Spider Stomper
Posts: 214
Joined: Thursday, 5th January 2012, 22:20
Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Spider Stomper
Posts: 214
Joined: Thursday, 5th January 2012, 22:20
Tomb Titivator
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Ziggurat Zagger
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Tomb Titivator
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Cocytus Succeeder
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Tomb Titivator
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Tomb Titivator
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Joined: Friday, 31st October 2014, 10:03
Slime Squisher
Posts: 377
Joined: Friday, 1st February 2013, 21:08
nago wrote:Don't know how halfling have less ammo problems
nago wrote:The main (and perhaps only one) drawback (...)
Tartarus Sorceror
Posts: 1822
Joined: Thursday, 31st May 2012, 15:45
Bart wrote:Nago nicely explained current situation, but he didn't stress properly that if you do not find a decent launcher soon enough, you will have also ammunition problems (as poor weapons will waste more of it).
Tartarus Sorceror
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Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
ThreeInvisibleDucks wrote:Throwing surely looks strong in fsim, but who gets enough throwables?
Barkeep
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Joined: Saturday, 29th June 2013, 16:52
njvack wrote:"Throwing is my most important method of dealing damage to dangerous monsters" is totally viable.
Barkeep
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Tartarus Sorceror
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Ziggurat Zagger
Posts: 4478
Joined: Wednesday, 23rd October 2013, 07:56
MainiacJoe wrote:I have never had the opportunity to test this, but I have always thought that for Halflings a good plan would be to leverage Slings/Throwing crosstraining and absurd aptitudes by starting with slings when ammo and launchers are plentiful and then transitioning to throwing after Orc when sufficient tomahawks become available. Is this feasible?
Ziggurat Zagger
Posts: 5382
Joined: Friday, 25th November 2011, 07:36
Action | 1- 3 | 4- 6 | 7- 9 | 10-12 | 13-15 | 16-18 | 19-21 | 22-24 | 25-27 || total
-------------------------+-------+-------+-------+-------+-------+-------+-------+-------+-------++-------
Melee: Short sword | 17 | | | | | | | | || 17
Spear | | | | 69 | | | | | || 69
Flail | | | | | 2 | | | | || 2
Unarmed | | | | | 249 | 1375 | 1403 | 2380 | 2549 || 7956
Fire: Hunting sling | 130 | 156 | 457 | 994 | 1431 | 246 | 382 | 81 | 51 || 3928
Blowgun | | | | | 5 | | | | || 5
Cocytus Succeeder
Posts: 2229
Joined: Sunday, 18th December 2011, 13:31
ThreeInvisibleDucks wrote:nago: Throwing surely looks strong in fsim, but who gets enough throwables? Having Shoals in the game surely helps, but aren't you still running a risk of running out compared to melee with a good weapon that never runs out?
Ziggurat Zagger
Posts: 6454
Joined: Tuesday, 30th October 2012, 19:06
nago wrote:ThreeInvisibleDucks wrote:nago: Throwing surely looks strong in fsim, but who gets enough throwables? Having Shoals in the game surely helps, but aren't you still running a risk of running out compared to melee with a good weapon that never runs out?
If you want "enough" throwable to kill anything in the game with missiles, then no, you won't get ever enough, even being a Tr\Og of Oka\Trog.
Spider Stomper
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Joined: Sunday, 26th July 2015, 15:38
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