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Old July 10, 2008, 01:54   #71
PowerDiver
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1. What is the actual effect of DRAIN_EXP?

You lose a fixed amount of exp from max exp every fixed number of turns.
Whatever the specifics are, it is irrelevant.

2. There are two artifacts - Power Dragon Scale Mail 'Bladeturner' and the Cesti of Fingolfin - where the actual base AC is different to the normal for that type, i.e. Bladeturner is [50, +35] whereas 'normal' PDSM is [40, +15], and the Cesti are [5, +20] compared to normal cesti at [2, 0]. Wouldn't it make more sense if these were [40, +45] and [2, +23], or am I missing something?

Normal cesti are base 5. Just as weapons can come with different dice,
it seems reasonable for armor to come with different base AC. It just means
you can recognize the artifact before you identify it. This was [is?] particularly
true of NPP.

Old questions:
1. Is Scarabtarices a person? If so, where does the name come from?

I would wildly guess from some D&D campaign.

2. Why is the Ring of Lightning 5000gp when the other three elemental rings are 3000, and all four have completely parallel stats?

It actually makes sense. The standard artifacts are set up to miss rElec.
OTOH, it is probably just a typo.

3. Ammunition of Slay Evil and of Venom cannot be Mithril; why not? Every other sort of ego-item ammunition can be

Probably added later by someone not familiar with the format.
Again, I am just guessing wildly.

Finally, my game query/feature request: I'd like to be able to view the list of known items when in a shop. This used to be possible, but has gone in 3.0.9

I think that anything unaware should be listed as such. In my patch in the store

(c) 3 scrolls of identify (unaware)
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Old July 10, 2008, 03:06   #72
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Quote:
Originally Posted by PowerDiver View Post
Finally, my game query/feature request: I'd like to be able to view the list of known items when in a shop. This used to be possible, but has gone in 3.0.9

I think that anything unaware should be listed as such. In my patch in the store

(c) 3 scrolls of identify (unaware)
Eh...wouldn't it be simpler just to make the scrolls aware if you see them in a shop, automatically?
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Old July 10, 2008, 05:16   #73
PowerDiver
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Quote:
Originally Posted by zaimoni View Post
Eh...wouldn't it be simpler just to make the scrolls aware if you see them in a shop, automatically?
For some reason, that is considered abuse. It used to be that if you inspected a shop item you could see its flavor, but that was removed.

It is important, at least if you are diving, to know which items you should buy to gain awareness of the flavor.
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Old July 10, 2008, 16:29   #74
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Quote:
Originally Posted by PowerDiver View Post
For some reason, that is considered abuse.
It makes identify frequency in stores (both scroll and staff) overabundant in the early game, and dramatically increases the odds that an early-game unidentified scroll is bad.
Quote:
Originally Posted by PowerDiver View Post
It used to be that if you inspected a shop item you could see its flavor, but that was removed.

It is important, at least if you are diving, to know which items you should buy to gain awareness of the flavor.
As long as the decision is made to keep intentionally broken eidetic awareness of items seen in stores, it strikes me as equally "abusive" to show flavors in stores, and have an item knowledge menu at all. Both reward meticulous out-of-game per-game record keeping.

(It does suggest that the save screen dump in the stores was also intentionally torn out for the new store code.)

Except for rebalancing identify frequency, banishing the usefulness of meticulous out-of-game record keeping makes sense. The simple ways are either remove the item knowledge menu completely on top of not showing flavors in stores, or fix eidetic awareness of items seen in stores.

Naturally, I think fixing eidetic awareness is better. [This went into Zaiband 3.0.8 alpha, idea attributed jointly to USENET Eddie Grove and Timo Pietella(sp? Accent marks may be needed for perfect spelling, local notes are lousy).]
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Old July 10, 2008, 20:29   #75
JamesDoyle
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Quote:
Originally Posted by PowerDiver View Post
1. What is the actual effect of DRAIN_EXP?

You lose a fixed amount of exp from max exp every fixed number of turns.
Whatever the specifics are, it is irrelevant.
thanks, that was my expectation but I wanted to check.

Quote:
Originally Posted by PowerDiver View Post
2. There are two artifacts - Power Dragon Scale Mail 'Bladeturner' and the Cesti of Fingolfin - where the actual base AC is different to the normal for that type, i.e. Bladeturner is [50, +35] whereas 'normal' PDSM is [40, +15], and the Cesti are [5, +20] compared to normal cesti at [2, 0]. Wouldn't it make more sense if these were [40, +45] and [2, +23], or am I missing something?

Normal cesti are base 5. Just as weapons can come with different dice,
it seems reasonable for armor to come with different base AC. It just means
you can recognize the artifact before you identify it. This was [is?] particularly
true of NPP.
Oops, you're correct about base cesti. I must have mistaken it because I was sure there are two armour items (Bladeturner being one), and only two where the base is different. But I guess there's ony 1! So whereas I think your point about being able to recognise them might have some value, if it were true, then such items would be in the majority, not 1 out of 49 items. Perhaps this was ported over from NPP?

Quote:
Originally Posted by PowerDiver View Post
2. Why is the Ring of Lightning 5000gp when the other three elemental rings are 3000, and all four have completely parallel stats?

It actually makes sense. The standard artifacts are set up to miss rElec.
OTOH, it is probably just a typo.
I think the latter rather than the former; there isn't a significant hole for rElec, there are 33 artifacts with it compared to 37 for RAcid, 43 RCold and 49 RFire. Those are pretty comparable figures

Quote:
Originally Posted by PowerDiver View Post
3. Ammunition of Slay Evil and of Venom cannot be Mithril; why not? Every other sort of ego-item ammunition can be

Probably added later by someone not familiar with the format.
Again, I am just guessing wildly.
Seems reasonable

Quote:
Originally Posted by PowerDiver View Post
Finally, my game query/feature request: I'd like to be able to view the list of known items when in a shop. This used to be possible, but has gone in 3.0.9

I think that anything unaware should be listed as such. In my patch in the store

(c) 3 scrolls of identify (unaware)
Well, that one opened a can of worms! I admit I'm one of those people who buys items in stores to identify them, and it's a pain to have to come out of the sotre to check if I know them. I feel that if a decision has been taken to remove that, it's an overly prescriptive decision - people who don't want to take advantage of it don't have to, and for those who do, you still can, it just takes long and make the game merely annoying, not better. BUT, I also agree that you shouldn't automatically be able to recognise seomthing just from seeing it in the shop - that would save cash, but make the early game at least a little boring.
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Old July 10, 2008, 20:59   #76
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Quote:
Originally Posted by JamesDoyle View Post
I think the latter rather than the former; there isn't a significant hole for rElec, there are 33 artifacts with it compared to 37 for RAcid, 43 RCold and 49 RFire. Those are pretty comparable figures.
There is in fact a significant hole, because of the way they are used. I bet if you looked at dumps of chars at 2500' or deeper, and checked the artifacts actually being wielded, you would see a different pattern.

You get rFire from Cubragol or Carlammas, and iAcid from Thorin. Thus, fire and acid resistance are often of little interest. It turns out, over and over and over, that using standarts my main question is how to cover rElec. Some of the major weapons give rCold or iCold, and Nenya is a whole lot easier to find than Vilya.

It is still probably a typo, but IMO a ring of lightning would be reasonably priced at ten times as much as a ring of flames.
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Old July 10, 2008, 21:32   #77
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Quote:
Originally Posted by JamesDoyle View Post
I think the latter rather than the former; there isn't a significant hole for rElec, there are 33 artifacts with it compared to 37 for RAcid, 43 RCold and 49 RFire. Those are pretty comparable figures
Of those, 19 artifacts provide resistances or immunities to all four elements, bringing the list to: 14 rElec, 18 rAcid, 24 rCold, 30 rFire.

Of those 14 that provide rElec but not all four basic resistances, 3 provide one other resistance (Thunderfist, Fundin Bluecloak, Gil-galad) and 3 provide two other resistances (Amrod, Amras, Ingwe). That leaves only 8 artifacts that provide rElec but no other basic resistance.
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Old July 13, 2008, 17:13   #78
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Quote:
Originally Posted by JamesDoyle View Post
2. Why is the Ring of Lightning 5000gp when the other three elemental rings are 3000, and all four have completely parallel stats?
It seems unlikely that the difference in price would be due to a lack of rElec in artifacts - the prices of items were probably set back before anybody was worrying about the distribution of artifacts.

OTOH, rings can be destroyed by electricity, so the IGNORE_ELEC flag will actually help you. The IGNORE_FIRE, IGNORE_COLD, and IGNORE_ACID flags (on the other three elemental rings) don't, because rings are vulnerable only to electricity in the first place. This advantage may not be worth 2000 extra gp, but it is certainly an advantage.

This is just wild speculation, but it seems more likely to me.
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Old July 27, 2008, 19:33   #79
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There's another reason: RAcid is not as critical as the other three, and there are already ways to cover RCold and RFire with rings. Just imagine that you are playing a priest wearing a +5 AoWIS. Suddenly that Ring of Lightning might be looking very good indeed.

And I absolutely agree with Eddie: the standard artifacts are set up to make RElec harder to get than the others. Vilya is RARE, and almost all artifact armor has RAcid.
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Old July 27, 2008, 22:04   #80
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Pete, I think wielded items cannot be destroyed by elements. Only stuff in the backpack can...
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