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#21 | ||
Prophet
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,576
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Quote:
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So took a look at the code: anything below depth 25 is actually identical. So Cure light wounds, light, detect invisible, sleep monster, starlight, teleportation ... these all may as well of been staves of darkness. Identical. Just same as arrows from the floor of depth = clvl. Staff of speed is depth 40. If you roll greater then 25 on 1d40 you'd get guaranteed "good" drop. Apart from that its still an arrow drop from depth = clvl. Staff of destruction is depth 50. If you roll greater then 25 on 1d50 you'd get a guaranteed "good". You'd need greater then 50 on 1d50 for a guaranteed "great". It's actually still too shallow to really matter, you'd possibly get better results from 2 trash staves. Honestly staff quality isn't doing a whole lot unless you sacrifice a lvl 70 staff: healing, banishment, power, holiness, magi Last edited by wobbly; December 1, 2021 at 14:47. |
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#22 |
Adept
Join Date: Dec 2007
Location: Portsmouth, UK
Age: 55
Posts: 213
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Ah, that's right -- I'd forgotten about Paladins. I tried Blackguard a couple of times and it didn't suit my play style so I haven't played one again, and hadn't discovered the third book.
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#23 |
Swordsman
Join Date: Mar 2012
Posts: 420
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I'm surprised no one responded to the Decoy issue I mentioned upstream.
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#24 | |
Swordsman
Join Date: Aug 2020
Location: London
Posts: 423
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I've not had too much success with decoy, unless I can get some randart with +2 moves. Mostly enemies have a ranged spell or breath and just destroy it at a distance |
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#25 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 56
Posts: 9,317
Donated: $60
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Quote:
The correct behaviour is for Morgoth to think the decoy is the player until either he destroys it, or the actual player attacks him.
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#26 | |
Swordsman
Join Date: Mar 2012
Posts: 420
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