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Old December 15, 2010, 19:02   #11
ewert
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That doesn't sound too bad. Moving the stat swap to chaos from nexus, that is.
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Old December 15, 2010, 19:34   #12
PowerDiver
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Quote:
Originally Posted by NotMorgoth View Post
I've often thought that stat-swapping would be more appropriate as a Chaos effect rather than Nexus (I'm not sure if Chaos already has this effect in V.)
That brings up a peeve of mine. A chaos vortex hits to confuse, and confuses you even if you have chaos resistance. I think it should hit to do chaos, presently hallucinations. However, if it hits to "chaos" with your suggestion, it would probably be too deadly.
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Old December 15, 2010, 19:35   #13
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Quote:
Originally Posted by PowerDiver View Post
That brings up a peeve of mine. A chaos vortex hits to confuse, and confuses you even if you have chaos resistance. I think it should hit to do chaos, presently hallucinations. However, if it hits to "chaos" with your suggestion, it would probably be too deadly.
Will'o'the wisps would be a game ender.
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Old December 15, 2010, 19:46   #14
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Because I have a fancy new toy and I want to play with it, let's get the probability of finding a rnexus item based on dungeon level (assuming you clear all levels before it once).

Code:
Lvl
5			10			15			20
0.017899 	        0.060401 	        0.110088 	        0.182411 
			
25			30			35			40
0.278222		0.426719 	        0.565264 	        0.707354

45			50			55			60
0.829304 	        0.915028 	        0.965292 	        0.987414

65			70			75			80
0.996822 	        0.999411 	        0.999915 	        0.999992

85			90			95			100
1.000000 	        1.000000 	        1.000000 	        1.000000
Nexus hounds are native to 27, vortices to 37.
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Old December 15, 2010, 20:12   #15
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Neat. So you have a slightly better than 25% chance of finding the relevant resistance (presumably in the form of boots of stability) before the hounds show up in force.

It occurs to me that warriors are simultaneously the worst-equipped to avoid nexus attacks (almost certainly no generic-monster detection at this point) and the class that fears it the most (three dump stats, terrible saving throw). I don't really have a point here; I just find it interesting.
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Old December 16, 2010, 01:20   #16
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As an alternative to think about, it would probably be feasible to make nexus apply temporary effects rather than permanent.

lets see:

1) You would need to ensure that the draining code would cope with boosts as well- need to check how its stored

2) You would need additional limits, so that boosted stats cant go (too?) far past maximized

3) Restoration effects would need to be tweaked to cope with the boosts. Something like: a !restoreN returns stat N to normal. For each point of draining it removes, 1 point will be taken from a boosted stat at random (if there are any). For each point of boost it removes, 1 point will be restored to a drained stat at random (if there are any)

I think that would do it. Then you just need to resolve the arguments floating around about stat draining. Oh, and a temporary nexus effect can probably afford to be more extreme- maybe 1d3 exclusive stat swaps (ie up to "all stats changed")

---

If that all sounds too extreme, here's a simpler one: what if sustain on either target stat blocked nexus scrambling?
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