Pandemonium Purger
Posts: 1283
Joined: Thursday, 16th April 2015, 22:39
Confirm or deny these skills and aptitude mechanics +I.D. Qs
1`The wiki is correct about how aptitudes work and scale: http://crawl.chaosforge.org/Aptitude.
2`Spell power and success rate depend on the average of the spell's schools. Whether you have 12 in one, 6 in two, or 4 in all three, it does not matter.
3`Maxing conjurations without touching elemental schools is an unintuitive but valid strategy for blaster casters, partially as a result of the above.
4`Specifically for ogres and two-school spells, training spellcasting (apt +1) is exactly as XP-efficient as training the relevant spell schools (apt -3), for the purpose of success rate and spell power.
5`The amount of XP needed to raise a skill by 1 depends on your XL, but not on how much training the skill has already received. If a 15XL centaur with 0 dodging and 25 armor starts training only one skill, he will reach 1 dodging or 26 armor in exactly the same time.
6`Draining affects each skill separately. An X amount of draining will reduce each skill by X, simply reducing the skill to zero if Skill - Draining < 0.
7`Draining and skill boosts by Ash/Oka/crosstraining do not care about your aptitudes. They affect your skills directly, bypassing the aptitudes. If for some reason you want an ogre to uses axes (apt -3) only, raising maces and flails (apt +3) to 25 and having a 25*40%=10 skill boost to axes is more XP efficient than actually raising axes to 10.
8`This one's not about aptitudes. The recommendation to have str>encumb is a mere rule of thumb. No penalty is completely removed when str=encumb, unlike how when shields hit 15 or 25, nor does any step-down function kick in after str>encumb.