Slaying and +hit/+dam


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Snake Sneak

Posts: 92

Joined: Friday, 17th December 2010, 21:31

Post Tuesday, 3rd May 2011, 06:14

Slaying and +hit/+dam

I'm trying to figure out the difference in bonuses to hit/damage when applied to rings of slaying vs other items (randart amulets, armor, etc).

They seem to be out of whack when compared to weapon +hit/damage, which seems to be a bit counterintuitive to me.

Does anyone know the difference of power between these bonuses when they appear on different pieces of equipment?

Thanks!
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Halls Hopper

Posts: 56

Joined: Monday, 2nd May 2011, 04:21

Post Tuesday, 3rd May 2011, 08:05

Re: Slaying and +hit/+dam

http://crawl.develz.org/info/index.php? ... of+slaying
>Makes you more deadly in both ranged and hand-to-hand combat. The damage bonus is added to weapon base damage, so it scales with weapon and Fighting skills.

http://crawl.develz.org/info/index.php? ... n%20damage
>Approximately: 1d(base*strength_bonus + slaying)*skill_bonus + 1d(to_dam) + various bonuses. Weapon brand is applied after monster AC reduction.

Dungeon Dilettante

Posts: 1

Joined: Sunday, 16th October 2011, 17:06

Post Sunday, 16th October 2011, 17:12

Re: Slaying and +hit/+dam

moekitten wrote:http://crawl.develz.org/info/index.php?q=ring+of+slaying
>Makes you more deadly in both ranged and hand-to-hand combat. The damage bonus is added to weapon base damage, so it scales with weapon and Fighting skills.


WOW' thanks kitten.. i appreciate your post since i am a newbie on the game..

“Take things as they are. Punch with sap glove when you have to punch. Kick when you have to kick.”

Dungeon Dilettante

Posts: 2

Joined: Tuesday, 15th November 2011, 03:32

Post Tuesday, 15th November 2011, 03:34

Re: Slaying and +hit/+dam

It is an advantage to have an weapon +hit/damage to destroy a monster or a heroes.

Blades Runner

Posts: 554

Joined: Tuesday, 25th January 2011, 14:24

Post Tuesday, 15th November 2011, 03:37

Re: Slaying and +hit/+dam

Note that the current trunk version has changes to the slaying effect (so it's more like regular weapon enchantment.)

Dungeon Dilettante

Posts: 2

Joined: Tuesday, 15th November 2011, 03:32

Post Tuesday, 15th November 2011, 15:37

Re: Slaying and +hit/+dam

I much more like the changes of their attack powers..


“Take things as they are. Punch with sap steel shot gloves when you have to punch. Kick when you have to kick.”
Last edited by AnnDempsey on Wednesday, 16th November 2011, 00:50, edited 1 time in total.

Blades Runner

Posts: 554

Joined: Tuesday, 25th January 2011, 14:24

Post Tuesday, 15th November 2011, 17:16

Re: Slaying and +hit/+dam

minmay wrote:It's not just more like regular weapon enchantment in 0.10, it has the same exact effect.


Hrm...if I understood the code correctly (BIG caveat there), it performs exactly the same way, but is tracked separately (as opposed to just being additive.) So if you've got say a +5 dagger with +3 in slaying bonuses, you'd do dagger damage + 1d5 for the enchantment + 1d3 for the slaying (other factors aside.) If it were "the exact same effect", I'd expect it to be dagger damage + 1d8 (for slaying/enchantment).

Note - the formula above is probably way oversimplified - but hopefully it conveys the point.

Slime Squisher

Posts: 390

Joined: Friday, 24th December 2010, 07:29

Post Saturday, 19th November 2011, 08:41

Re: Slaying and +hit/+dam

So im guessing it should be:

1d(base dmg)(str and dex bonus)(skill bonus) + 1d(enchantment + slaying + 1)-1

Massive nerf on slaying.
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