Search found 1773 matches

Wednesday, 8th August 2018, 03:43

Forum: Game Design Discussion

Topic: Remove MP costs from god abilities

Replies: 45

Views: 11793

Remove MP costs from god abilities

God ability MP costs are almost irrelevant to any melee brute who is casting only utility spells and therefore has plenty of MP he's not using. The only thing that MP costs do is make the god unattractive to mages, because the god cannot be called on when the mage is in trouble at low MP. If god abi...

Wednesday, 8th August 2018, 03:34

Forum: Game Design Discussion

Topic: Vehumet needs something

Replies: 40

Views: 10558

Re: Vehumet needs something

basically I'm playing atheist for a bunch of levels when I compare it to other gods that would be useful for a blaster which don't require invocations, like Ru, Ash, Goz, etc. You complained about how Vehumet doesn't give you much at low piety? Well, Ash is just the same. In fact Ash is worse, sinc...

Tuesday, 7th August 2018, 20:45

Forum: Game Design Discussion

Topic: Vehumet needs something

Replies: 40

Views: 10558

Re: Vehumet needs something

Why is Vehumet everybody's #1 choice for blaster mages? He is! It's a total mystery why! I'll never tell you. . . . OK here it is. ⋅ He gives you spells of the kind blaster mages need. Having the right spell over not having it makes a huge difference. If you are a background like a wizard ...

Monday, 6th August 2018, 20:35

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

No, I move away many squares first because both the troll and the shrike are probably part of packs and it is better if the rest of the packs don't see me. Sure, but that shrike and the trolls already saw you, so once you've backed up a bit they're still after you. (and closer to you than before). ...

Monday, 6th August 2018, 19:14

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

The fact is, a melee character will spend much of the mid-late game, and certainly most of the dangerous situations, and most of the time when they have to kill a pack in an open area, fighting 2 or 3 monsters at once. Additionally even in the cases where they can fight them one at a time, they will...

Monday, 6th August 2018, 00:35

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

You are also a very safe player. Do you recall a recent game where you frequently were able to separate deep trolls in depths and fight them 1v1 in melee, as opposed to just killing them quickly? Let's check the tv.

Sunday, 5th August 2018, 23:18

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

<causative> !lg . recent /won <Sequell> 75/100 games for causative (recent): N=75/100 (75.00%) If you're talking advice, generally the thing to do with deep troll packs is just kill them quickly. They will dig to you, it's a losing battle to try to fight them with an ideal chokepoint because they w...

Sunday, 5th August 2018, 21:20

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

You keep imagining these ideal situations where everything is carefully controlled. You dismiss more dangerous situations as rare. Here is what you are missing: the dangerous situations where you are attacked by many enemies at once, are what kill players! The situations where you get to fight 1 at ...

Sunday, 5th August 2018, 20:20

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

To avoid blinking out. Or just teleport. Not that wise if you are capable of fighting the pack, you might land somewhere worse. You can trust me when I talk about safe tactics. I trust you. But if you are capable of fighting a whole pack at once, then surely they are very weak enemies, aren't they?...

Sunday, 5th August 2018, 19:25

Forum: Game Design Discussion

Topic: Can packs not get in each others' way?

Replies: 9

Views: 2952

Re: Can packs not get in each others' way?

I agree with Siegurt about the flood-fill problem. It would be better to just have the monsters in the pack move in increasing order of distance from the player. That way the monster in front moves, then the one behind him, etc. etc. This guarantees the front moves forward at the monster speed.

Sunday, 5th August 2018, 19:05

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

To avoid blinking out. Or just teleport. What is this in response to? If you got shafted? Not that wise if you are capable of fighting the pack, you might land somewhere worse. You can trust me when I talk about safe tactics. Stairdancing is the most strange here, since I use this tactic exactly to...

Sunday, 5th August 2018, 18:30

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

You already know that you can be shafted when you aren't a formicid. Why would you jump to formicid? The other cases I described were: stairdancing, fast monsters mixed in with the speed-10 ones, getting stuck out away from stairs for reasons other than being shafted (e.g. teleporting), open levels.

Sunday, 5th August 2018, 18:04

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

When you have to fight multiple ones at once for some reason a centaur pack is not much different than a yaktaur one.

What I was saying applied to speed-10 melee packs. You almost always have to fight many yaktaurs at a time. They are ranged.

Sunday, 5th August 2018, 17:21

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

It is just a fantasy that you will not fight more than one speed-10 enemy at a time. You will. If you have to stairdance, you will. If you are in the open without a killhole available, you will. If you got shafted or stuck away from stairs and the level is uncleared, you have to fight where you are ...

Sunday, 5th August 2018, 01:25

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

Deep trolls are just too weak for Depths Repeating this does not make it true. All monsters in Depths can be managed with minimal risk for most characters, if the player is sufficiently careful and knowledgeable about both the monster and safe tactics. This does not mean that all monsters in depths...

Saturday, 4th August 2018, 21:47

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

you can see this by how similar the profiles are of a two-headed ogres and deep troll Do you truly believe this? There's something you should always consider that makes deep trolls in depths far more dangerous than two headed ogres. It's this: two headed ogres don't normally get mighted, and less f...

Saturday, 4th August 2018, 19:07

Forum: Crazy Yiuf's Corner

Topic: Is tomb too difficult?

Replies: 27

Views: 9687

Re: Is tomb too difficult?

Do you have a log where you did tomb safely without any special utility spells?

Saturday, 4th August 2018, 19:02

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

As far as getting frequent kills goes, don't worry, anything they get replaced with will also frequently get kills. In fact, said replacement is basically guaranteed to get more kills than deep trolls did That would be a problem, considering deep troll packs are already the player-killingest pack i...

Saturday, 4th August 2018, 16:08

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

The consensus that deep trolls are dangerous can't be dismissed. Deep trolls edge out spriggan packs for the most deadly pack in depths, so they don't need to made more deadly. In addition, we don't want to lose deep troll packs by making shamans lone wandering monsters like everything else. There's...

Saturday, 4th August 2018, 08:26

Forum: Dungeon Crawling Advice

Topic: help

Replies: 9

Views: 3570

Re: help

Technically he might not be dead. An evil monster could come into view and TSO could heal him after he kills it. Unfortunately the archer is not evil. Also TSO can save his life a few times which could negate a few points of the poison - if he's only just barely lethally poisoned that might potentia...

Saturday, 4th August 2018, 05:17

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

Seems misleading to post raw monster kill statistics without accounting for the quantity of each type of monster generated. There are significantly more deep trolls than liches generated in depths in a typical game, for example. While true, the threat posed by a monster depends on both its quantity...

Saturday, 4th August 2018, 04:56

Forum: YASD! YAVP! and characters in progress too

Topic: Annoyed

Replies: 36

Views: 12144

Re: Annoyed

Does anything prevent Maurice from stealing your weapon? I also recall the Xom action, in fact I thought it switched your weapon with an enemy. Or there might have been two Xom actions, one that animated your weapon and one that switched it with the enemy. I used to carry around two weapons while wo...

Saturday, 4th August 2018, 04:51

Forum: Crazy Yiuf's Corner

Topic: Is tomb too difficult?

Replies: 27

Views: 9687

Is tomb too difficult?

My impression is that the new tomb with trapdoors requires specialty spells to do safely. It cannot be done safely with any typical brute that was prepared for the rest of extended. The brute has to learn specific spells, or do tomb unsafely. A character can safely do tomb if he can use controlled b...

Saturday, 4th August 2018, 04:32

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

And won. http://crawl.berotato.org/crawl/morgue/ ... 043126.txt

Tomb wasn't a problem with silence and controlled blink. I hate that there's a whole branch that depends on specialty spells to do safely, though.

Saturday, 4th August 2018, 01:27

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

Dungeon Crawl Stone Soup version 0.23-a0-29-g1be82e5 (webtiles) character file. Berder the Immaculate (Human Fighter) Turns: 94920, Time: 06:10:25 Health: 228/228 AC: 35 Str: 31 XL: 27 Magic: 49/49 EV: 21 Int: 16 God: Zin [*****.] Gold: 4596 SH: 33 Dex: 20 Spells: 22/40 levels left rFire + + . SeeI...

Saturday, 4th August 2018, 00:35

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

Dungeon Crawl Stone Soup version 0.23-a0-29-g1be82e5 (webtiles) character file. Berder the Bringer of Light (Human Fighter) Turns: 80202, Time: 05:21:05 Health: 226/226 AC: 38 Str: 31 XL: 27 Magic: 49/49 EV: 18 Int: 18 God: the Shining One [******] Gold: 7797 SH: 33 Dex: 20 Spells: 13/31 levels lef...

Saturday, 4th August 2018, 00:02

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

Dungeon Crawl Stone Soup version 0.23-a0-29-g1be82e5 (webtiles) character file. Berder the Bringer of Light (Human Fighter) Turns: 76566, Time: 04:52:15 Health: 224/224 AC: 37 Str: 31 XL: 27 Magic: 40/40 EV: 16 Int: 18 God: the Shining One [******] Gold: 7272 SH: 27 Dex: 16 Spells: 13/26 levels lef...

Saturday, 4th August 2018, 00:02

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

Having finished depths, crypt, slime, vaults:5 Dungeon Crawl Stone Soup version 0.23-a0-29-g1be82e5 (webtiles) character file. Berder the Bringer of Light (Human Fighter) Turns: 74046, Time: 04:38:15 Health: 224/224 AC: 37 Str: 31 XL: 27 Magic: 40/40 EV: 16 Int: 18 God: the Shining One [******] Gold...

Friday, 3rd August 2018, 23:24

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

Unfortunately, your formula says "HP", not "maxHP". You can consider each sequence of enemies you fight before you rest as a single fight. The question is then whether your CombatPower is high enough to kill them all. Your HP at the beginning of the fight against multiple enemie...

Friday, 3rd August 2018, 20:39

Forum: Game Design Discussion

Topic: Can we tone down the number of two-headed ogres

Replies: 90

Views: 33294

Re: Can we tone down the number of two-headed ogres

<causative> !lg * depths s=ckiller <Sequell> 22854 games for * (depths): 1452x a stone giant, 1059x a caustic shrike, 939x a frost giant, 888x a spriggan air mage, 802x a fire giant, 800x an ettin, 710x a deep troll, 661x a spark wasp, 620x a deep troll earth mage, 606x a very ugly thing, 507x a li...

Friday, 3rd August 2018, 20:28

Forum: YASD! YAVP! and characters in progress too

Topic: YAVP: DEFE^Veh (15 runes)

Replies: 16

Views: 4766

Re: CiP: DEFE^Veh looking for some tips for extended

You should learn Necromutation and train transmutations 100% to get it online ASAP (also can quaff brilliance/use wizardry). With Necromutation, Controlled Blink, and Firestorm, you should be fine. The important thing is, when you take a downstairs trapdoor, get to the upstairs ASAP (using controlle...

Friday, 3rd August 2018, 19:49

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

bel: CombatPower = (your HP) * (your AvEffDam) / ((enemy HP) * (enemy AvEffDam)) is the number of enemies you can kill on average before you die. If this number is above 1, you can on average kill the enemy. If the number is below 1 the enemy will on average kill you. If the number is N, you can on ...

Friday, 3rd August 2018, 15:20

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

Well, I don't recall how much EV I got before. However, I'll do a similar test for the slightly higher level character. It's 4 EV now (although my stats are slightly higher now). Finished Elf, at last got a ring of rF+: Dungeon Crawl Stone Soup version 0.23-a0-29-g1be82e5 (webtiles) character file. ...

Friday, 3rd August 2018, 14:25

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

Dungeon Crawl Stone Soup version 0.23-a0-29-g1be82e5 (webtiles) character file. Berder the Bringer of Light (Human Fighter) Turns: 53825, Time: 03:19:10 Health: 192/192 AC: 39 Str: 31 XL: 23 Next: 32% Magic: 36/36 EV: 15 Int: 14 God: the Shining One [******] Gold: 2599 SH: 17 Dex: 15 Spells: 20/22 ...

Friday, 3rd August 2018, 14:00

Forum: Dungeon Crawling Advice

Topic: Can't curse my weapon, workarounds?

Replies: 9

Views: 3110

Re: Can't curse my weapon, workarounds?

ManMan wrote:Did you acquire that holy weapon? Weapon acquirement with Ash grants cursed weapons, so perhaps that bypasses the no curse feature of holy weapons.

I tested this in wizmode - Ash acquirement from a scroll of acquirement doesn't generate holy weapons. Maybe it generated in some vault.

Friday, 3rd August 2018, 04:36

Forum: YASD! YAVP! and characters in progress too

Topic: Annoyed

Replies: 36

Views: 12144

Re: Annoyed

I agree with you, stabbing is not strong enough. There are two basic characters that work consistently: brute, and blaster mage. You can play other things for variety, but they won't work as well. Having watched the tv, that was a bit of a raw deal. However, there are things you could have done that...

Friday, 3rd August 2018, 03:34

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

Dungeon Crawl Stone Soup version 0.23-a0-14-g8c9a20f (webtiles) character file. Berder the Bludgeoner (Human Fighter) Turns: 47332, Time: 02:58:13 Health: 122/160 AC: 38 Str: 30 XL: 20 Next: 92% Magic: 30/30 EV: 15 Int: 14 God: the Shining One [*****.] Gold: 1943 SH: 17 Dex: 15 Spells: 17/19 levels...

Friday, 3rd August 2018, 02:57

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

After finishing snake: Dungeon Crawl Stone Soup version 0.23-a0-14-g8c9a20f (webtiles) character file. Berder the Bludgeoner (Human Fighter) Turns: 41168, Time: 02:36:22 Health: 153/153 AC: 37 Str: 29 XL: 19 Next: 51% Magic: 29/29 EV: 12 Int: 14 God: Zin [******] Gold: 1935 SH: 14 Dex: 15 Spells: 16...

Friday, 3rd August 2018, 02:24

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

Got abyssed by Louise on D13. Learned Passwall, which helped me get away from some of the nastier beasties there. Escaped Abyss. Here is the character after finishing orc:2 Dungeon Crawl Stone Soup version 0.23-a0-14-g8c9a20f (webtiles) character file. Berder the Bludgeoner (Human Fighter) Turns: 34...

Thursday, 2nd August 2018, 22:20

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

Finished lair: Dungeon Crawl Stone Soup version 0.23-a0-14-g8c9a20f (webtiles) character file. Berder the Fighter (Human Fighter) Turns: 25797, Time: 01:28:52 HP: 126/126 (127) AC: 26 Str: 23 XL: 15 Next: 36% MP: 21/21 EV: 16 Int: 9 God: Zin [******] Gold: 1479 SH: 0 Dex: 20 Spells: 14/14 levels lef...

Thursday, 2nd August 2018, 16:51

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

Now at 14 M&F and 8 Invocations in an ice cave. Time to decide what to train next. Dungeon Crawl Stone Soup version 0.23-a0-14-g8c9a20f (webtiles) character file. Berder the Basher (Human Fighter) Turns: 14612, Time: 00:59:40 HP: 102/102 (103) AC: 20 Str: 22 XL: 12 Next: 89% MP: 18/18 EV: 11 Int...

Thursday, 2nd August 2018, 16:20

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

Re: CIP: fsim man

Dungeon Crawl Stone Soup version 0.23-a0-14-g8c9a20f (webtiles) character file. Berder the Skirmisher (Human Fighter) Turns: 3179, Time: 00:13:11 Health: 44/50 AC: 6 Str: 18 XL: 6 Next: 4% Magic: 6/6 EV: 7 Int: 9 God: Gold: 127 SH: 9 Dex: 12 Spells: 5/5 levels left rFire . . . SeeInvis . a - +2 whi...

Thursday, 2nd August 2018, 16:19

Forum: YASD! YAVP! and characters in progress too

Topic: CIP: fsim man

Replies: 24

Views: 6242

CIP: fsim man

Fsim man, wielding the power of fsim to defeat villains! The plan is to play a HuFi and fsim a lot more than I normally would to make decisions. The intention is to fsim every few XL or when I find equipment to test. I'll be relying on http://crawl.chaosforge.org/Skill#Experience_Required to try put...

Wednesday, 1st August 2018, 05:13

Forum: Crazy Yiuf's Corner

Topic: Edit: Debunking that SH is less useful with higher EV

Replies: 75

Views: 21313

Re: Edit: Debunking that SH is less useful with higher EV

As discussed above, it does give some, inasmuch as it is "my method" at all, rather than that I once said that a method that says when you dodge every attack you should still have a shield is bogus The percentage increase in time-to-live when you already dodge every attack, is (new time t...

Wednesday, 1st August 2018, 04:28

Forum: Crazy Yiuf's Corner

Topic: Edit: Debunking that SH is less useful with higher EV

Replies: 75

Views: 21313

Re: Edit: Debunking that SH is less useful with higher EV

The percentage increase method gives good results in real games. It's useful, and the only reason it's not consulted more often is that it takes time to set up a character in wizmode and check fsim to see what the combat power actually is.

Your method gives no advice or predictions so is not useful.

Wednesday, 1st August 2018, 04:01

Forum: Crazy Yiuf's Corner

Topic: Edit: Debunking that SH is less useful with higher EV

Replies: 75

Views: 21313

Re: Edit: Debunking that SH is less useful with higher EV

My ac/ev/sh graphs are another thing entirely, they show the logarithm base 1.1 of the percentage improvements. And yes, when developing those I frequently checked them against fsim for accuracy. But this thread is about the raw percentage improvements. Here is the truth: your method doesn't actuall...

Wednesday, 1st August 2018, 03:31

Forum: Crazy Yiuf's Corner

Topic: Edit: Debunking that SH is less useful with higher EV

Replies: 75

Views: 21313

Re: Edit: Debunking that SH is less useful with higher EV

[1] well suggest taking a shield on a character with a poor EV who would (by VAF's metric which I think is more useful) receive more benefit, but not doing so and perhaps hence skilling elsewhere on a character with good EV. Ah, yes. I missed that you said this. Now give an actual example with fsim...

Wednesday, 1st August 2018, 03:11

Forum: Crazy Yiuf's Corner

Topic: Edit: Debunking that SH is less useful with higher EV

Replies: 75

Views: 21313

Re: Edit: Debunking that SH is less useful with higher EV

Frankly, I think this is a bit of a definitions attack. When I say VAF's metric is more useful, I mean that it more closely represents the actual utility of a shield in-game than a metric that thinks that a character who could dodge every attack would find a shield just as useful as one in treeform...

Wednesday, 1st August 2018, 02:46

Forum: Crazy Yiuf's Corner

Topic: Edit: Debunking that SH is less useful with higher EV

Replies: 75

Views: 21313

Re: Edit: Debunking that SH is less useful with higher EV

explained why I think VAF's metric is more useful Useful for what? Can you give an example of a decision in-game that you think would be made differently in one metric than the other? If all such in-game decisions are exactly the same, then neither is more useful. Except that one might be simpler (...

Wednesday, 1st August 2018, 01:37

Forum: Dungeon Crawling Advice

Topic: Why do monsters sometimes shout when they wake up...

Replies: 7

Views: 2957

Re: Why do monsters sometimes shout when they wake up...

80% chance to shout if they can.
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