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#41 |
Adept
Join Date: Jan 2019
Location: Alberta
Posts: 124
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YES! Dwarf Ranger with crossbow here I come!
(insert early fluke drop of Long Bow of Bard here just to taunt me... you know you want to, RNG)
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It Breathes. You die. |
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#42 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,667
Donated: $40
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#43 |
Adept
Join Date: Feb 2018
Location: London
Posts: 158
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Just played through with a Hobbit Ranger to test the new rules. They seem to me to be a significant improvement.
1. My @ was genuinely a ranged character from start to finish. 2. The new sling is wonderful. ![]() 3. Bows/crossbows/slings have a slightly different feel to each other, although this could probably be strengthened. (The way I imagine it is: (i) for bows, ammo is average, but easily obtainable, (ii) crossbows have very strong ammo, but it's limited, (iii) sling ammo is like equipment - if you find good ammo then great, and getting those mithril shots of holy might can feel like finding the one ring.) Possible problem: my @'s ranged weapons, in chronological order, were sling, crossbow, crossbow, crossbow, sling, bow - with the bow only used in the final fight against M. I think the issue is that the Create Arrows spell doesn't create strong enough ammunition. (Possible solution - increase break chance on arrows, but improve the Create Arrows spell. Maybe also put it in the first spellbook, in which case you could push the break chance to 100% if so minded... This is likely to mess with non-rangers, though.) Which reminds me: is Create Arrows functioning correctly? I've got plenty of rubbish arrows from top quality staves, and some excellent ones from Slow Monsters (at 4950', admittedly). Finally, Brand Ammunition can be made cheaper and with no fail rate. It's not like you will be casting it in a battle. |
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#44 | |||
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,317
Donated: $60
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Quote:
Quote:
Quote:
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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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#45 |
Swordsman
Join Date: Jul 2015
Location: Seattle, WA
Posts: 295
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Does the dungeon level you're at affect the results of Create Arrows? Or just the quality of staff and your player level.
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#46 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,667
Donated: $40
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What mrfy said. How is effective depth calculated for created ammo?
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#47 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,317
Donated: $60
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Effective depth is player level. Staff level is used to roll for automatically good (enchanted) and then automatically great (ego).
Maybe a good buff would be to make it twice player level.
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. Last edited by Nick; June 24, 2021 at 04:29. Reason: Can't read code, apparently |
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#48 |
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,576
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My experience is staff power makes little difference and that it is very easy to get good arrows from bad staves just by using multiple staves. By the time you have this spell buying out the magic shop isn't hard and even darkness staves off the ground have reasonable chances of producing something usable at high clvl.
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#49 |
Adept
Join Date: Feb 2018
Location: London
Posts: 158
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Staff power seems to be the problem. I only used the spell about 20 times or so (wasn't actively using a bow), all around clv 45-50, and among these had:
Magi -> basic arrows +5,+4, Speed -> basic arrows +2,+5, Destruction -> basic arrows +0,+0, Holiness -> basic arrows +5,+3, Slow Monsters -> mithril arrows of demon slaying +7,+11. |
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#50 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,667
Donated: $40
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@Voovus
I've been assuming the spell just calls create object at the given dungeon level. Most of the time, you dont get good stuff. Tge benefit of the spell is that with so many arrows to choose from, at least some will be good. |
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