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Old January 6, 2017, 18:36   #31
Adam
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Speaking about gnome mages... one thing which I found strange and unbalanced: there is a certain point where +1 INT increses my mana pool really a lot. I don't remember which level and INT value it was, but something like having 140-150 mana instead of 100. Can I look up somewhere the calculation rule how the amount of mana points is calculated?
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Old January 6, 2017, 18:57   #32
Pete Mack
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tables.c has this and more.
Edit: my bad. It's now in player-calcs.c, line 818, adj_mag_mana

https://github.com/angband/angband/b...r-calcs.c#L816
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Old January 6, 2017, 19:06   #33
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Thanks a lot, Pete!
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Old January 6, 2017, 19:26   #34
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Quote:
Originally Posted by Derakon View Post
Wand of Wonder can be very good in the early game. You just need to be ready to run if it produces the haste or clone effects.
Yes, I've found this as well. Especially good vs. uniques since they cannot be cloned. (Not sure if it might actually produce a monster of the same letter for uniques, but IIRC it just does nothing for uniques.)
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Old January 6, 2017, 20:38   #35
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The bad effects are infrequent enough, as long as you have room to shoot it a half-dozen times or so you can deal with pretty much any early unique even if you heal/haste them once. But yea, you don't want to use it on a group of orcs or something and end up with 10 hasted enemies.
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Old January 6, 2017, 23:42   #36
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Not sure how well it works in vanilla but in poscheng I used to aim near the target, so it'd be hit by ball spells but not hastes.
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Old January 7, 2017, 02:52   #37
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Quote:
Originally Posted by wobbly View Post
Not sure how well it works in vanilla but in poscheng I used to aim near the target, so it'd be hit by ball spells but not hastes.
You pay a 50% damage penalty for doing this (damage for ball spells is divided by the number of tiles from the epicenter of the blast), but it's pretty clever otherwise.
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