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#1 |
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Apprentice
Join Date: Mar 2012
Posts: 66
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What exactly does a Ring of Flame [+11] (or something like that), do?
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#2 |
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Knight
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 583
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In 3.0.x versions (I think) they gave your melee atk an elemental brand, which is freaking awesome.
In later versions, the brand was removed and they just provide resistance. They only seem to drop at deep levels, though, which makes them completely useless. |
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#3 |
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Prophet
Join Date: Dec 2009
Posts: 4,779
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The original version gave you an AC bonus (the +11) and resistance to the appropriate element. Then in an effort to make them more useful they got an activation which gives you additional temporary resistance and a ball (area-effect damage spell) of the appropriate element. Still nobody used them, so they added an elemental brand to your melee weapon. Then everyone used them (especially the acid rings), so the brand got removed.
Their real problem is that they're too deep for their abilities; by the time you find them you have more important things to do with your ring slots. If they showed up in the 800-1400' range then you'd be more interested. |
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#4 |
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Apprentice
Join Date: Mar 2012
Posts: 66
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Thanks. I kept thinking there had to be more to them, because I was only finding them fairly deep.
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#5 |
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Adept
Join Date: Sep 2010
Posts: 222
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Yeah, as they exist now they are pretty much squelch material. Just enough to get you to chase through a vault for an unidentified ring, hoping it is an artifact.
I'm hoping that with the advent of the percentage brands in v4 that we'll someday see a return of a weak weapon-branding effect on these. |
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#6 |
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Angband Devteam member
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Personally I think they could easily have a x2 brand in V as it is now. By the time you find the Glaive of Pain, most of your tough opponents are immune to most base elements, so the potential for abuse is not quite as high as some of the more hysterical critics of off-weapon brands would have you believe.
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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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#7 | |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,732
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Quote:
Sauron Gothmog Vecna Carcharoth Lungorthin Tarrasque Cantoras Draugluin Maeglin Witch-King Greater Balrog Qlzqqlzuup Great Wyrm of Balance Pit Fiend Feagwath Master quylthulg Great Wyrm of Law Great Wyrm of Chaos Black reaver Nightwalker Greater rotting quylthulg Greater draconic quylthulg Greater demonic quylthulg Glaurung Gelugon Nightcrawler ....and several others. That counts about everything I care about - Morgoth itself, Huan, angel and giant uniques. Unless that MoD with 7 (8 with warrior) blows have been fixed in 3.4 it makes it huge against almost anything. With slay undead as feature of MoD itself, anything with UNDEAD-flag gets x3 dice damage. That alone makes it 472.5 with 7 blows. Add +20 from STR and +20 or so from other boosts and you have 752,5 against undeads + criticals, which there will be many and big ones. Others would get 315 from x2 acid-slay. I think immunity to element would be less bad than any brand. If you could make it permanent double-resist without activation and reasonably high-damage ball spell with activation with not-too-long recharge then that would make them worth the depth. This would require code change, but with all that is going on with the code I don't think that would be too big change. |
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#8 | |||
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Angband Devteam member
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One option is that we could put a x2 brand only on Ice and Flames rings, and make them deeper and rarer than the Acid and Lightning rings, which could come a bit earlier. This is consistent with there being earlier rings for rFire and rCold but not rElec and rAcid. We could also crank up the damage of the ball spell and the duration of the double resist (and reduce the recharge time) to make them slightly more attractive. There are lots of possibilities.
__________________
"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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#9 |
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,309
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Welcome back Timo, haven't seen you in a while.
MoD +2 attacks is very rare. It will also be significantly rarer in 3.4 and it was in 3.1-3.3, as there was a general drop in the availability of egos and artifacts. I think leaving uber-weapons in, provided that they are rare enough is ok. That being said, Magnate is right that there are a lot of options for branding rings. For example, if we could separate out inventory damage to player damage, then rings could provide for inventory protection. That could immediately make them useful as swap items. Even now, there is significant usefulness to having access to a cold or fire ball spell that can do around 100 damage. That's usually enough to kill a vampire (weak to fire) or scare away a 4 or 5 headed hydra (weak to ice, and one of the most annoying monsters in the mid-game). That in itself has some utility that we shouldn't discard, although it doesn't really make the rings worth it. =lightning and =acid have very little use. =acid would be useful if it could protect inventory, and =lightning maybe should have damage boost. In general lightning lags way behind other elements in damage, probably because few monsters resist it. I don't know what the best solution is, but there are a lot of options for v4 or 3.5 or beyond. There probably won't be any changes in 3.4, they're going to have to remain as "'is it =speed?' disappointments" for now. |
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#10 | |||
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,732
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Anyway thing is almost as bad with BoC and SoS of extra attacks +2 too. 5d8 vs 6d5 vs 8d3 = 22.5 vs 18 vs 16. Quote:
Also immunities are still quite easy to get even without rings: Ulmo, Tuor or Thorin for acid, Turmil or Eonwe for cold, Azaghal, Firestar or Eol (Gothmog, Deathwreaker) for fire, Stormwalker or Taratol (Razorback) for elec. With swaps when you need immunity you can use any of those just as well as you could use ring slot, difference is just that with ring you could keep using your main weapon which is usually something quite a lot stronger than for example Turmil. Brands OTOH are not available at all outside of weapons, except with those elemental rings, which makes that a lot bigger change. |
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