Slime Squisher
Posts: 406
Joined: Thursday, 16th June 2011, 18:36
Armour skill rules of thumb?
Most of my successes in Crawl have been casters wearing no more than Ring Mail, and I have a good feedback metric with spell success to indicate when I need more Str/Armour/Wizardry in order to perform well with my current (or desired) body armour.
When I try to play more melee-focused characters, I feel like I'm playing blind with the Armour skill. I know that I shouldn't wear more Encumberance Rating than my Strength, and that some Armour skill is good, but I don't have a good sense of how much to aim for. I know that additional points of AC scale up linearly with base AC and armour skill, but is there a plateau I can estimate on the benefit to hit rating you can get from Armour skill?
I also have the problem that playing spell-less always gets me killed. I don't think I have ever even gotten a rune while worshipping Trog -- something always goes terribly wrong during berserk-slow or enemy status effects I can't handle, no matter how annoyingly-cautiously I can make myself play. So unless I'm trying that again I always have my eyes out for when I might reasonably be able to shoot for getting something like Blink or Sticks To Snakes online. When I see that my current body armour has their failure rates over 90%, I'm at a loss to estimate how much Armour skill I'd have to plan for to get those into a reasonable zone. So I'm probably splatting characters that could have benefitted from a few spells by the the time they get into a situation they can neither consumable through nor run from, and others that were too underskilled in melee offense/defense because I'd over-invested XP into getting level 2 spells castable.
In Progress:
Long-term goal: complete the pantheon.