Search found 235 matches

Wednesday, 20th May 2020, 20:24

Forum: Dungeon Crawling Advice

Topic: What are the actually effects of +str on damage?

Replies: 22

Views: 11799

Re: What are the actually effects of +str on damage?

You can sort of estimate it by trying to figure a ratio of riposte to non-riposte attacks from your observations; perhaps it's 1:10, in which case the riposte chance (and hence the fencer's gloves) represents about 10% extra post-AC damage. That's estimating really roughly though. fwiw: that's actu...

Tuesday, 19th May 2020, 22:06

Forum: Game Design Discussion

Topic: sword of power's *base* damage should scale with HP

Replies: 7

Views: 2934

Re: sword of power's *base* damage should scale with HP

You don't have to train long blades to 26 to use the sword of power. I'm guessing you mean 24, which is what you need to get triple swords to mindelay? Sure, but so what? These numbers are for 270 hp, which you normally only hit at really high XLs--high enough for getting long blades to 24 not to b...

Tuesday, 19th May 2020, 21:02

Forum: Game Design Discussion

Topic: sword of power's *base* damage should scale with HP

Replies: 7

Views: 2934

Re: sword of power's *base* damage should scale with HP

I think it's statistically somewhat better than most players think (been a while since I've fsimmed it though), but at best it's a kind of boring item that you always carry a swap for. It's not fsim, but a dice simulator programmed with the learndb formulas suggests that (true to the wiki) it's ind...

Tuesday, 19th May 2020, 17:26

Forum: Game Design Discussion

Topic: sword of power's *base* damage should scale with HP

Replies: 7

Views: 2934

sword of power's *base* damage should scale with HP

It's generally recognized that the Sword of Power lacks a niche. The weapon's HP scaling makes it mainly useful to high XL-characters, but these characters will usually have access to, and be better served by, comparably effective weapons that do not risk becoming much worse in emergencies. Given th...

Friday, 21st December 2018, 13:18

Forum: Game Design Discussion

Topic: Felids should be able to wear hats

Replies: 4

Views: 2011

Re: Felids should be able to wear hats

Worth it for the Seuss connection alone. Felid warper with a box of beasts?

Saturday, 22nd September 2018, 17:21

Forum: Game Design Discussion

Topic: Kobolds are just worse deep elves

Replies: 47

Views: 17457

Re: Kobolds are just worse deep elves

What if kobolds got claws or a bite attack?

Saturday, 28th July 2018, 21:18

Forum: Game Design Discussion

Topic: Introduce Fatigue

Replies: 8

Views: 3082

Re: Introduce Fatigue

tbh I think it might be kind of cool to see the opposite system, where melee gets better the longer you stand still and keep whacking. ("man, I'm starting to take heavy fire from these deep elves and should probably retreat back to that corridor. but I've spend the last ten turns attacking and ...

Saturday, 21st April 2018, 18:02

Forum: Dungeon Crawling Advice

Topic: Is there any reason to choose Long Blades?

Replies: 29

Views: 9347

Re: Is there any reason to choose Long Blades?

Fencer's gloves increase riposte chance to 66% when used with a longblade, but they also let you riposte with a non-longblade weapon so there's not any incentive to switch weapon types. in fact, if anything fencer's gloves are incentive to switch to axes. cleave and riposte is about as strong a com...

Tuesday, 24th October 2017, 14:22

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 468498

Re: [proclick] new fork, hellcrawl

looks great all around, but I especially love the Ds mutation changes.

Sunday, 22nd October 2017, 21:34

Forum: Dungeon Crawling Advice

Topic: Should I...

Replies: 10

Views: 3109

Re: Should I...

While strategically going for the trove is probably not a great idea, +2 gold dragon scales are not that hard to replace, and troves are fun. I say do it.

Wednesday, 11th October 2017, 16:17

Forum: Game Design Discussion

Topic: Kryia's mail coat

Replies: 9

Views: 3504

Re: Kryia's mail coat

We already have a body armor that gives a big bonus to healing but has poor AC in that spirit, here's a proposal: remove Kyria's mail coat, and replace the robe of vines's NoDeviceHeal with Kyria's DeviceHeal*2. (Thus, the robe of vines has no drawbacks, apart from the very significant drawback of ...

Thursday, 28th September 2017, 22:14

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 104983

Re: Bultungin/Gnoll Feedback

Things I see from running this build so far -- 3) Transmuter looks good because you're automatically picking up the requisite skills in Poison, Ice, etc that support alternate forms. yeah, my prediction is that Transmutation and its supporting skills (unarmed, etc.) might need to be among those wit...

Tuesday, 26th September 2017, 15:25

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 104983

Re: Bultungin/Gnoll Feedback

The version of gnolls in hellcrawl now is kobolds (which had previously been a variation on the "cyno" concept), which have this issue of gravitating toward mid-10s mindelay weapons anyway. This and the existence of oka blunts the weapon selection issue you raise. Being small really seems...

Tuesday, 26th September 2017, 06:29

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 104983

Re: Bultungin/Gnoll Feedback

I just hacked up a version of hellcrawl with kobolds that have the gnoll skill system I described upthread. I don't see how this avoids the problem with other low-skill-maximum proposals: it doesn't encourage gnolls to generalize or improvise, it forces them into a very specific hybrid playstyle (f...

Saturday, 23rd September 2017, 18:21

Forum: Dungeon Crawling Advice

Topic: Opinions? Amror or Fighting? I have min delay on my weapon.

Replies: 6

Views: 2384

Re: Opinions? Amror or Fighting? I have min delay on my weap

Right now your gargoyle is pure iron, black and hard and strong, yes, but brittle, the way iron gets. He'll break before he bends. To address this, train fighting to 10 or so. It'll do a lot for your melee damage as well as your survivability. Since most of your AC comes from flat bonuses rather tha...

Tuesday, 19th September 2017, 15:41

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 468498

Re: [proclick] new fork, hellcrawl

Is it possible to make those shops like spell books i.e. you always have access to them? I would suggest, rather than constantly-available shops or "order forms", adding a short intermission hallway between floors that has a bazaar with access to every shop previously found in the game. M...

Saturday, 16th September 2017, 19:39

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 104983

Re: Bultungin/Gnoll Feedback

Shtopit wrote:How do you limit that, though? (If it should be limited).

It could cause draining, as in Floodkiller's proposal. Not sure it would have to be limited, though, especially if you lose a bit of XP in the transfer.

Saturday, 16th September 2017, 14:34

Forum: Game Design Discussion

Topic: Bultungin/Gnoll Feedback

Replies: 223

Views: 104983

Re: Bultungin/Gnoll Feedback

Has anyone considered just giving gnolls Transfer Knowledge as a racial ability, and removing Ashenzari? This would certainly enable gnolls to adapt and improvise the way people want them to, and do it by way of tested and familiar mechanisms. Plus, Ash has never really had that strong a niche, and ...

Thursday, 14th September 2017, 14:29

Forum: Crazy Yiuf's Corner

Topic: Remove Throwing, Leave Evo?

Replies: 8

Views: 2799

Re: Remove Throwing, Leave Evo?

Curare is the only part of throwing which I find really makes a difference, and could survive as an ammo brand for all lanchers superseding the launcher ego. or in any number of other ways, when you think about it. You could just turn them into darts a la Hellcrawl and use substitute another skill ...

Sunday, 27th August 2017, 21:31

Forum: Game Design Discussion

Topic: "Gourmand -> "Sustenance

Replies: 13

Views: 4814

Re: "Gourmand -> "Sustenance

I'll argue the opposite: " of sustenance seems like a wedge that might lead to Crawl adopting total foodlessness. Yeah, this strikes me at least as likely as the alternatives. In any case, it also strikes me as more likely that the devs can be convinced to replace "gourmand with "sus...

Sunday, 27th August 2017, 12:31

Forum: Crazy Yiuf's Corner

Topic: "Gourmand -> " of Energy

Replies: 4

Views: 2026

Re: "Gourmand -> " of Energy

Or have them just remove hunger entirely; so as not to threadjack I made a post of my own about this.

Sunday, 27th August 2017, 12:23

Forum: Game Design Discussion

Topic: "Gourmand -> "Sustenance

Replies: 13

Views: 4814

"Gourmand -> "Sustenance

Amulets of the gourmand should be replaced with amulets of sustenance, which eliminate all hunger when worn.* Justification : Except for a few edge cases which don't matter and/or could easily be handled individually, these would have identical effects to amulets of the gourmand in practice except f...

Friday, 18th August 2017, 18:00

Forum: Game Design Discussion

Topic: Remove Dexterity

Replies: 65

Views: 23032

Re: Remove Dexterity

Is Dex weak, or does it just have steeply diminishing returns? The advice I'd always internalized was "raise Dex to 20, then forget about it." Up until around that point, I took Dex to make a nontrivial difference to the EV provided by Dodging and to the effectiveness of light armor. But I...

Saturday, 22nd July 2017, 20:39

Forum: Crazy Yiuf's Corner

Topic: Spellcasting speed effects

Replies: 17

Views: 4887

Re: Spellcasting speed effects

Without the aut principle, the whole weapon system would have to be re-arranged. All of a sudden the choice between a hand-axe and an executioner's axe would become a no-brainer throughout the game. Yes to the first sentence, but no the second. You could instead impose massive accuracy and damage p...

Tuesday, 11th July 2017, 21:06

Forum: Game Design Discussion

Topic: Bias Ds mut gain towards gaining levels in existing facets.

Replies: 7

Views: 3287

Re: Bias Ds mut gain towards gaining levels in existing face

PowerOfKaishin wrote:That's a good point. But by that logic, we should also get rid of Darkness.

Actually, considering that darkness is super boring, that sounds like a great plan.

really? it's one of my favorite Ds muts! Better stealth, less distance to melee, more surprises!

Monday, 10th July 2017, 15:12

Forum: Game Design Discussion

Topic: remove hunger cost for wielding Vampire's Tooth

Replies: 2

Views: 1312

remove hunger cost for wielding Vampire's Tooth

As we've been reminded lately, Vampire's Tooth is useless. Since it's bad for unrandarts to be useless, I suggest a change: unlike other vampiric weapons, the Vampire's Tooth should not cost hunger to wield, making it freely swappable with other weapons. This would let characters quickly switch to t...

Monday, 10th July 2017, 15:02

Forum: Game Design Discussion

Topic: Unrand 'helmet': The Diamond Vampire Grill

Replies: 3

Views: 1896

Re: Unrand 'helmet': The Diamond Vampire Grill

Mechanics: give up helmet slot and take a wizardry penalty for fangs 3 and vampiric bite [...] Rationale : similar to Mask of the Dragon in that you sacrifice some AC (plus other helmet enchantments or resistances) for a sweet branded aux attack. The wiz penalty is a combination of flavour and an a...

Thursday, 6th July 2017, 19:23

Forum: Crazy Yiuf's Corner

Topic: rename/reflavor demigods to something awesomer

Replies: 32

Views: 12211

Re: rename/reflavor demigods to something awesomer

People just want more gimmicky crap like how about a species of playable squirrels? or a humanoid swarm of insects? or an ostrich? Maybe, but the advantage of renaming demigods is that it refocuses the question. If demigods are changed to golems, people would still be free to propose adding demigod...

Wednesday, 5th July 2017, 03:16

Forum: Crazy Yiuf's Corner

Topic: rename/reflavor demigods to something awesomer

Replies: 32

Views: 12211

Re: rename/reflavor demigods to something awesomer

I like golems too (better than future-humans, fwiw). thanks for writing it up!

Wednesday, 5th July 2017, 00:46

Forum: Crazy Yiuf's Corner

Topic: rename/reflavor demigods to something awesomer

Replies: 32

Views: 12211

Re: rename/reflavor demigods to something awesomer

idk about tying demigods, titans, etc. to actual mythologies too closely. this probably has to do with my having lost what little avant garde cred I once had now that I'm in my thirties, but frankly these days my main cultural reference points for demigods and titans are this and this , respectively.

Tuesday, 4th July 2017, 20:30

Forum: Crazy Yiuf's Corner

Topic: rename/reflavor demigods to something awesomer

Replies: 32

Views: 12211

rename/reflavor demigods to something awesomer

Demigods have a legitimate gameplay niche, but obviously their lack of special powers is so confusing and/or annoying to people that threads requesting that special powers be added to them keep cropping up. In my view, this is evidence of a misalignment between flavor and mechanics; if demigods can ...

Tuesday, 4th July 2017, 19:47

Forum: Crazy Yiuf's Corner

Topic: Remove these

Replies: 16

Views: 4261

Re: Remove these

Randarts exist more as an oddity or a psychological carrot, not something that adds meaningful depth. Honestly, I can't think of a single computer RPG in the history of the medium whose appeal was both (a) designed to support an indefinite number of playthroughs (and hence didn't mainly consist in ...

Sunday, 25th June 2017, 16:49

Forum: YASD! YAVP! and characters in progress too

Topic: CiP: BaBe^Trog, found strange Hat

Replies: 7

Views: 2176

Re: CiP: BaBe^Trog, found strange Hat

You can check the damage you do by using fsim . Crawl's damage formulae are too insane to give any short answer to the question of "is +9 str enough to compensate for -6 slay?" without doing simulations. that's a little strong. because base weapon damage, Str, and skill all stack multipli...

Sunday, 18th June 2017, 18:42

Forum: Game Design Discussion

Topic: rename porcupine, spiny frog

Replies: 14

Views: 4980

rename porcupine, spiny frog

Both names are very misleading, in a part of the game when not having misleading names is especially important. Specifically: --) When a monster based on a real-life animal is proportionately much more dangerous than the actual animal, the monster's name should indicate this. Increasingly, monster n...

Thursday, 15th June 2017, 19:14

Forum: Crazy Yiuf's Corner

Topic: Hey guys, Tapatalk sucks

Replies: 22

Views: 6391

Re: Hey guys, Tapatalk sucks

ZipZipskins wrote:I think you're missing 5) I like to look at the forums on my lunch break at work and when waiting in line for things when I don't have access to my computer and 6) I'm fucking around

Sent from my SM-N920T using Tapatalk
same conclusion my friend

Thursday, 15th June 2017, 18:27

Forum: Crazy Yiuf's Corner

Topic: Hey guys, Tapatalk sucks

Replies: 22

Views: 6391

Re: Hey guys, Tapatalk sucks

so afaict there are four possibilities: (1) you also have a regular computer (2) you don't have a regular computer, and only play Crawl on your Android smartphone (3) you don't actually play Crawl at all (4) you're lying BUT: --) if (1): either you can just use your computer, or you are some kind of...

Saturday, 10th June 2017, 16:15

Forum: Crazy Yiuf's Corner

Topic: [proclick] new fork, hellcrawl

Replies: 891

Views: 468498

Re: [proclick] new fork, hellcrawl

There's a pretty good argument for merging tengu with deep elf and removing gargoyle, in my opinion. dream option, will never happen because the devs hate fun*: 1. merge tengu into deep elf 2. to replace tengu aux attacks, deep elf players get to dual wield** ----- [*] by "hate fun" I mea...

Wednesday, 7th June 2017, 21:22

Forum: Crazy Yiuf's Corner

Topic: fighting/spellcasting only advance via crosstraining

Replies: 12

Views: 4367

Re: fighting/spellcasting only advance via crosstraining

okay, one more note: effectively, my proposal means that the player is always forced to allocate 30% (really, 2/7) of the total XP they spend on non-magic and magic skills to Fighting and Spellcasting, respectively. To the extent that it is ever a good idea to allocate more or less than that, this p...

Wednesday, 7th June 2017, 16:27

Forum: Crazy Yiuf's Corner

Topic: fighting/spellcasting only advance via crosstraining

Replies: 12

Views: 4367

Re: fighting/spellcasting only advance via crosstraining

It seems to me that this would either mean a significant boost to low-magic char hp or a significant penalty to high-magic char hp, neither of which seems like a good outcome without a lot of other rebalancing. Fair enough. Still, some concrete numbers might help (all this is from the wiki and this...

Tuesday, 6th June 2017, 16:03

Forum: Crazy Yiuf's Corner

Topic: fighting/spellcasting only advance via crosstraining

Replies: 12

Views: 4367

fighting/spellcasting only advance via crosstraining

(inspired by the remove fighting skill thread) I don't think the Fighting skill should be removed, since I don't think there's a way to remove it without messing up the game's math in a way that would be more trouble than it's worth. However, I also don't like how it's currently implemented, since a...

Monday, 29th May 2017, 14:00

Forum: Dungeon Crawling Advice

Topic: Scythe of Curses or RandArt Glaive?

Replies: 7

Views: 2607

Re: Scythe of Curses or RandArt Glaive?

nago wrote:Ask yourself if you want to play another game with a good elec glaive or being the fucking reaper

nm totally listen to nago

Monday, 29th May 2017, 00:11

Forum: Dungeon Crawling Advice

Topic: Scythe of Curses or RandArt Glaive?

Replies: 7

Views: 2607

Re: Scythe of Curses or RandArt Glaive?

The glaive, no question. The scythe could only come close at Polearms 26, by which point Oka will probably have given you a bardiche (for which you should definitely save your enchant weapon scrolls).

Tuesday, 23rd May 2017, 13:24

Forum: Game Design Discussion

Topic: Riposte: the post

Replies: 56

Views: 26428

Re: Riposte: the post

further considerations in favor of riposte where you get hit: --) riposte where you get hit but don't take damage due to AC: https://youtu.be/WRYM6B7CTs8?t=42s --) riposte where you get hit and totally take damage but whatever: https://youtu.be/doSjHWwHkvI?t=2m28s eta: #2 is basically me vs. my char...

Wednesday, 17th May 2017, 22:33

Forum: Crazy Yiuf's Corner

Topic: Fast Food Opinions

Replies: 42

Views: 17288

Re: Fast Food Opinions

Outside of California or other fictional locales it's tough to beat Cook-Out.

Tuesday, 16th May 2017, 17:02

Forum: Crazy Yiuf's Corner

Topic: Minor god powers for demigods

Replies: 22

Views: 6894

Re: Minor god powers for demigods

You know, all these threads could be put to rest if demigods were renamed and reflavored to something that didn't scream "this race should have supernatural powers."

Tuesday, 16th May 2017, 13:37

Forum: Game Design Discussion

Topic: Riposte: the post

Replies: 56

Views: 26428

Re: Riposte: the post

Dumb rework idea: allow riposte to proc on attacks even if they don't miss. I'm surprised there hasn't been more discussion of this idea, which has the following very strong considerations going for it: --) it's continuous with an existing, well-established mechanic (the minotaur headbutt) --) it's...

Tuesday, 16th May 2017, 12:34

Forum: Game Design Discussion

Topic: make riposte chance depend on armour encumbrance

Replies: 7

Views: 2680

Re: make riposte chance depend on armour encumbrance

Thanks; I thought so too, but as duvessa implies it would make for a lot of really annoying and opaque calculations in practice. (Suppose you're wearing ring mail but find some nice randart chain. If you switched to it, how much offense would you be giving up? If the chain happened to have slaying, ...

Tuesday, 16th May 2017, 10:58

Forum: Game Design Discussion

Topic: make riposte chance depend on armour encumbrance

Replies: 7

Views: 2680

Re: make riposte chance depend on armour encumbrance

Alas, that wasn't the proposal (though maybe it should've been?). Rather, the proposal was to limit ripostes to misses as normal, but replace the current 1-in-3 chance to riposte on a miss with a chance that started at 50% with robes/leather but decreased as your armor got heavier.

Monday, 15th May 2017, 23:07

Forum: Game Design Discussion

Topic: make riposte chance depend on armour encumbrance

Replies: 7

Views: 2680

Re: make riposte chance depend on armour encumbrance

eh, fair enough. obvs the hope was to make it a more obvious choice, but I now realize the more variables would have the opposite effect in practice.

Monday, 15th May 2017, 21:35

Forum: Game Design Discussion

Topic: Riposte: the post

Replies: 56

Views: 26428

Re: Riposte: the post

Yeah, the more I think about it, the more I think just giving long blades stabbing is the way to go. (I wouldn't go full hellcrawl and just make rapiers the worst long blades though.)
Next

Return to advanced search

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.