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Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 15th February 2012, 14:34
by slowcar
sir_laser wrote:Your lack of rF is a fairly substantial problem, because if you stumble upon Cerebov's realm without at least rF++ (Fire Storm is ~8d16 damage per cast from him, I think) a 15 runer is probably not possible.

With cBlink+Haste (+stealth for extra bonus) you don't have to fight Cerebov. In fact i think most 15-runers don't kill Cerebov, as there is a chance that even the most powerful character may fail here.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 15th February 2012, 16:44
by Tutankham
Does an amulet of faith help to reduce the penance counter if you still workship the angry god?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 15th February 2012, 18:28
by gegnar
Is there a way to macro a button, so it chooses a safe expirable food from your inventory and eats it? (aka, doesn't eat rotten stuff, doesn't eat rations etc that will not expire)

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 15th February 2012, 18:45
by BlackSheep
Even better, there's an option you can enable in your init.txt file that will choose the oldest safe chunk in your inventory when you press e to eat.

Uncomment (delete the # mark) the line "easy_eat_chunks = true" to enable that feature.

Check the options_guide.txt file in your docs directory for more detailed info on all the easy_eat options.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 15th February 2012, 18:57
by gegnar
Oh wow, that's really cool, thanks alot :) with this feature, keybinding o to tab and macroing za zb zc zd etc to 1 2 3 4. I am finally getting a really streamlined keyboard setup :)

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 15th February 2012, 19:16
by lxl
Thanks for the advice, slowcar and sir_laser. I thought my question was "too small to need it's own thread"; perhaps I'll post to CIP after Slime if I require more advice. Slime, here we come!

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 15th February 2012, 19:35
by lxl
Oh! Another quick question: can someone explain the Fighting HP bonus, please? I read the wiki and seem to understand that at Fighting:3 or 4, my HP bonus would max out. I mistakenly trained Fighting above 3 when at XP27 and my HP went up. What is the minimum Fighting skill required for the maximum HP bonus?

Edit: I'm playing 0.9.1

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 15th February 2012, 19:42
by Jeremiah
Fighting continues to give an HP bonus all the way up to 27.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 15th February 2012, 21:05
by lxl
Jeremiah wrote:Fighting continues to give an HP bonus all the way up to 27.


What's the formula for the HP bonus due to Fighting?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 15th February 2012, 21:44
by eeviac
All sources of regeneration stack, right? So a mummy can stack troll leather and 2 rings of regeneration, and they'll all improve his healing rate?


lxl wrote:
Jeremiah wrote:Fighting continues to give an HP bonus all the way up to 27.


What's the formula for the HP bonus due to Fighting?


The Knowledge Bots will answer most of these simple questions: http://crawl.develz.org/wordpress/bots

"The Fighting skill gives you a bonus to accuracy and damage in melee, and improves your hit points by (racial factor * Fighting * XL) / 8.". I'm not sure what the racial factor is for each race, it just implies that the squishier races will gain less bonus HP.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 15th February 2012, 21:53
by XuaXua
minmay wrote:If you have low enough Evocations, experience card often does nothing at all, or gives you 2 XP and might as well have done nothing at all.


So... the value of cards is directly related to your Evocations. Got it.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 15th February 2012, 22:10
by sir_laser
slowcar wrote:
sir_laser wrote:Your lack of rF is a fairly substantial problem, because if you stumble upon Cerebov's realm without at least rF++ (Fire Storm is ~8d16 damage per cast from him, I think) a 15 runer is probably not possible.

With cBlink+Haste (+stealth for extra bonus) you don't have to fight Cerebov. In fact i think most 15-runers don't kill Cerebov, as there is a chance that even the most powerful character may fail here.

Oh...I didn't know that (usually play offline). Thanks.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 15th February 2012, 23:30
by Tutankham
eeviac wrote:All sources of regeneration stack, right? So a mummy can stack troll leather and 2 rings of regeneration, and they'll all improve his healing rate?

Yes, and you regenerate HP faster than you can uncork healing potions - without any cost. :D

Re: The 'Questions too small to need their own thread' threa

PostPosted: Thursday, 16th February 2012, 04:24
by FictionFan
BlackSheep wrote:Even better, there's an option you can enable in your init.txt file that will choose the oldest safe chunk in your inventory when you press e to eat.

Uncomment (delete the # mark) the line "easy_eat_chunks = true" to enable that feature.

Check the options_guide.txt file in your docs directory for more detailed info on all the easy_eat options.


That's pretty awesome, I have been thinking... WOW, there are a lot of things you can do to make it easier 8-)

Re: The 'Questions too small to need their own thread' threa

PostPosted: Thursday, 16th February 2012, 16:00
by smock
Which ring of slaying is better for an unarmed/transformed fighter, +5+5 or +0+7? It looks like accuracy doesn't help much for melee weapons but is this the case for unarmed combat as well?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Thursday, 16th February 2012, 16:42
by pratamawirya
smock wrote:Which ring of slaying is better for an unarmed/transformed fighter, +5+5 or +0+7? It looks like accuracy doesn't help much for melee weapons but is this the case for unarmed combat as well?

If this is trunk, 2 additional points of damage don't matter much. I'd pick the +5+5.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Thursday, 16th February 2012, 17:34
by rebthor
Conversely, if it's .9, the +7 is better.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Thursday, 16th February 2012, 21:09
by smock
thanks for the responses.

Hm. If the additional +2 doesn't matter much, then the first +5 don't matter much more and it's probably not worth spending the 1600-1900 gold on them.

It was my understanding that the contribution of slaying was halved in trunk. So a +5 ring in trunk might be like a +2 or +3 ring in 0.9. Likewise, a +7 ring might be link +3 or +4.

Judging from Danr's weapons spreadsheet accuracy has almost no affect on weapon damage. Is the same true of the effect of accuracy on unarmed damage?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Friday, 17th February 2012, 07:54
by Mankeli
The golems coming in any time soon (or any time at all)? Didn't want to make a new thread just for this question in the GD section.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Friday, 17th February 2012, 13:21
by Kate
Not any time soon, probably. I had a look at CoffeeOblivion's patches a while ago, but I think there's still a lot of work to do in terms of even figuring out how they should work, let alone actually implementing that. I do quite like the concept though, feel free to resurrect the old golem thread with any additional ideas and maybe I'll refresh myself and have a think about what ideas would work at some point.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Friday, 17th February 2012, 16:01
by slowcar
how do you get summons the command to roam freely and attack at will?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Friday, 17th February 2012, 18:37
by Mattchew
slowcar wrote:how do you get summons the command to roam freely and attack at will?


"t", then "w". The text says "wait here" but they'll start wandering around.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Saturday, 18th February 2012, 03:56
by Happy Corner
Ever since I upgraded to .10, every time I see a disturbance in water tiles, it has the humanoid simulacrum sprite overlaid on it, too.

Is that a bug, or a deliberate change?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Saturday, 18th February 2012, 05:58
by Tiber
Happy Corner wrote:Ever since I upgraded to .10, every time I see a disturbance in water tiles, it has the humanoid simulacrum sprite overlaid on it, too.

Is that a bug, or a deliberate change?


It's actually more of a white player doll, and it's a feature. It's an indication that there was a monster you couldn't see around there. You'll see that more often when orc wizards turn invisible; it gives you an idea of where it once was.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Saturday, 18th February 2012, 18:12
by MyOtheHedgeFox
Does it stay there only for one turn?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Monday, 20th February 2012, 00:57
by tormodpwns
I was on a promising MuBe and upon seeing a bunch of orc warriors on D:10 I summoned a berserk Ogre. To my horror, my Ogre initially killed a big kobold zombie and then stood there doing nothing while I was getting beat up by the warriors. I ended up dying with my berserk ally just sitting there doing nothing. A bug?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Monday, 20th February 2012, 05:34
by ClefAria
  1. Does a worn ring of ice improve the damage from a weapon with the freezing brand at all?
  2. If I did 10 damage with Vampiric Draining to a drainable enemy with 2 HP left, would I heal 5 HP or 1 HP?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Monday, 20th February 2012, 08:22
by rchandra
how do I constrict multiple enemies as an octopode?
Once an enemy is constricted do I need to keep attacking it to damage it?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Monday, 20th February 2012, 14:12
by Virigoth
I'm trying to figure out using two weapon sets on the console version. Everytime I switch to slot b and wield a weapon and then try to switch back and forth between them the game "unwields" the b slot weapon once I go back to weapon a. Is this standard or am I missing a keystroke to save that weapon in that slot?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Monday, 20th February 2012, 15:41
by BlackSheep
ClefAria wrote:
  1. Does a worn ring of ice improve the damage from a weapon with the freezing brand at all?
  2. If I did 10 damage with Vampiric Draining to a drainable enemy with 2 HP left, would I heal 5 HP or 1 HP?


A ring of ice only improves the spell power of Ice magic spells, so no.
I believe vampiric effects in crawl are capped at the actual hp of the target, so you'd either get 2 or 1 HP. For the exact calculation, I'd suggest going code diving.

rchandra wrote:how do I constrict multiple enemies as an octopode?
Once an enemy is constricted do I need to keep attacking it to damage it?


Attack an enemy, then attack a second enemy.
No, once constricted, you can happily proceed to murder his comrades while he suffers a slow, suffocating death.

Virigoth wrote:I'm trying to figure out using two weapon sets on the console version. Everytime I switch to slot b and wield a weapon and then try to switch back and forth between them the game "unwields" the b slot weapon once I go back to weapon a. Is this standard or am I missing a keystroke to save that weapon in that slot?


I'm not sure what you mean by switching to slot b. To switch weapons, assign those items to the inventory slots a and b. Do this by pressing = then i, then the letter of the item you want to move, then the target letter. So if you had a dagger in inventory slot r, you'd press =ira. Do the same with your second weapon, but assign it to inventory slot b. (i.e. press =iFb if your sling is assigned to letter F in your inventory)

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 09:30
by Grimm
I used to know this: if there are two portals on a floor, does the countdown clock stop for portal A when I enter portal B, such that I'll definitely be able to enter both?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 10:00
by KoboldLord
As I understand the current timing function, there's no special effort to stop the timers of a second portal vault once you go into the first. However, in cases other than labyrinths and timed bazaars, I've found that there's almost invariably plenty of time to fully explore whichever you find first and still make it to the second before it closes. The long timer is long, and the contents of a portal vault is usually much smaller than a normal level.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 10:07
by Grimm
I rolled a Labyrinth and an Ice Cave, magic mapped them so I know exactly how to get there...I surmise that I should enter the Labyrinth first?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 10:41
by KoboldLord
Yes. The only way you're getting out of an Ice Cavern fast enough to make the Labyrinth timer is if you see it's the two-dragon version again and decide to just bail out through the exit portal before you even start. On the other hand, I've cleared Labyrinths multiple times and still had time to access the Ice Cavern on the same level, so there's definitely time. The Labyrinth is probably going to be a lot safer and more lucrative loot-wise, too.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 15:28
by rebthor
Mattchew wrote:
slowcar wrote:how do you get summons the command to roam freely and attack at will?


"t", then "w". The text says "wait here" but they'll start wandering around.

Maybe the text should be changed to something like "Wander nearby" instead of "Wait here"?

Only mentioning this because it took me a while to figure this out myself.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 19:55
by slowcar
oh, the temptation. Found the katana "Autumn" (+8 slice clarity) with my mummy summoner. but i guess it takes so long to get long blades usable that the weapon is no longer good - and the xp would better be spent on something else?
xl 11, D12, just found lair, did not do ork yet, only the starting book so far.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 20:30
by Tiber
slowcar wrote:oh, the temptation. Found the katana "Autumn" (+8 slice clarity) with my mummy summoner. but i guess it takes so long to get long blades usable that the weapon is no longer good - and the xp would better be spent on something else?
xl 11, D12, just found lair, did not do ork yet, only the starting book so far.


I don't really play mummies, but clarity that doesn't take up an amulet slot seems like it would be great, especially since you can't cure confusion with potions. It also seems like you have plenty of game left to get long blades up, and that's probably up there in terms of highest raw DPS on a 1-hander.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 20:35
by Yet Another Stupid Noob
slowcar wrote:oh, the temptation. Found the katana "Autumn" (+8 slice clarity) with my mummy summoner. but i guess it takes so long to get long blades usable that the weapon is no longer good - and the xp would better be spent on something else?
xl 11, D12, just found lair, did not do ork yet, only the starting book so far.


I'd guess you'd only need long blades of 12 to get min delay, and frankly for statsticks, it is pretty nice.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 21:07
by rebthor
Yet Another Stupid Noob wrote:
slowcar wrote:oh, the temptation. Found the katana "Autumn" (+8 slice clarity) with my mummy summoner. but i guess it takes so long to get long blades usable that the weapon is no longer good - and the xp would better be spent on something else?
xl 11, D12, just found lair, did not do ork yet, only the starting book so far.


I'd guess you'd only need long blades of 12 to get min delay, and frankly for statsticks, it is pretty nice.

And only ~6 to get to "acceptable" aka 1 turn delay which is easy even on a MuSu. It's not like you're going to be meleeing everything in sight.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 21:49
by TehDruid
Damn. And I've been wondering if that bad ass weapon spawns in the game. I've never happened to get it through my many Trog/Okawaru/acquirement attempts. Frankly, I don't play Long Blades much. :P

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 22:46
by slowcar
TehDruid wrote:Damn. And I've been wondering if that bad ass weapon spawns in the game. I've never happened to get it through my many Trog/Okawaru/acquirement attempts. Frankly, I don't play Long Blades much. :P

I've never seen it before. And managed to lose that character, of course. Now i have my next MuSu standing at a weapon shop where they sell the storm bow for 256 gold (+8 elec longbow). Another artifact i never saw before, and again on a mummy...

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 23:26
by TehDruid
Wait till you find crystal plate armour on D:1 on an Ogre... :cry:

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 23:42
by cerebovssquire
Wait till you first find crystal plate armour on D:1 and then an Ogre... :(

Re: The 'Questions too small to need their own thread' threa

PostPosted: Tuesday, 21st February 2012, 23:45
by Grimm
I thought katanas had been eliminated. Did "Autumn" get grandfathered?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 22nd February 2012, 01:06
by Happy Corner
If you get the demonspawn mutation that conserves potions, is that cumulative with normal conservation (amulet, cloak, whatever)?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 22nd February 2012, 01:45
by KoboldLord
Grimm wrote:I thought katanas had been eliminated. Did "Autumn" get grandfathered?


It's the only one left, and judging by the base stats I'd say the removal was pushed by a katana fetishist in the first place. There's no comparison between the base stat spread of the Autumn Katana and a double sword or demon blade; the thing's a monster. Were these katana a normal item that could get more desirable brands than vorpal, they couldn't even pretend to be balanced with other weapons.

Happy Corner wrote:If you get the demonspawn mutation that conserves potions, is that cumulative with normal conservation (amulet, cloak, whatever)?


Yes, but only multiplicatively. So wearing an amulet of conservation would give a hypothetical ice-facet demonspawn 90% conservation for scrolls and 99% for potions.

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 22nd February 2012, 02:21
by Kate
The autumn katana wasn't grandfathered, it was added (as a long sword with some slaying) after katanas as a weapon type were already removed. Then a while after that it was made possible to redefine the base stats of fixed artefacts, which is how it now has its own stats (likewise the Captain's Cutlass and Wyrmbane having unique cutlass and lance stats, respectively).

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 22nd February 2012, 14:57
by BlackSheep
Is there a drawback to firing/throwing missiles at melee range?

Re: The 'Questions too small to need their own thread' threa

PostPosted: Wednesday, 22nd February 2012, 15:12
by Zicher
BlackSheep wrote:Is there a drawback to firing/throwing missiles at melee range?

IMHO, no. And for early hunters, it can be a lifesaver.