier 'Elith' (1d6) (+11,+12) [+7] <+4>
     Found lying on the floor at 500 feet (level 10).
     
     +4 strength, tunneling.
     Slays demons, giants.
     Provides resistance to poison, nether, chaos.
     Provides protection from confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.  Grants telepathy.  
     
     Combat info:
     4.1 blows/round.
     With +0 STR and +1 DEX you would get 4.5 blows
     Average damage/round: 125.6 vs. demons, 125.6 vs. giants, and 95.6
     vs. others.
...This character is so doomed. If he makes it to dlevel 30 without the RNG orchestrating a humiliating death, I will be astonished.
If you are playing warrior, then that is RNG being cruel to you. You need to use better weapon soon, but not using that one with +4 STR, pConf, rPoison and ESP is a tough one.
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