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#11 |
Angband Devteam member
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I'm happy to run some stats for 3.4-dev ... maybe when RC1 is frozen? It'll take a day or two to run them and another couple to analyse the results, but it should be do-able well within your RC1 window.
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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#12 |
Scout
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Well, so here's my character so far: http://angband.oook.cz/ladder-show.php?id=12964
What do you think of him? And any advice about which helmet to wear at the current moment? I've got three if them, I think, each giving some nice things the others don't. |
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#13 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Oh I have the 3.4 information for both of these from the very basic stats run. Several 1000 iteration runs converge pretty nicely for total artifact counts. I just don't have the 3.0.6 values.
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#14 |
Scout
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What's up, forum?
Tell me - what do you think of having a digging tool late in the game? Am I the only one who feels that it becomes unnecessary thing, just occupying a precious inventory slot? |
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#15 |
Prophet
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 3,025
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Generally I find digging tools to be unnecessary throughout the *entire* game. You can generally dig through rubble with whatever weapon you have. The only use for them would be to mine for gold if you have trouble surviving with your starting gear. Chances are you won't be able to tackle an early vault anyway...
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#16 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Certainly later in the game you don't need them; your STR gets high enough that you can dig through solid granite with your normal melee weapon. Which is silly. The alternatives would seem to be to force the player to carry a digger and do a lot of weapon swapping whenever they want to dig...or to just add an extra equipment slot for diggers, in which case a) what have we accomplished? and b) now we have another equipment slot to stack enchantments on, making the game easier.
I wouldn't really mind if the player had to carry a digger in inventory to dig through non-rubble, but wasn't required to equip said digger. But the game's not really set up to handle that kind of thing. |
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#17 |
Scout
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Having hard time choosing an armor to wear
![]() Need advice which one to keep. The character is at http://angband.oook.cz/ladder-show.php?id=12964 |
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#18 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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You're aware that permanent resistances don't stack, right? There's no reason to wear a Ring of Resist Poison when Himring already gives you that resistance. The only way to stack resistances is to combine permanent and temporary resists (like the kinds you get from casting the spells in Resistances of Scarabtarices).
I see two main options: wear Himring and the Ring of Damage +14 in your home, or wear the Ring of Poison Resistance and Rohirrim. Rohirrim has better AC and pConf, which I'd generally consider more valuable than rChaos; Himring has rNether which is getting more useful at these depths, and about +12 damage/blow (considering the +2 STR from Rohirrim will also give you some damage). Of the two I'd tend to favor Himring and the Ring of Damage, because damage is always helpful. There's a third option, which is to wear Rohirrim and the Ring of Damage, and just be paranoid about casting Resist Poison whenever there's a big poison breather around. This requires you to cast Detect Monsters semi-obsessively and to know which monsters are big poison breathers, though. Perhaps not the best choice for a new player. ![]() Thalkettoth isn't needed because you're already at +20 speed (so its +3 bonus is marginal, especially considering you can cast Haste Self). |
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#19 |
Scout
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Thanks!
That's what I actually did before reading your answer! Kinda feel like a pro ![]() edit: I meant the fisrt main option. |
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#20 |
Scout
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I've updated my current char at http://angband.oook.cz/ladder-show.php?id=12964
Do you think he's ready to go even deeper? |
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