Tomb Titivator
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Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Tomb Titivator
Posts: 850
Joined: Wednesday, 25th April 2012, 03:07
Ziggurat Zagger
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Dungeon Crawl Stone Soup version 0.16.1-11-g651b585
Attack: Human Monk vs. yak (4000 rounds) (2015/04/24/19:10:54)
Human Monk: XL 1 Str 11 Int 10 Dex 20
Unarmed, Skill: Unarmed Combat
yak: HD 7 AC 4 EV 7
Unarmed Co | AvHitDam | MaxDam | Accuracy | AvDam | AvTime | AvSpeed | AvEffDam
0 | 0.5 | 3 | 73% | 0.4 | 100 | 1.00 | 0.4
1 | 0.8 | 7 | 73% | 0.6 | 98 | 1.02 | 0.6
2 | 1.2 | 8 | 74% | 0.9 | 96 | 1.04 | 0.9
3 | 1.6 | 9 | 75% | 1.2 | 94 | 1.06 | 1.3
4 | 2.0 | 11 | 74% | 1.5 | 93 | 1.08 | 1.6
5 | 2.6 | 14 | 75% | 1.9 | 91 | 1.10 | 2.1
6 | 3.1 | 13 | 76% | 2.4 | 89 | 1.13 | 2.7
7 | 3.6 | 16 | 75% | 2.7 | 87 | 1.15 | 3.1
8 | 4.1 | 17 | 76% | 3.1 | 85 | 1.17 | 3.7
9 | 4.6 | 20 | 76% | 3.5 | 83 | 1.20 | 4.3
10 | 5.0 | 19 | 77% | 3.9 | 81 | 1.23 | 4.8
11 | 5.6 | 23 | 76% | 4.3 | 80 | 1.26 | 5.3
12 | 6.1 | 24 | 76% | 4.7 | 78 | 1.28 | 6.0
13 | 6.9 | 26 | 77% | 5.3 | 76 | 1.32 | 7.0
14 | 7.5 | 27 | 77% | 5.8 | 74 | 1.35 | 7.8
15 | 8.0 | 30 | 77% | 6.2 | 72 | 1.39 | 8.6
16 | 8.5 | 30 | 78% | 6.7 | 70 | 1.42 | 9.6
17 | 9.5 | 34 | 77% | 7.3 | 68 | 1.46 | 10.7
18 | 10.1 | 33 | 78% | 8.0 | 67 | 1.50 | 11.9
19 | 10.5 | 34 | 78% | 8.2 | 65 | 1.54 | 12.6
20 | 11.6 | 38 | 78% | 9.1 | 63 | 1.59 | 14.4
21 | 11.8 | 41 | 78% | 9.3 | 61 | 1.63 | 15.2
22 | 12.3 | 40 | 78% | 9.6 | 59 | 1.69 | 16.3
23 | 13.2 | 42 | 78% | 10.4 | 57 | 1.74 | 18.2
24 | 13.7 | 43 | 79% | 10.8 | 56 | 1.80 | 19.3
25 | 14.3 | 44 | 78% | 11.3 | 54 | 1.86 | 20.9
26 | 14.9 | 49 | 79% | 11.8 | 52 | 1.93 | 22.6
27 | 15.5 | 51 | 78% | 12.1 | 50 | 2.00 | 24.2
5322 | D:7 | Reached skill level 9 in Unarmed Combat
5715 | D:7 | Reached skill level 5 in Dodging
6004 | D:8 | Reached skill level 10 in Unarmed Combat
6544 | D:8 | Reached skill level 5 in Fighting
7337 | D:9 | Reached skill level 11 in Unarmed Combat
10318 | D:11 | Reached skill level 14 in Unarmed Combat
10965 | Volcano | Reached skill level 1 in Evocations
15788 | Lair:3 | Reached skill level 16 in Unarmed Combat
18299 | Lair:5 | Reached skill level 1 in Armour
19388 | Elf:1 | Reached skill level 10 in Fighting
19457 | Elf:1 | Reached skill level 5 in Evocations
20197 | Lair:6 | Reached skill level 10 in Dodging
21686 | Lair:7 | Reached skill level 5 in Armour
23116 | Lair:8 | Reached skill level 17 in Unarmed Combat
Tomb Titivator
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Ziggurat Zagger
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Slime Squisher
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Tomb Titivator
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ajon wrote:So its common to train a weapon to min delay first thing then start branching out to other skills.
Ziggurat Zagger
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Bloax wrote:Past mindelay it's still a good idea to train weapon skill, but only if your fighting skill is somewhat higher than your weapon skill - which is to say when getting another level of weapon skill will be much cheaper in experience costs than another level of fighting.
Attack: Human Fire Elementalist vs. Geryon (4000 rounds) (2014/11/15/ 7:35:49)
Human Fire Elementalist: XL 20 Str 13 Int 21 Dex 13
Wielding: +9 demon whip of freezing, Skill: Maces & Flails
Geryon: HD 15 AC 15 EV 6
Maces & Fl | AvHitDam | MaxDam | Accuracy | AvDam | AvTime | AvSpeed | AvEffDam
0 | 5.9 | 29 | 82% | 4.9 | 110 | 0.91 | 4.4
1 | 5.9 | 30 | 81% | 4.8 | 105 | 0.95 | 4.6
2 | 5.8 | 30 | 81% | 4.8 | 100 | 1.00 | 4.8
3 | 5.8 | 33 | 81% | 4.7 | 95 | 1.05 | 5.0
4 | 6.3 | 32 | 82% | 5.1 | 90 | 1.11 | 5.7
5 | 6.0 | 32 | 82% | 5.0 | 85 | 1.18 | 5.9
6 | 6.2 | 35 | 82% | 5.1 | 80 | 1.25 | 6.4
7 | 6.5 | 35 | 82% | 5.3 | 75 | 1.33 | 7.1
8 | 6.5 | 34 | 82% | 5.3 | 70 | 1.43 | 7.6
9 | 6.9 | 33 | 84% | 5.8 | 65 | 1.54 | 9.0
10 | 6.8 | 35 | 83% | 5.7 | 60 | 1.67 | 9.5
11 | 6.9 | 33 | 83% | 5.7 | 55 | 1.82 | 10.4
12 | 7.2 | 39 | 83% | 6.0 | 50 | 2.00 | 12.0
13 | 7.1 | 36 | 83% | 6.0 | 50 | 2.00 | 11.9
14 | 7.5 | 38 | 84% | 6.3 | 50 | 2.00 | 12.7
15 | 7.5 | 38 | 83% | 6.3 | 50 | 2.00 | 12.6
16 | 7.7 | 38 | 84% | 6.5 | 50 | 2.00 | 13.1
17 | 7.8 | 39 | 84% | 6.5 | 50 | 2.00 | 13.1
18 | 7.9 | 38 | 84% | 6.7 | 50 | 2.00 | 13.4
19 | 8.2 | 45 | 84% | 6.9 | 50 | 2.00 | 13.9
20 | 8.1 | 39 | 85% | 6.9 | 50 | 2.00 | 13.8
21 | 8.4 | 41 | 83% | 7.1 | 50 | 2.00 | 14.1
22 | 8.5 | 43 | 85% | 7.2 | 50 | 2.00 | 14.5
23 | 8.7 | 40 | 84% | 7.3 | 50 | 2.00 | 14.7
24 | 8.8 | 45 | 85% | 7.6 | 50 | 2.00 | 15.1
25 | 8.8 | 42 | 84% | 7.5 | 50 | 2.00 | 15.0
26 | 9.0 | 41 | 85% | 7.7 | 50 | 2.00 | 15.4
27 | 9.2 | 44 | 85% | 7.9 | 50 | 2.00 | 15.7
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Abyss Ambulator
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Hurkyl wrote:The closer you get to mindelay, the more valuable another point of skill is.
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Zooty wrote:damage, which depends inversely on speed DELAY
You probably get more damage per Xp INVESTMENT at low skill levels
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njvack wrote:Well, he also said it gets important to rush weapon training as you approach mindelay, which is not necessarily (or, I think, usually) the case. Training defense/magic/invo/evo/fighting/stealth may be more appropriate depending on where your character is.
Getting that last point of Axes for your exe axe, or long blades for that triple sword, is really really expensive. Maybe you could get Haste online instead.
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Barkeep
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Tartarus Sorceror
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dowan wrote:No, not at all. Just realize, the more weapon skill (before min-delay) you already have, the more return you're getting on additional investment.
Ziggurat Zagger
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Tartarus Sorceror
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duvessa wrote:This is generally wrong, skill cost tends to increase faster than the speed increase increases.dowan wrote:No, not at all. Just realize, the more weapon skill (before min-delay) you already have, the more return you're getting on additional investment.
I ran the numbers to confirm what I had guesstimated. Going from 22 -> 24 skill in axes increases your damage* by 12.5% (0.9/0.8 = 1.125), at a cost of 4350 skill points. Going from 22 -> 26 skill in axes increases your damage by 28.6% (0.9/0.7 ~ 1.286); at the same rate as above this would be worth around 9950 skill points (4350 * 286 / 125) -- but it only actually costs you 9300 skill points.
So, yes, at least in this situation, you are getting a better return on your investment as you continue to train the skill, even after you account for the increasing cost of skill levels.
Barkeep
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dowan wrote:I ran the numbers to confirm what I had guesstimated. Going from 22 -> 24 skill in axes increases your damage* by 12.5% (0.9/0.8 = 1.125), at a cost of 4350 skill points. Going from 22 -> 26 skill in axes increases your damage by 28.6% (0.9/0.7 ~ 1.286); at the same rate as above this would be worth around 9950 skill points (4350 * 286 / 125) -- but it only actually costs you 9300 skill points.
So, yes, at least in this situation, you are getting a better return on your investment as you continue to train the skill, even after you account for the increasing cost of skill levels.
Is this example incorrect for some reason?
Ziggurat Zagger
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duvessa wrote:weapon skill also increases damage per hit...
Vestibule Violator
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and into wrote:As I understand it, Hurkyl's point is that, until you hit min-delay, the "skill points invested vs. increase in damage" ratio tends to improve slightly with greater investment, even though the total cost of skill points increases as the weapon skill gets to higher levels.
This may generally be true. However, there is an important difference between investing 4350 skill points for a 12.5% increase in damage, vs. 9300 skill points for a 28.6% increase in damage, because in the latter case there is much more you could "buy" with those skill points, and other skills do not necessarily have a linear-ish relationship between amount invested and your return. In fact, in many practical situations, many skills will in this respect prove quite different from pre-min-delay weapon skill.
To take one clear example, getting an important god ability (e.g., Finesse) reliably useful can be extremely valuable for a particular character, whereas getting it to 80% failure is almost worthless; in such cases you basically have a situation in which you want to devote at least X amount of experience into invocations, or not bother investing anything.
So, just because it makes sense to devote 4350 skill points into a weapon skill doesn't mean it will make sense for the same character to devote 9300 skill points into the weapon skill, even if the return in damage for the investment is slightly better. (And this is ignoring new loot, nota bene.)
dowan wrote:duvessa wrote:This is generally wrong, skill cost tends to increase faster than the speed increase increases.dowan wrote:No, not at all. Just realize, the more weapon skill (before min-delay) you already have, the more return you're getting on additional investment.I ran the numbers to confirm what I had guesstimated. Going from 22 -> 24 skill in axes increases your damage* by 12.5% (0.9/0.8 = 1.125), at a cost of 4350 skill points. Going from 22 -> 26 skill in axes increases your damage by 28.6% (0.9/0.7 ~ 1.286); at the same rate as above this would be worth around 9950 skill points (4350 * 286 / 125) -- but it only actually costs you 9300 skill points.
So, yes, at least in this situation, you are getting a better return on your investment as you continue to train the skill, even after you account for the increasing cost of skill levels.
Is this example incorrect for some reason?
Tomb Titivator
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Vestibule Violator
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ajon wrote:Wouldn't finesse boost your damage by 100%? If it is doubling, and you get two attacks in the time you normally get one, then you will do 100% more damage. Your normal damage is only 50% of the damage you do with finesse.
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duvessa wrote:This example is probably correct, because it deals with really high skill levels really close to min delay. But without really high skill levels
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