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#1 |
Swordsman
Join Date: Aug 2011
Posts: 414
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Mushrooms of stoneskin - dungeon junk?
Anybody find any conceivable use for those things? Can't imagine ever facing a situation where I'd trade 5 speed for 40 AC.
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#2 |
Swordsman
Join Date: Aug 2011
Posts: 414
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Then again potions of slowness and confusion etc are dungeon junk, so I understand the point (to provide risk in identify-by-use) but I'm still curious as to whether Stoneskin mushrooms were intended to be useful in any way.
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#3 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,023
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this is actually a good question. Let's see what AC bonus would make stoneskin useful. Specifically what would drop the probability of a hill orc hitting you by half (since you aren't slowed down by more than half, this means fighting hill orcs in a corridor is a net win with stoneskin)
Assume player has 15 AC. Hill orcs hit to hurt (power 40) and they're level 8 so they're hit_roll as calculated by check_hit is 40+(8*3) = 64 Someone recently changed the automatic hit to 12% from 5%, so the probability of hitting is: Code:
[(1 - [(2/3)*AC]/hit_roll)*0.83) + 0.12 = approx 82% Code:
AC = [(0.41-0.12)/0.83 + 1]*hit_roll * (3/2) = approx 130 |
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#4 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,757
Donated: $60
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They might allow you to survive an infestation while you waited for recall to activate.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#5 | |
Swordsman
Join Date: Aug 2011
Posts: 414
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Quote:
One note - the mushrooms increase AC by 40, not 50. |
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#6 |
Swordsman
Join Date: Aug 2011
Posts: 414
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#7 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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When speed > 10, these mushrooms become more useful, plus their effect seems to last longer.
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#8 |
Swordsman
Join Date: Aug 2011
Posts: 414
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The relative speed malus is reduced, but the relative AC increase at the point where players have speed > 10 would also be much less - @ will probably have natural AC of well over 100 at that point.
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#9 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Once you're at +10 speed, the enemies you care about are also going to be at at least +10 speed, so taking a -5 hit to your speed is just like being at -5 speed when your enemies are at +0 speed.
...I'm pretty sure that's right, anyway... The practical upshot is that you need a really compelling reason to accept a speed penalty in this game, pretty much regardless of what your base speed is. |
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#10 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
I'd say +5 speed has value of >+200 AC, considering that you always have some AC that makes your gaming possible in first place in the dungeon, until you have speeds way greater than your opponents (but even in that case it is not worth to slot, because even then you probably also have more than enough AC as well). If the AC would reduce also area-effect damage spells (gravity, mana etc. included) then that would be completely different matter. Lets say +100 reduces 25% of all damage and +200 50% of all damage, then having temporary boost of AC would actually matter even with loss of speed. |
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