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BTW FAangband have special remove_contradictory () function to avoid such stuff.
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the Steel Helm of Carfin [9,+16]: Cannot be harmed by acid, electricity, fire, cold
Havent had any of these before. |
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I wonder how much value the generator gives AC. Its probably impossible to get right, because the value of AC changes during the game, and similarly, of weight. Maybe assigning weight a negative value would be a good idea. This helmet was junk for me when I found it: early in the game and already at speed -1 from weight, I wasnt going to add more load for a bit of AC. If it had been a leather cap +16, I might have equipped it till something better turned up (like a hat of infravision). For the lategame weight is all but irrelevant (you go from speed 23 to 22 or so, who cares), but a small negative value adjustment shouldnt break the system there. Another option is to assign AC a value of zero. As long as the distribution of AC for the artifacts remains the same, youll end up with between 200 and 300 AC for the end kit anyway and the difference between the 2 is negligable. |
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One could also require "at least 2 properties for each artifact"; I wonder if it would still be possible to get an AC only helm with extra weight or so. |
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BTW we need mithril helmets. Guards of the Citadel in Denethors court had those, so they should be rather common item (or at least possible base item meaning rarer than shallow helmets items, but more common than egos later). Helmets are now: Hard Leather Cap Metal Cap Iron Helm and Steel Helm None of those ignore elements (acid). (+ four crowns with base 0 AC) |
Yeah, the Glaive of pain only has lots and lots of damage, but higher damage dice count for a lot, and honestly, +30 is insane. Damage is useful, unlike AC, which is not useful for much. It is handy against mobs of monsters with attacks that do HP damage, as opposed to inventory damage or character damage. Actually, the subsection of those monsters you fight hand-to-hand.
For an objects AC to be interesting, it would have to give at least 50 more AC than I would reasonably expect, since the Glaive has about 10 or so more damage than I would reasonably expect on an artifact. If the helm gave 60-80 AC or so, it would be an interesting object. I agree about mithril helms, feels fairly natural. I can't think of anything else that is mentioned to be mithril, but gauntlets would qualify, too. |
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I think the root problem here is that randart calc values AC way too high. 9+16 is next to nothing, it's immediate junk unless it is dlvl1 item with rarity "found always", and even then it was in item that is heavy so I would probably still not use it. +10 AC less with FF should be about ten times more valuable at those shallow levels that +16AC could have some value. In randart generation anything less than +20 AC (as bonus, not whole) should count nothing at all. |
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Actually, there's a point -- how are "bad" standarts handled by the randart generator? It should try to make an equivalent "bad" randart, not just a randart with equivalent total power. In other words, when evaluating standarts, the power of both the benefits of the item, and the penalties on it, should both be determined; then the randart should try for equal power on both. So e.g. Beruthiel might have a positive power of 50 and a negative power of 75; I wouldn't be surprised if currently the game tries to make a randart with power -25, when it should try to make a randart with positive power 50 and negative power -75 (with some variance of course). |
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Weakest "good" artifact I can think of is Thorongil, but even that is quite a lot better than steel helmet with mediocre bonus to AC. |
I checked the helm, it was based on one of the paur gauntlets.
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Anyway, yes, there's always been a problem with weak randarts, because there's often no room for interesting abilities after choosing the base item and initial plusses. There's also a separate problem with "bad" randarts because there are so few acceptable "bad" mods in the game. The generator originally used Derakon's approach of +25 and -50 (or thereabouts), but everything ended up aggravating and being junk. Maybe that doesn't matter - but if you want more interesting bad randarts, we need more interesting bad mods. It would definitely be possible to solve the first problem and start the generation of a weak randart with an 'interesting' ability and then find a suitable base item. Btw, the generator doesn't over-value AC per se, it calculates AC per unit weight and values that. You may still think some AC values end up too high. |
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I think that giving weapons more realistic weights (around 2lbs) would mitigate the armor-weight issue. (For the record, no, I dont mind zero value randarts at all, I am very happy with them as is, but yes, I am still in the wrong thread.) |
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Maybe the code over-generalizes things in this case. AC has pretty much fixed value regardless of the item it is found and it should not count anything less than +15 as any value, because you can enchant item with spells and scrolls to that point. |
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Realistically, an early piece of armor that does nothing except boost your AC by 20-30 is still going to make a difference. It's hard to quantify, sure, but that doesn't make it worthless. Of course it will be obsoleted as soon as you find a hat that does something more important, but it still has its window of usefulness. In other words, you're being overly reductionist. |
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That is unless this has been changed in 3.5. Haven't played mage-types yet in 3.5. |
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1. When is it ok to have a malus on an otherwise good randart? Splattering them everywhere will soon pall. 2. How much of a malus is acceptable? -2 STR on an uber-randart would be easily tolerable, but you can imagine it making weak randarts instant junk. 3. How many tries are we going to allow? Adding maluses to the main generator (note that 'bad' randarts use a completely separate function) would exponentially increase the generation time, which is already noticeable on modern systems (especially if the whole set fails the minima test). I'm not against it by any means, but you can see why even minor gimping never made it to the top of my to-do list. (@Timo: AC per unit weight has a maximum value, and anything with zero weight is automatically allocated that value. It's not terribly large, in the greater scheme of things - something like +10 damage or so. And no, the generator does not attempt to adjust for any other equipment or spell the finder might have - as I have said consistently, that way lies madness.) |
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I have suggested exactly that for AC evaluation - its simple and fits the current situation with AC being a) thrown at you anyway and b) being rather meaningless. Increasing the base AC of armors, while going in the right direction, hasnt changed the greater picture. I am still dreaming of Angband where AC matters, but to achieve that, the task isnt so much "make AC more useful", its rather "crush anyone (engaging in melee combat) without sufficient AC". Diablo I is a game where AC is vital; Diablo II is more like Angband in that regard. |
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So its something like 75AC/lb (probably less). |
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It's interesting that people *still* think that AC is useless. Back in 3.1.x I lengthened the scale and recalibrated the values to try and address this - there is now a material difference in the damage taken between AC 0 and 50, or 100 and 150 - but clearly it still isn't enough. Personally I don't think much more is possible until the combat system is changed fundamentally (like in v4/Pyrel, for example), but interested in other views. In a new thread, perhaps ;-) |
What's the difference between AC in poscheng and AC in vanilla? You die and you die in poscheng unless you have big AC or can avoid meleeing things.
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Also malus and bonus in AC are quite a different values. -75AC would be very nasty, while +75 doesn't make much difference, because it's just fractional improvement over your other equipment. If you have 5 * 25 AC (average) then that one having +75 instead of another +25 is just 200/150 = 33% improvement. And +75 is huge bonus. OTOH in that same scenario -75 would be same as 125-75/150 = 66% drop in AC. |
Just found the Whip of Galdor off Azog, king of the Uruk-Hai, dlvl 35.
The stuff I know it has: 4 INT, tunneling, no other immediate things 1d3 dice, +5 +28(+28 to_dam is pretty high in the upper regions of standart stuff, at dlvl 35 on a whip it is hilarious) slay evil (as if it were necessary) Certainly remarkable, considering the Glaive of Painish damage bonus, and on a whip it will be beautiful all through statgain. EDIT: Of course, slay evil only adds ten damage, but it's fun. Total damage output is 180 against normal creatures on my gnome warrior. EDIT2: It was incredibly handy in killing Bolg :) |
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I prefer playing with randarts but in the current comp it's the standard set. But fortunately, ego items are finally almost as interesting as randarts. I mean, I've always wanted to find Doomcaller or Ringil but never did and now when I find Doomcaller I used it only once to kill a Wyrm just for the sake of it. Look at
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a) a Mace of Disruption (Holy Avenger) (5d8) (+14,+19) [+2] <+4> {!d!x!v @w1} Code:
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b) a Sling of Buckland (x4) (+21,+27) <+4, +2> {+2 SHOTS!} Code:
t) the Long Bow 'Belthronding' (x3) (+20,+22) <+3, +1> |
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the Two-Handed Great Flail 'Elron' (3d6) (-11,+3) [+1] |
Cursed ones arent that rare. They are just bad and noone bothers with them, but "good" ones that arent really any good are very uncommon.
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Ah, I didn't realize. Because I don't preserve my randarts from game to game, I usually generate and peruse artifact.spo after death/victory. I feel like my games generate cursed artifacts with no drawback beyond negative to-hit/dam/AC less often than plain "good" (but functionally merely magical) artifacts.
Edit: Also, I've noticed that most games randart sets contain at least one (and often two or more) "artifact" boots of speed that, aside from having a purple name, differ not at all from the ego boots. |
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Thats why those boots above get created: 12 speed (awesome), 12 stealth (big bonus on top), aggravating (malus without which they would break the limit and not get created at all). The best ones I have seen had something like +8 speed and +8 to a stat. I wonder what Deathwreaker created on boot base would look like (afaik, impossible to happen with current randart algorithm). |
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I believe Feanor has less power than Deathwreaker (but dont quote me on that); 12 speed and 12 stealth should be more valuable than what Feanor has, no ?
Last version I recall they had 15 speed and featherfall or somesuch. I know of no reason why Feanor boots couldnt get rolled as boots; I assume they can (and become 8 speed 8 stat in the process or so). |
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That said, it's usually just an extra +5 speed over what you'd be wearing otherwise, which is great, but not the kind of game-changer that Deathwreaker is. |
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That +5 to speed from body gear is actually quite big deal. It is usually enough to tip the scale to make new choices for rest of your gear. That is one of the reasons why +3 from Thalkettoth and +3 or +2 from few of the artifact cloaks and Trickery amulet also are big deals. They stack up freeing up a ring slot, and that is why even small speed boosts outside rings are big deal. |
I wonder what the blows formula used to be; "too heavy for full blows" these days translates to "only the warrior wont get his last blow, everyone else is fine even without maxed str/dex".
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Notice anything these have in common?
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the Set of Gauntlets 'Uturumet' [3,+14] <+2> |
Been there done that :P
Its fun, and none of these are based on a super-rare like Feanor. This is when other artifacts with ~10 speed become interesting; body-armour or shield. Also, is there a good weapon that beats a MoD of slay evil ? (with 6 off-weapon attacks, another +2 from weapon isnt best option, rather take the slay). |
Not sure about the weapons -- there isn't anything that stands out particularly, but there a few weapons with big +to-dam.
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Holy Avenger MoD would be good, plus it's possible your randart set has an item with "causes your attacks to slay XYZ" or "brands your melee attacks with XYZ," which would be worth stacking with your extra blows.
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Random thought that I don't know where to put: Maybe instead of the power of a randart being how much stuff is on it, it should be how much BETTER it is than the typical ego you would have put in that slot otherwise (so for example artifact boots with +10 speed will have a very low power level, due to +10 boots of speed, but artifact hat with +10 speed would be comparatively very valuable)
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With fractional blows IIRC even warrior gets max blows with MoD. Unless that has been revised somewhat DEX affect to blow calcs doesn't stop in 18/150 like it used to be. |
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If MoD is too heavy for maxblows, imo it should give the same percentage of attacks at the same stat breaks for everyone (modulo rounding deviations of course). 5,2/6 =~ 87% =~ 4,3/5 ~= 3,5/4 If warriors get 5,2 with stats at cap, then paladins should get 4,3 and mages 3,5, and only at maxed str/dex. |
j) the Metal Cap of Rainwe [3,+16] <+3, +1>
Found lying on the floor at 900 feet (level 18). +3 strength, intelligence. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom. Prevents paralysis. Radius 1 light. my first randart ever. i thought that randarts were generated at dlvl30 below. this was found in the same kind of room you would see at dlvl1.:confused: |
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/* Artifact "rarity roll" */ Anyway it looks like for the One at dlvl 1 it would be 1/495 * 1/198 * 1/100 = teeny weeny bit less than 1/million. And that's *after* game has already chosen to create The One if I understand that correctly. From that code I learned that artifact have strict max depth. That means that several things stop being generated at very deep levels, some of them surprisingly early. Like Forasgil which max depth is 50 (2500'). |
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If that is something like 1-100 +1 (IE. 2-101)then it's 1/100 chance and anything with rarity 1 are guaranteed to pass (which actually makes sense, Grond has rarity 1). Don't know what that randint1 actually does. |
Oh, good catch. That is strange.
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Seems correct to me: randint1(100) = 1d100, so if 1-100 > 1 (allocation for rarest items), which happens 99 times out of 100, the item is not generated.
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Or does that "continue" mean that it fails, which means I have understood this wrong way around? [edit]... can't be like that. It clearly makes comparison to 1d100 > alloc_prob which will never be true. Unless alloc_prob is calculated somewhere else so that it reverses the value of artifact.txt. [edit edit] Code:
/* Enforce maximum depth (strictly) */ [edit, edit, edit] This makes less and less sense to me. God, I need coffee. if item max depth is 50 and depth is 51 continue (meaning stop creation). Makes sense. if 1d100 is greater than artifact rarity 100 continue (never, so create always). Doesn't make sense. You are right, it should be small number, not high. But in artifact.txt that's other way around. |
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N:13:'The One Ring' |
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# 'W' is for extra information. Depth and rarity are not currently used, Which btw reminds me conversation with Magnate. I think this should go other way around, most common item should have lowest number and rarest arbitrary high number. Maybe something like Code:
/* Artifact "rarity roll" */ |
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I don't think I understand the need to have rare items have a high number though; alloc_proc seems equally if not more intuitive to me (number of occurrences on the number line). I also don't understand why people won't let this bloody thread die. Ho hum. Perhaps pav could lock it :-) |
"Night of the living thread"
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Nooooo dont you lock my favourite thread. I love what Magnate has done to the randarts and all, but regardless, swinging the thread-close hammer when the topic is unpleasant isnt fair! Dont go there!
Of course I mostly hope to see awesome randarts posted here. |
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...is anyone else on the forums using the threaded view? |
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I don't see how this is intuitive: "how rare is the thing? One." One what? You need to know the source to understand the limit. If you have it other way around IE one time in <rarity> then that's very intuitive to use to me. |
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There's a large pool of items, and they all have different rarities relative to each other. Then the game picks from that pool. You don't really need to understand the source, but you do need to know what the total size of the pool is (i.e. the summation of all rarity values). If there's only 1 droppable item, then it doesn't matter what its rarity is; it'll drop every time. If there's 2 droppable items, one has a rarity of 99, the other has a rarity of 1, then the latter will drop 1% of the time. Et cetera. |
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With reverse rarity setting you can do no-limit scenario. Now there are limits. 100 is too small. 1000 is too small. One million....perhaps, but rarest item should not be insane just extremely powerful. |
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I had a "bump" message written out earlier but deleted the text and replaced it with "night of the living thread."
Ahem. Bump. Also, I am working on generating a set of randarts that has a lategame kit giving at least 6 extra blows. If I can get 2 of the rings, the weapon, and the armor to do it, I'll be a happy man. And I'm pretty sure I remember generating a +blows light source one time. If/when I ever find what I'm looking for without cheating (beyond looking at artifact.spo), I'll post the savefile or something. |
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Yup, I remember. I've gotten +4 blows many times, and I've seen another's character dump with +6. I would really prefer not to take the ultra-cheesy hand-editing route.
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It's not that great -- I've pretty much stopped playing that priest character. I haven't found the second +2 attack speed ring, but as it turns out, chasing that "impossible" gear may not the most fun gameplay one can have. Go figure. Of course, YMMV, there are still people who play Alchemists in ToME 2.x, so... :). I may still play the character to the end, but the thing is that you actually don't need +N attacks to win, so why bother? |
Best bow I've ever seen...
the Long Bow 'Faladroth' (x5) (+25,+20) <+2> -------------------------------------------- +2 strength, dexterity, shooting speed, shooting power. +10% to searching. Slays undead. Provides immunity to acid. Provides resistance to lightning, cold, poison, disenchantment. Provides protection from blindness. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Feather Falling. Speeds regeneration. ...or rather, not actually seen. Needless to say, I'm keeping randarts after the untimely demise of my Half-Troll rogue. |
Clearly that +10% to to searching is what pushes it over the edge.
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Hobbit, Gnome: sling Elves: bow Half elves: both bow and xbow (ha! finally a reason to play those) Everyone else: xbow |
I for one always dislike using slings, even very nice slings that I should like better, since their ammo is simply worse than arrows/bolts.
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The question for bows vs. crossbows is basically "Are you a Ranger?" Other classes don't really care. Crossbows and their ammo are a bit heavier than bows, and deal very slightly more damage (x4 on a Heavy Crossbow is quite nice, mind). Their ammo also breaks a bit less often. So once you get your STR up enough to stop worrying about weight limits, they're generally the superior choice...but then again, many players end up treating their launcher slot as a "stat stick" (i.e. equipping artifacts to that slot for their bonuses, not their effectiveness as weapons). |
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The hobbit-sling relationship I think stems from the passage where Tolkien describes them as quick to pick up stones and throw them with accuracy. If they are good with rocks, well, the step to giving them slings isnt a big one. Also they are small, and Tolkien never describes how exactly their bows are supposed to look like. I find it hard to imagine a bow of 80 cm length being very effective. Maybe if it was a recurve, but that doesnt fit well with the more rustic Shire and Tolkien would surely have mentioned the fact had he envisioned the hobbits using recurves. Poisoned arrows also can be ruled out. Anyway, with slings of the Buckland in the game, hobbits are married to slings at least in Angband. *Edit: I should say everyone except rangers. |
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Wow, just found this pair of Cesti, and wow...
The Set of Cesti of Super Speed (+4,+16) [5,+18] (+3 to stealth) {SlSr;AcFiDkNtCaDi} +16 Damage, stealth, acid, fire, dark, Nether, Chaos, and disenchantment. Activates for Acid Bolt. The nicest i have ever seen. I just found them on my Spectral Wyrm in Poschengband, so i can't wear them, no hands :) |
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Nope, no speed. It seems randarts with speed or stealth in the name don't actually have those a lot of the time.
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Ring of Power
the Ring of Power of Anargoth (+4, +4) <+14>
+14 Intelligence, speed. Provides resistance to poison. When aimed, it drains up to 120 hit points from a target creature. I'm smert!! |
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How does the generator come up with that? I thought it kept the rings of power as is? But I've probably got that wrong, as usual!:confused: |
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Now 14 attacks would indeed be over the top, but 14 Int certainly isnt. Theres the small issue of stat caps, and unless you play a Htroll mage and find a ring of power before your int is maxed, chances are that impressive looking amount of int is just going to waste. |
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At first, I thought this had to be broken; but, then again, its not as broken as it seems. First, I already had 18/*** INT, as a mage, with other EQ bonuses. Adding 14 more does nothing, really. Second, the +14 speed is not entirely uncommon---I regularly find +11~12 speed rings. Haven't found anything above that yet, but +14 for a Ring of Power is not all that exceptional. Other than the RPoison attribute, there really isn't a whole lot to this ring of power, other than the abnormally high +14 value. If I came across a +16 or better speed ring, I might be tempted to swap. I would have rather had an Immunity or a broader spectrum of attributes than the two listed. :) |
Yeah, this is functionally a Ring of Speed plus a Ring of Resist Poison plus a Ring of Intelligence (plus some minor damage bonuses). It's nice, but not remotely broken. If you had these abilities on a different slot (even on the boots) then it'd be a different story.
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