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Old September 26, 2016, 23:50   #61
robbiodobbio
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Just got a ring of soulkeeping, sustains STR WIS INT. I'm assuming this is pretty valuable.
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Old September 27, 2016, 04:09   #62
Derakon
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Quote:
Originally Posted by robbiodobbio View Post
Just got a ring of soulkeeping, sustains STR WIS INT. I'm assuming this is pretty valuable.
Eh. Might be worth carrying as a swap for when facing drainers, but they're rare enough that it's not worth using as standard gear. If you're a melee character, you really want to find big Rings of Strength (which also sustain STR), Rings of Dexterity (if they help you get more blows), and Rings of Damage (nuff said).
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Old September 27, 2016, 05:08   #63
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Soul keeping is junk. Drain Wis doesn't matter to a rogue; drain Int is rare, and doesn't matter much. Ring of Strength actually is useful for a kobold rogue, which tends to be short on strength but long on dex.
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Old September 27, 2016, 09:16   #64
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Damage cap for basic 4 elements (fire/cold/acid/elec) is 1600, or 533 if single-resisted, 177 if double-resisted (which requires a permanent and a temporary source of the resist). Damage cap for poison is 800/266/88. Why are you anywhere near drolems when you have fewer than 300 HP?
Same way any death occurs: by not paying attention, not re-detecting enough, not lighting a corridor
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Old September 27, 2016, 13:59   #65
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Ok, got a +4DEX ring now so got an extra melee blow.

What's better?

Short bow of extra might (x3) (+9+12) <+1>
Sling of extra shots (x2) (+13+6) <+1>

Is it better to get in two weaker shots per turn or one stronger one?
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Old September 27, 2016, 14:18   #66
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The short bow is better unless you get the sling fully enchanted up to 8 or 9 damage . Neither weapon is particularly good. Better off using magic devices for now
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Old September 27, 2016, 16:16   #67
Derakon
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Originally Posted by robbiodobbio View Post
Ok, got a +4DEX ring now so got an extra melee blow.

What's better?

Short bow of extra might (x3) (+9+12) <+1>
Sling of extra shots (x2) (+13+6) <+1>

Is it better to get in two weaker shots per turn or one stronger one?
I would go with the shortbow for now, but as Pete says, neither is a great weapon. With +10 arrows, the shortbow deals (1d4 + 10 + 12) * 3 ~= 74 damage per hit, which is probably enough to do useful damage at your current depth, but will fairly rapidly age out.
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Old September 27, 2016, 17:20   #68
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Originally Posted by Derakon View Post
I would go with the shortbow for now, but as Pete says, neither is a great weapon. With +10 arrows, the shortbow deals (1d4 + 10 + 12) * 3 ~= 74 damage per hit, which is probably enough to do useful damage at your current depth, but will fairly rapidly age out.
It's not exact, but as a quick rule of thumb to rate to rate launchers I do [{damage bonus}*{multiplier}*{number of shots}].

So...
Bow = 12*3*1 = 36
Sling = 6*2*2 = 24

Thus bow is much better (unless you've got a handy stack of iron shots of acid at home, or pebbles of holy might etc., etc.)
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Old September 27, 2016, 17:54   #69
Ingwe Ingweron
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It's not exact, but as a quick rule of thumb to rate to rate launchers I do ....
My rule of thumb is to wield the launcher and then use "~" to look at the general store and see what the damage output is with a regular shot/arrow/bolt, as applicable. It's not exact, since it doesn't take into account the benefits of the particular ammunition @ may have found, but it does give an immediate comparison between launchers. The only problem is having to wield and unwield launchers to do the comparisons.
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Old September 27, 2016, 23:31   #70
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Ok, I'm going for the bow. I figured that neither is that great, hopefully I'll get my hands on an artefact launcher soon.

What are your thoughts on the stat up/down potions and mushrooms (brawn etc.)? Worth using?
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