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#21 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,058
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Stun resist might or might not be more common with randarts, but either way, its a luxury resist. You make sure to have the important stuff coverd; if that setup also happens to give you pstun, enjoy being able to melee mystics. If not, avoid mystics like the gazillion other high-risk-low-reward monsters.
That said, pstun is nice to have for the Morgoth fight and can save a few potions. |
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#22 | |
Veteran
Join Date: Jun 2007
Posts: 1,388
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Quote:
There's a reason that pStun isn't more common in the standard artifact set -- it just isn't that necessary when you know about Mystics. (If any of the devs are reading this, I would venture a suggestion that mystics should perhaps be changed to 2dX instead such that they don't knock you out quite as fast.) |
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#23 | ||
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
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#24 |
Swordsman
Join Date: Jun 2013
Posts: 428
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The glaring non-mystic stunning instagib being of course the dark room filled with plasma hounds, but the changes to pack sizes help this a bit.
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#25 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
Protections like pStun count as ability (SI, FA, ESP etc.). HA:s get sustains. From weapons Lothlorien bows, Blessed, Gondolin and *slay evil* get abilities, and none of those are useful (except rarely). In armors there are more useful possibilities, like Magi and Lordliness crowns. |
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#26 |
Scout
Join Date: Jan 2014
Posts: 38
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My last char got knocked out and killed from 980HP by a last hound standing. To avoid that (and not having found pstun), which attacks can stun me? Mystics/GMM, plasma, sound, vibration? Anything else?
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#27 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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The only realistic threats of knockout are Grand Master Mystics (very fast, multiple melee attacks that each could cause/worsen stunning) and Plasma Hounds (pack animals, semi-frequent breaths, move quickly). Theoretically you could be knocked out by any monster whose attacks deal enough damage to trigger the stunning threshold (IIRC either 15 or 20 damage in a single blow), but only if they got absurdly lucky and stunned you many times in a row; a single attack is not going to cause enough stunning to knock you out.
Similarly, you might be knocked out by multiply chained sound or gravity breaths from Vibration or Gravity Hounds, but they don't increment the stunning timer enough for that to be realistic, especially compared to the amount of damage those attacks do. That is, you're far more likely to just die than you are to get knocked out. I'd wager that when that last hound was all that was left standing, you were already badly stunned. If you ever get a "stunned" status, let alone a "heavily stunned" status, you should immediately clear it with a Cure Critical Wounds potion, of which you should be carrying, at bare minimum, 10 when you enter the dungeon. |
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#28 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
Impact hounds are one source of getting insta-KO. Pretty much any multiple sources that can stun you can also KO you in single round, so don't fight multiple monsters of that kind. Reduced hound packs have made these much less likely though. |
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lernaean hydra, resistance, temporary |
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