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Old February 18, 2021, 11:49   #1
Selkie
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My sling of Buckland isn't working

So I just found a Sling of Buckland (+7, +3) on dlvl2 that has +4 DEX, +6 shooting speed, and +1 shooting power.

Earlier in the level my ridiculously lucky ranger found a sling of power (+6, +16).

With a standard iron shot 1d4 the Sling of Buckland is putting out just 26.4 damage per round. However, the Sling of Power is putting out 37 damage.

Can somebody explain to me how this is possible? Obviously I see the higher to dam bonus on the sling of power, but the Buckland has +6 shooting speed and +1 power. Surely this must count for more?

And yes, I've tried turning it off and turning it back on again
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Old February 18, 2021, 13:33   #2
Pete Mack
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It is +0.6 shooting speed. And (2.5+3) x 1.6 x 3 << (2.5 +16) x 1 x 2
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Old February 18, 2021, 15:17   #3
Selkie
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I'd always incorrectly assumed +6 shooting speed equated to +6 extra shots. That explains it.
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Old February 18, 2021, 15:27   #4
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Before fractional shots Sling of Buckland was a great find. It was up to 4 damage multiplier with up to 3 shots per turn. Fractional shots really nerfed it.
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Old February 18, 2021, 15:39   #5
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Yep! I'm still wielding it for now because of the +4 Dexterity boost.

In previous versions it was like a machine gun sling.
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Old February 19, 2021, 00:11   #6
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It's worth mentioning that since the extra shots/power are multiplicative bonuses, the Sling of Buckland will benefit from enchanted ammo more; for some level of enchanted ammo the SoB will outpace the Sling of Power
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Old February 19, 2021, 02:15   #7
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it is maybe time to consider that the extra shot nerf was excessive.
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Old February 19, 2021, 02:40   #8
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It does make me sad and I do agree.

The brand your weapons with evil spell on the other hand is nearly as OP as movement speed. Just won with a 9d8 lochaber axe as a paladin.
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Old February 19, 2021, 09:37   #9
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Quote:
Originally Posted by Selkie View Post
I'd always incorrectly assumed +6 shooting speed equated to +6 extra shots. That explains it.
It used to be like that in older versions (and the numerical bonuses were capped to 2-3). It is a relatively recent change, so it is not reflected in many older guides and documents.
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Old February 19, 2021, 19:21   #10
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Quote:
Originally Posted by Grotug View Post
It does make me sad and I do agree.

The brand your weapons with evil spell on the other hand is nearly as OP as movement speed. Just won with a 9d8 lochaber axe as a paladin.
to be honest the only thing that tempts me of 4.2 (having already beaten it first go with an early Blackguard that absolutely massacred Morgoth) is the ridiculous overpoweredness of a MoD of Extra Attacks branded with Slay Evil.


.. i don't think that extra shots were unbalanced; i think RANGER extra shots were unbalanced. At least, when you get to a high enough level and have a spectacular bow of Lothlorien, or in some instances a bow of Extra Shots +2 with a decent +dam. (most Extra Shots come with +1, not +2)

Yeah yeah, doing 700 vs all is bad, but have you taken into consideration that you need good seeker arrows (that could get burned, melted, crushed), and that it's a RANGER, so taking it to CL40+ is a crying pain, and hey, a CL42 mage has MBan and Mana Storm, so we're not really talking gamebreaking here.

I suggested to instead increase +1 the power of the bow and either +1 shot or another +1 potency by CL40.

Let's initially ignore randarts. You can't really control if a randart set is or isn't broken.
I don't think it's desirable to try to nerf endgame gear. The point of Angband is to get to the endgame gear, and often you don't. Once you start to get around CL35, the game is pretty much done, it's not a matter of risk and decision, it's a matter of patience and housekeeping.
So yeah, slings of buckland are really, really strong, but they are not stronger than a mace of disruption, a staff of banishment, a Kelek's, or a RoS +15, also because you're not gonna use up your precious 30 mithril shots of Slay Evil against a bunch of stupid mobs.

The initial idea was to somewhat diminish the shots bonus of the endgame ranger, not to nerf all the ranged weapons.

Oh, also, make +shots and +blows randart bonuses as rare as A:MBan and A:!Enlight, because right now they are too common, at least 1 in 3 randart sets has either of these.


My next project is to build the most obscene ranger ever seen on 4.1.3 - stay tuned.
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