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#1 |
Adept
Join Date: Sep 2010
Posts: 162
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gain one, lose one stat potions
I've recently modified how I use these potions with effective results.
I realized at some point that gains above 18 are somewhat random and typically > "10". So, if Con is at 17 and the player drinks 2 !Toughness, the first potion will bring him to 18 and the second potion may bring him somewhere between 18/10 and 18/30. Let's say the first brings the player to 18/25. Drinking another !Toughness again results in a random gain. If the player then drinks another +1-1 potion and CON is reduced, CON only drops by "10" to 18/15. Were CON at 17, it would drop to 16. So getting a character stat above 18 is good and results in semi +3-1 type behavior. Whether this is desired or not is beyond me. Anyway, most classes care about a few stats; the simplest is warriors who care about STR/DEX/CON. Drinking brawn and losing DEX can be a wash. On the other hand if both STR and DEX are 16, drinking 3 brawn in a row followed by 3-4 nimbleness, there is a reasonable probability that both STR and DEX end up at or above 18. So, I've started waiting until I have enough potions to get all important stats > 18 and then drinking all the +1-1 potions at once. It's worked quite nicely the few times I've tried it. Should one stat be dominant (*cough cough* strength) I'll drink !brawn as I find them unless one stat gets too low. |
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#2 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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#3 |
Swordsman
Join Date: Jul 2011
Location: Vancouver Canada
Posts: 293
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I really like the random gain at 18. + usually I try and get my 2 main stats just above 18 then wait for stat potions. Makes the uninteresting, peaceful first 20 levels a little more interesting.
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#4 |
Swordsman
Join Date: Jul 2011
Location: Vancouver Canada
Posts: 293
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Actually, I think it would be fun if unidentified regular stat potions, gave you a random boost 1-3 points. One of the variants I used to play did this. Of course they had potions of death, and explosions too
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#5 |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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It actually was like that for a while. People didn't like it, and it got reversed to what it was originally. I think main reason for that was to speed up the stat-gaining process. That random gain does have quite big impact on how many potions you really need to get to near-maxed stats.
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#6 | |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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#7 |
Swordsman
Join Date: Jul 2011
Location: Vancouver Canada
Posts: 293
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This would make more sense, I think. Other than carrying cappacity, stat raising before 18+ is reaallly boring and you see almost no gain. Hengband had a pretty cool system, at level 2 and then fixed levels after, you would get a random stat gain, I'm pretty sure it was 1or 2 points. It also allowed you to choose Wich stat to raise every 10 levels or so. I always found the games played a lot more smoothly, never had to slow down at stat gain depth. And leveling up was more rewarding early on.
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#8 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
Also time attacks at least used to have huge impact on stats before 18 but not after (bug, IMO). |
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#9 | |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
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#10 |
Knight
Join Date: Dec 2007
Location: Poland, Katowice
Age: 30
Posts: 589
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Which begs the questions: Why are they the way the are right now?
Probably historical reasons, but still, it's interesting to know why exactly.
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If you can convincingly pretend you're crazy, you probably are. |
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