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Old June 20, 2015, 00:25   #221
AnonymousHero
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Quote:
Originally Posted by Estie View Post
I dont recall exactly, but definitely deeper than the drolems native 44. Maybe 60 or 70, on the way to bottom. I was worried about the lack of poison resist as my biggest hole left to stopper. Normally I have it covered at this stage.
I guess the "tombstone" shows it as a Drolem? It could just as easily have been an AMHD or similar...?

EDIT: Either way, I think it's fair that if you dive way out of your depth, it should be possible for monsters to insta-kill you.
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Old August 8, 2015, 23:35   #222
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While making a concerted effort to avoid instadeath by looking up each unknown on monster spoilers, I was given a 193 point mana bolt by Gorlim. The monster file says he can do 122 max. I was at +25 speed, plenty faster than him and had 168 HP. I thought about a heal on that turn but I was sure I could stand one more of anything he could dish out and he looked like he might be only one more arrow from death himself. I was very surprised by the "You die" message. I think I'll be carrying a rod of probing from here on out.
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Old August 8, 2015, 23:50   #223
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Originally Posted by Fat Chuck View Post
While making a concerted effort to avoid instadeath by looking up each unknown on monster spoilers, I was given a 193 point mana bolt by Gorlim. The monster file says he can do 122 max. I was at +25 speed, plenty faster than him and had 168 HP. I thought about a heal on that turn but I was sure I could stand one more of anything he could dish out and he looked like he might be only one more arrow from death himself. I was very surprised by the "You die" message. I think I'll be carrying a rod of probing from here on out.
Not sure how you get 122 from his monster file; damage isn't listed there for spells. Spells scale based on the monster's level and do not obey the normal damage caps (e.g. I'm fairly sure a high-level nether storm spell can deal more than 550, which is the max a nether breather can do). Mana bolts in particular hurt.
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Old August 8, 2015, 23:54   #224
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Originally Posted by Derakon View Post
Not sure how you get 122 from his monster file; damage isn't listed there for spells. Spells scale based on the monster's level and do not obey the normal damage caps (e.g. I'm fairly sure a high-level nether storm spell can deal more than 550, which is the max a nether breather can do). Mana bolts in particular hurt.
From the oook.cz monster spoiler tab on Gorlim:
"He may cast spells intelligently which produce mana bolts (122), produce water bolts (96), or cause critical wounds (80); 1 time in 2. He can hit to attack with damage 8d6, hit to attack with damage 8d6, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8. (Angband 3.1.2v2)"

I assumed (number) was the maximum amount of damage done by that spell.
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Old August 9, 2015, 00:33   #225
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Quote:
Originally Posted by Fat Chuck View Post
From the oook.cz monster spoiler tab on Gorlim:
"He may cast spells intelligently which produce mana bolts (122), produce water bolts (96), or cause critical wounds (80); 1 time in 2. He can hit to attack with damage 8d6, hit to attack with damage 8d6, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8. (Angband 3.1.2v2)"

I assumed (number) was the maximum amount of damage done by that spell.
You know what happens when you assume, right?

Problem is, 3.1.2v2 was quite a while ago. If you generate some current spoilers (you have to go into debug mode to do this - Ctrl-A, then " for the spoiler menu) you'll find his mana bolts do 193.

If you actually want to have full monster knowledge all the time, you can copy the lib/gamedata/monster.txt to your user directory and name it lore.txt.
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Old August 9, 2015, 01:17   #226
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If you actually want to have full monster knowledge all the time, you can copy the lib/gamedata/monster.txt to your user directory and name it lore.txt.
Done. Thanks for the tip. I like surprises in general, but prefer to avoid the ones that result in death.
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Old August 9, 2015, 17:08   #227
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Originally Posted by Fat Chuck View Post
Done. Thanks for the tip. I like surprises in general, but prefer to avoid the ones that result in death.
Chicken!

... but seriously, given the mechanics of Angband, I think full monster memory should probably be the default. (I realize I do have strange ideas that haven't always been tested in real life, so it's quite likely that I'm wrong, but personally I've always played with full monster memory by looking things up in "r_info.txt" and latterly "monster.txt" or whatever it's called.)
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Old August 9, 2015, 19:31   #228
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I think it'd be cool if - rather than giving access to full monster knowledge by default - all enemies that are capable of killing you in less than a certain number number of rounds should have a little skull next to their icon (or flicker in red or something in ascii mode).

I'm only half-joking.
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Old August 9, 2015, 19:52   #229
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Originally Posted by tumbleweed View Post
I think it'd be cool if - rather than giving access to full monster knowledge by default - all enemies that are capable of killing you in less than a certain number number of rounds should have a little skull next to their icon (or flicker in red or something in ascii mode).

I'm only half-joking.
You could give everything capable of dealing a certain proportion of your hps in damage a fear attack on sight. (or esp, detect). I quite like the atmospherics of poscheng's fear system where if you turn off the low hps warning the number of danger warnings is proportional to how much fear resistance you stack & if you play with the craven personality you're constantly getting fear messages.

Last edited by wobbly; August 9, 2015 at 20:07.
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Old August 9, 2015, 20:48   #230
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Early Gnome Mage < 200 hp. Cursed by Master Vampire and then breathed on by a young gold dragon. I guess it wasn't instant, but it seemed that way since I was at full hp planning my next move, and then the monster's got me before I could make another. Two shotted.
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