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#1 |
Apprentice
Join Date: May 2014
Posts: 92
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Poschengband game mechanic questions
It seems odd to have these in either char dumps or the various version threads (where it makes sense for quickly changing newly developed stuff, but not so much the basics).
So, since I have a bunch of them, here goes: * Resists stack - that's understood. But how exactly does what stack? ** Item protection from double/triple fire/cold/lightning/acid resist: Multiple checks? Percentage? ** Same question for confusion, shards etc. ** I've read that regenerate stacks. But my experience seems to show that hold life does not appear to stack (my current char has 5 or so and still occasionally gets drained) ** Do sustains stack? Anti-Magic? Reflection? * What (if anything) prevents warping from gravity? Other than, presumably, NoTele - is it levitate? If so, does it stack, and how? * What prevents slowing from intertia? * Is there any benefit to one of the ESPs if you have telepathy? * Checking winning warriors and berserkers, it seems that all of them use Terror Mask - I always found (in old Z!) that rnd tele basically makes an item unusable. Is there a way to prevent this or does everyone just take this risk? * Where does one best farm the essential things required deep down? Namely !heal/*heal, !life, !res? * How do people optimize their gear? With a growing stack in the house, it becomes worse and worse to track what items have what properties. ~9 and the inscriptions help to a degree, but even with those, it becomes rather tedious to figure out optimal (for a purpose, of course) configurations. This was simpler in old Z when it either was "resist" or "immune" - now that stacking resists and other things matters more, this becomes a problem for me. I'm sure there'll be more, but I don't want to overwhelm folks - perhaps we can establish this thread as some sort of knowledge base for curious Posch players! |
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#2 |
Apprentice
Join Date: May 2014
Posts: 92
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Another question - ?artifact creation: What depth does it use? Current? Max? Fixed?
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#3 | |||
Prophet
Join Date: Dec 2009
Posts: 9,024
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All of these questions should be taken with the caveat that I'm assuming they're unchanged from Vanilla and/or what I remember of ZAngband.
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#4 | |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,393
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Also, re: your terror mask question: The {.} inscription does prevent random tele. To add to this, the "holy trinity" of Berserker Things To Find is a) Antimagic shell (to vastly boost saving throw) b) A vamp weapon (gotta heal somehow) c) Teleport resist, so that you never get teleported to/from/etc.
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Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#5 | ||||||||||
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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The game counts the number of source of a given resistance you have and then does a table lookup to get the resistance percentage. (Vulnerabilities give -1, btw). The table is asymptotic: 0, 50, 65, 72, 75, ... Also, when you get hit by an attack, there is some dodging allowed by the player so the listed resistance is actually a mean resistance with a 10% variance (e.g. 50% resistance is 50+-5% and 65% is 65+-6.5%). Now some attacks also have effects that *might* require a saving throw (And some, like gravity or inertia, don't bother to allow saving throws!). In this case, the effect requires a saving throw against the listed resistance percentage (P) of the form: 1d55 <= P. This means that a single resistance will not spare you 100% of the time like it used to (Rather, there is still a 1 in 11 chance to fail with a single resist). Two sources of a resist are required to completely negate these side effects. Fear is a bit different, and does stack as well, but each source of fear resistance gives you an extra saving throw. There is no percentage resistance for fear, rather the saves are of the form 1dM vs 1dN and depend on both the player power and the scariness of the situation. In practice, you will need 2 or even 3 sources of fear against some of the scary end game monsters to stand a chance. (There is always !Heroism for temp resist fear and !Berserk gives immunity to fear). Quote:
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But the easiest way to find what you need is to get a source of clairvoyance, usually the Jewel of Judgement. Then, you can enlighten the level and locate objects in map mode. If nothing interesting is available, you can leave the level and repeat. Quote:
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#6 |
Apprentice
Join Date: May 2014
Posts: 92
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Awesome, thanks for the explanations!
More questions: * Does anything prevent charge draining? * I've seen people mentionn that they prefer this or that dungeon for doing stat gain. Other than a slight bias in monster creation (and obviously layout), are there fundamental differences? Specifically regarding drops? Are some uniques prevented from spawning? * What's the point of "teleport to dungeon level" in that shop at that price point? Similarly, what's the point of the 15M random artifact gamble option? |
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#7 | |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,393
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I doubt it sees much actual use though.
__________________
Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.' |
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#8 | ||
Apprentice
Join Date: May 2014
Posts: 92
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#9 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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On the other hand (and again, unless PosChengband has changed this), you take half damage from acid attacks as long as they hit an armor slot that has armor giving at least +1 AC, whether or not that armor is damaged. |
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#10 | |||
PosChengband Maintainer
Join Date: Jan 2008
Posts: 702
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Not much. Devicemasters protect their speciality (wands or staves). Balrogs (The monster version) are immune to charge draining, as are Demon Pact Warlocks and any demigod who chooses the Demonic Grasp power.
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Also, as already mentioned, berserkers will want to use this once they are powerful enough for the win. Quote:
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