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Old March 1, 2013, 11:10   #21
Timo Pietilš
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Quote:
Originally Posted by Mondkalb View Post
Plus he will probably summon minions.
That's a good part at meeting him early: his minions will be those low level ones. It would be different if the summon would be determined by level of caster instead of dungeon, but it is like it is now.

I sometimes scummed those unique-summoning uniques in order to get some of the bad ones early.

hmm....my current char seems to be ready for Morgoth, I just killed Gothmog without breaking a sweat and I have gazillion gallons of *healing* and Life stored at home...

Got to love Pain. Only Mouth of Sauron, Sauron and one of the three trolls (can't remember which) left. No need to hunt those.
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Old March 1, 2013, 14:41   #22
scud
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That's more like it...

Code:

                                                                                   
Dwarf                                                                     ######## 
Bishop                                                                    #        
Priest                                                                    # ###### 
LEVEL     36                                                              # #      
NXT    67528                                                              # #      
AU     64808                                                              # #      
|}=="~[()]]]                                                              # #      
STR!  18/160                                                              # #      
INT:       3                                                              # #      
WIS!  18/210                                                   ###        # #      
DEX:  18/102 ################################%#%%#%%############ ######   # #      
CON!  18/160          :                          ...@UUUUUUUU :' '    #   # #      
CHR:      10 #############################%###%%%%##############+#### #  ## #      
                                                               # ####'####  #      
Cur AC   120                                                   #    ' #    ##      
HP  533/ 533                                              ###### ####'######       
SP  271/ 274                                              #      #  # #            
                            #######                       # ######  # #  #####     
                            #     #                       # #       # #  #   #     
                     ########     # %#%#%##%############### #       # #  #   #     
                     #            # #                       #       # ####   ###   
Fast (+14)   #########            #%# %%#####################       # ##  ###  #   
2550' (L51)                         + %                             #     # #  #   
             Full Study (18)                                                       
Hardly a candidate for the 'memorable randarts' thread, though...
Code:
l) the Metal Brigandine Armour of Nathros (-3) [48,+12]
     Dropped by The Balrog of Moria at 2550 feet (level 51).
     
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
I'm now awaiting my customary nexus scramble!
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Old March 1, 2013, 16:15   #23
Derakon
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Originally Posted by scud View Post
Out of interest, what is the spread pattern of OoD? Is it 'octagonal' rather than square? And what's the fall-off in damage as you move away from the epicentre?
Sounds like you can't see the spell animations. Go to the '=' options screen and turn up the delay factor; anywhere from 10-30 milliseconds should be good. That will allow you to see spells get cast, including their area of effect.

(And why is the default delay factor still zero?!)

I believe damage is halved for each additional tile away from the center, but don't quote me on that.
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Old March 1, 2013, 20:12   #24
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Quote:
Originally Posted by Timo Pietilš View Post
It would be different if the summon would be determined by level of caster instead of dungeon, but it is like it is now.
I actually changed this to behave like this for 3.4 (I did not change *escorts* however, which is a different animal.)

Basically the way summons work is that a summon power is calculated as a product of summoner level * dungeon level. Then every summoned monster is given a power equal to its level squared. When the sum of all summoned monsters is above the summoner power then no more monsters are summoned. The idea behind it is that summoners are limited from summoning scads of strong monsters, but can summon lots of weak monsters if the RNG chooses them.

Monsters that appear in groups get a strongly discounted power, so you can still get a bunch of hounds. A weaker summoner can still get a powerful monster, but it only gets one. Morgoth and Sauron can still pretty much summon whoever and whatever they want since they almost never reach the cap (unless they summon Lungorthin + Gothmog or something.)
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Old March 1, 2013, 20:37   #25
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Quote:
Originally Posted by fizzix View Post
I actually changed this to behave like this for 3.4 (I did not change *escorts* however, which is a different animal.)

Basically the way summons work is that a summon power is calculated as a product of summoner level * dungeon level. Then every summoned monster is given a power equal to its level squared. When the sum of all summoned monsters is above the summoner power then no more monsters are summoned. The idea behind it is that summoners are limited from summoning scads of strong monsters, but can summon lots of weak monsters if the RNG chooses them.

Monsters that appear in groups get a strongly discounted power, so you can still get a bunch of hounds. A weaker summoner can still get a powerful monster, but it only gets one. Morgoth and Sauron can still pretty much summon whoever and whatever they want since they almost never reach the cap (unless they summon Lungorthin + Gothmog or something.)
Have you tried this using mon_power rather than level^2? It's kind of why we have mon_power in the first place ...
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Old March 1, 2013, 20:46   #26
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Originally Posted by David B View Post
Not "woe", where you died unexpectedly, but "whoa" when you realize you did something possibly a little awesome.
Playing 3.4.1, Dunedan warrior - just found Doomcaller, Soulkeeper and Gil-Galad in a bubble vault at 4900'. Still under 1million game turns too!

Only 2nd time I've found Doomcaller I think, one of the very rarest artefacts for me.
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Old March 2, 2013, 09:53   #27
scud
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Originally Posted by Derakon View Post
Sounds like you can't see the spell animations...
Ah yes. I think the animations were on by default, once upon a time? Alternatively I was trying a variant. Either way, I've always turned them off pretty quickly in the past, to the point of forgetting the option was there.

The next time I kill the Big Q on the very edge of my orb I'll count the number of spells taken. It's... a lot.
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Old March 3, 2013, 12:46   #28
Mondkalb
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I started a new rogue yesterday. After some unlucky deaths with wimpy gnomes and hobbits I went for high elf again.
An amulet of weaponmastery on the floor at 1500'. Nice!

Arri is quite lucky in many ways:
http://angband.oook.cz/ladder-show.php?id=14080
But I can't get hold of some of the dungeon books. It is driving me crazy.
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Old March 4, 2013, 17:26   #29
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Quote:
Originally Posted by David B View Post
Not "woe", where you died unexpectedly, but "whoa" when you realize you did something possibly a little awesome.

Like encountering that Ancient White Dragon at 1600, and using only a potion of speed (ok, also armed with the Main Gauche of Maedhros, doing 5.8 attacks/rd), wiped him out without taking any significant damage.
I was fighting Atlas a little under prepared for the damage he outputs and managed to hit exactly 0 Hp only to live long enough to teleport out. I'm guessing I must have had about .1-.9 Hp or something, but it was a nice surprise to live to fight another turn
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Old March 4, 2013, 18:30   #30
Derakon
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You don't actually die until you hit negative HP in Angband.
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