So what do you carry around?


Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.

dck

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Post Tuesday, 20th May 2014, 16:24

Re: So what do you carry around?

Those are really concrete numbers for an unknown spell being affected by an unknown amount of enhancers.

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Post Tuesday, 20th May 2014, 16:58

Re: So what do you carry around?

It's also not really the example I would choose. While I wouldn't want to be normally casting OoD at 7%, the more impressive uses of !brilliance reduce spell failure from really high to castable, not castable to 1%.

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Barkeep

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Post Tuesday, 20th May 2014, 16:58

Re: So what do you carry around?

And even not knowing where the exact numbers are coming from, an increase in average damage of around 5 is really big. Especially if it is a spell that can hit multiple targets.

Plus !brilliance gives a major reduction to spell failure, and you get a bit more spell power and spell success from the +5 intelligence (unless that was factored in already to those numbers of unknown provenance).

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Post Tuesday, 20th May 2014, 17:00

Re: So what do you carry around?

cerebovssquire wrote:It's also not really the example I would choose. While I wouldn't want to be normally casting OoD at 7%, the more impressive uses of !brilliance reduce spell failure from really high to castable, not castable to 1%.


Yes, I agree. It's just my last use of brilliance and I don't remember other examples out of my head.

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Post Tuesday, 20th May 2014, 18:28

Re: So what do you carry around?

and into wrote:And even not knowing where the exact numbers are coming from, an increase in average damage of around 5 is really big. Especially if it is a spell that can hit multiple targets.

Not really. It was only about a 14% increase in damage. 5 bonus damage is much less impressive when compared to 30 than, say, when comparing to 10 as I might on a short blade user. (and yes, I did account for the intelligence increase when I estimated these numbers)

I haven't found much use for the consumables that give a minor boost to effectiveness, because in the fights where they would make the difference, I'm usually looking to flee rather than stand my ground.

Plus !brilliance gives a major reduction to spell failure, and you get a bit more spell power and spell success from the +5 intelligence (unless that was factored in already to those numbers of unknown provenance).

I had already noted the reduction in spell failure, which I posited as being the main reason to use the potion -- i.e. when your spell skills aren't yet high enough to cast your big spell reliably and you want to be able to cast it in an emergency, which I labeled as niche usage. It would be interesting to know if people regularly are undertrained for their big spells that this becomes a general purpose effect.

Sar

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Post Tuesday, 20th May 2014, 18:37

Re: So what do you carry around?

5 bonus damage is much less impressive when compared to 30 than, say, when comparing to 10 as I might on a short blade user.

1d10

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Post Tuesday, 20th May 2014, 18:45

Re: So what do you carry around?

Hurkyl wrote:I think with 10 spellcasting, 12 conjurations/ice, and 25 intelligence, brilliance means the difference between averaging something like 32.5 and 37 damage.


This is hard to read IMHO.
Spell power without brilliance (rounding can be wrong):
(10/2 + 2*12)*25/10=72.5 (61.25 after step down). Damage for Throw Icicle is 3d(3.33 + 61.25/6), max damage 40

Spell power with brilliance:
(10/2 + 2*15)*30/10=105 (76.25 after step down). Damage for Throw Icicle is 3d(3.33 + 76/6), max damage 48.

Difference close to 1d8

Barkeep

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Post Tuesday, 20th May 2014, 19:14

Re: So what do you carry around?

So, the ability to get a long duration buff that gives +wizardry and "only" ~14% damage increase to spells for the cost of one turn isn't worth literally one of 52 inventory slots, you'll just let the potions rot on the floor. Ok man whatever you say.

All of the boost potions are good. You don't mostly use them in fights that are really risky, you use them to end difficult but winnable fights much more quickly while retaining good MP/HP and thus retaining stamina for further fights and reducing use of other consumables. And you use them at the start of the fight in order to maximize their effectiveness. (Early on they can make some unwinnable fights easy, though. But later on I find they are mostly proactive, limiting the damage I take in a tough fight.)

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Post Tuesday, 20th May 2014, 19:58

Re: So what do you carry around?

Sandman25 wrote:
Hurkyl wrote:I think with 10 spellcasting, 12 conjurations/ice, and 25 intelligence, brilliance means the difference between averaging something like 32.5 and 37 damage.


This is hard to read IMHO.

Ah! I thought I stated that I was computing average damage from Bolt of Cold, but I see that I did not. I've fixed my previous post.

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Post Tuesday, 20th May 2014, 19:59

Re: So what do you carry around?

Sar wrote:
5 bonus damage is much less impressive when compared to 30 than, say, when comparing to 10 as I might on a short blade user.

1d10

Yes. I was trying to be generous with the comparison to make might stand out less; usually the average is much less than that, e.g. from a 1d10 roll as you say. (or probably more like 1d8+1d5)

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Post Tuesday, 20th May 2014, 20:33

Re: So what do you carry around?

I don't generally expect !brilliance to save me, but I quaff it before tough fights because it's decent and I might as well.
If you often find yourself not using large stacks of a given tactical consumable for most of the game, then you're just not using it frivolously enough.
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Sar

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Post Tuesday, 20th May 2014, 20:45

Re: So what do you carry around?

Hyrkil wrote:I was trying to be generous with the comparison to make might stand out less

Now I am probably misunderstanding something, but 10 makes might stand out more than 1d10, because 10 is bigger on average.

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Post Tuesday, 20th May 2014, 21:55

Re: So what do you carry around?

Sorry wrote:
Hyrkil wrote:I was trying to be generous with the comparison to make might stand out less

Now I am probably misunderstanding something, but 10 makes might stand out more than 1d10, because 10 is bigger on average.

I was comparing 32 vs 32+5 to 10 vs 10+5: the 10 was (a generous estimate of) the average short blade damage roll.

Barkeep

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Post Tuesday, 20th May 2014, 22:08

Re: So what do you carry around?

It is worth pointing out (again) that bolt of cold can hit multiple targets pretty easily, as can lots of other spells that would get buffed by !brilliance. Plus you get the success boost which can be very helpful at certain points in the game.

!Might is great, yeah, but the boost potions are all really good and basically comparable in utility on characters that can utilize them well.

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Post Tuesday, 20th May 2014, 23:26

Re: So what do you carry around?

might works on bolts of penetration now

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dck

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Post Wednesday, 21st May 2014, 02:18

Re: So what do you carry around?

what but how is a crossbow melee
this fucking game.

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Post Wednesday, 21st May 2014, 03:17

Re: So what do you carry around?

in fairness, it is stated nowhere (that I know of) in-game that might affects melee specifically
on the other hand it does state that fighting skill affects "hand-to-hand" combat specifically, and fighting skill affects ranged now!

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Post Wednesday, 21st May 2014, 05:59

Re: So what do you carry around?

I guess technically you could view ranged combat as being "hand-to-hand"...

Barkeep

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Post Wednesday, 21st May 2014, 06:25

Re: So what do you carry around?

WalkerBoh wrote:I guess technically you could view ranged combat as being "hand-to-hand"...


If you have some strange aiming priorities, I suppose. I think you typically (ahem) shoot for "hand-to-head" or "hand-to-heart." :)

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Post Wednesday, 21st May 2014, 07:02

Re: So what do you carry around?

and into wrote:
WalkerBoh wrote:I guess technically you could view ranged combat as being "hand-to-hand"...


If you have some strange aiming priorities, I suppose. I think you typically (ahem) shoot for "hand-to-head" or "hand-to-heart." :)

Technically that is exactly the same thing you're doing with every other weapon type. :)

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Snake Sneak

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Post Thursday, 22nd May 2014, 21:58

Re: So what do you carry around?

Back to the topic......
:^)
I like to have 2 or 3 Cure, 2 Heal, 1 of each (Might, Brilliance, Agility, Haste), 3 or 4 permafoods, a few attack wands, some defensive scrolls (Blink, Tele, Fog & Fear).
Various Rings and Amulets to switch out when needed.
Yellow wands if I happen to find them, obviously.
Since I play casters, a good blowgun is in there too.

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Barkeep

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Post Friday, 23rd May 2014, 00:00

Re: So what do you carry around?

Tristian wrote:Since I play casters, a good blowgun is in there too.


Carrying around a blowgun with poisoned needles (early game) and curare (throughout game) is a very good idea on anyone, I'd recommend it regardless of what kind of background you went for or how you subsequently developed your character.

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