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Old March 6, 2010, 06:55   #1
Philip
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Earliest immunity?

From wormy on dlevel 8:
The Trident 'Heldolvar' (1d10) (+6,+14) (+5)
+5 strength, wisdom.
Provides immunity to lightning.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods.

Combat info:
4 blows/round.
With an additional 0 strength and 6 dex you would get 5 blows
Average damage/hit: 26.3.
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Old March 6, 2010, 14:22   #2
Magnate
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Quote:
Originally Posted by Philip View Post
From wormy on dlevel 8:
The Trident 'Heldolvar' (1d10) (+6,+14) (+5)
+5 strength, wisdom.
Provides immunity to lightning.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods.

Combat info:
4 blows/round.
With an additional 0 strength and 6 dex you would get 5 blows
Average damage/hit: 26.3.
Nice. It's the least useful immunity, but nice nonetheless. The four blows (i.e. the +5 STR) is probably more important at this point in the game. That probably doubles your damage output.
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Old March 6, 2010, 14:54   #3
Derakon
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I'm pretty sure I beat that once; I had a character back in frog-knows kill a character ghost somewhere in the 200-400' range and get the Trident of Ulmo off his corpse.

I miss character ghosts...and the slightly increased likelihood of getting wildly lucky with drops.
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Old March 6, 2010, 16:07   #4
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Quote:
Originally Posted by Derakon View Post
I'm pretty sure I beat that once; I had a character back in frog-knows kill a character ghost somewhere in the 200-400' range and get the Trident of Ulmo off his corpse.

I miss character ghosts...and the slightly increased likelihood of getting wildly lucky with drops.
Well, you can rest assured that there's an open ticket to bring them back. Any year now.
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Old March 8, 2010, 08:41   #5
nobody
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character ghosts, i remember those vaguely, from when i was a child
bringing those back would be pretty major wouldn't they?
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Old March 8, 2010, 18:40   #6
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Originally Posted by nobody View Post
character ghosts, i remember those vaguely, from when i was a child
bringing those back would be pretty major wouldn't they?
I don't think so, in either sense of "major". In coding terms, I suspect most of the old bones file handling code wouldn't need too much work, and the monster array/generation code hasn't changed too much either. I say this without having looked at the code at all, but my gut feeling is that it would be a job for a few days rather than weeks or months. Having said that, I have no idea when anyone will decide to spend a few days doing it.

In gameplay terms it wouldn't be that big a deal either. Player ghosts were always pretty rare, and if they come back they should stay that way. They're tough but not invincible, so in that sense not a million miles from most OOD unique encounters.
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Old March 10, 2010, 00:39   #7
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If they behave anything like the player ghosts in O, I'd find it hard to say they're even all that hard. While O is definitely different in terms of combat and relative power - I've never found player ghosts to be all that hard to bump off as compared to uniques or OOD enemies.

If anything takes tweaking re: player ghosts, I'm guessing it will be the balance between difficulty/rarity/reward.
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Old March 10, 2010, 00:58   #8
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I found player ghosts in NPP made diving impossible for a learning diver. The power of the ghost depends on where you die and has no relation to the power of the char that died, so diving and dying creates too many exceptionally dangerous foes.
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Old March 10, 2010, 17:34   #9
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Quote:
Originally Posted by PowerDiver View Post
I found player ghosts in NPP made diving impossible for a learning diver. The power of the ghost depends on where you die and has no relation to the power of the char that died, so diving and dying creates too many exceptionally dangerous foes.
Seems like the best implementation would be to have the ghost's power determined by race, class, and level, and the native depth determined by the level on which the character died.
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