Halls Hopper
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Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Halls Hopper
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Spider Stomper
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Halls Hopper
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Ziggurat Zagger
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Ziggurat Zagger
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Halls Hopper
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Snake Sneak
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XuaXua wrote:Manual Skill management could be enhanced by allowing the player to set training maximums.
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Tartarus Sorceror
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Halls Hopper
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cerebovssquire wrote:Focus is superfluous and is something for people who think that is overly tedious to open their skill screen semi-frequently... but it is practically never optimal to use it.
Ziggurat Zagger
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Ziggurat Zagger
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Tutankham wrote:It can be helpful if you plan to kill enemies that yield high experience while you are training a skill that only needs a few points to get to the target level. For example, you are training Throwing to level 7 and don't want it at 8 because your god would give you darts as gifts then (Okawaru, Trog). Throwing is at 6 (95%). So you can "focus" on as many skills you want to train in the future so that Throwing will get just a small share of the XP.
Ziggurat Zagger
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You'd rather have a couple more +0 animal skins than stacks of darts of dispersal, curare needles, and highly-enchanted javelins of penetration?
Halls Hopper
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KoboldLord wrote:You'd rather have a couple more +0 animal skins than stacks of darts of dispersal, curare needles, and highly-enchanted javelins of penetration?
Ziggurat Zagger
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cerebovssquire wrote:I think he'd rather have a cloak of preservation, a plate armour of rF+ and a vampiric demon blade than darts of frost, poisoned javelins and needles of confusion. Sophism, much?
cerebovssquire wrote:I think training two skills for Bolt of Fire is optimal as long as you don't plan to pick up Iskenderun's Mystic Blast or something on the way... but if Fighting is at 0 and Dodging at 2, which is going to be the case for many "Mage" backgrounds, it does make a difference if you leave both on till both are at 10 or train them seperately. That difference is probably not going to be lethal, but it will be noticable. Noticable enough to not put it down as something so trivial that it's too much tedium for too little gain, in my subjective opinion.
Fire Magic/Conjurations is one thing. HP and EV are two things. Saying "alrways train one skill at a time" is maybe a little too restricted because multiple-school-spells exist, but "train skills for one thing at a time" seems perfectly ight.
minmay wrote:Right, of course it only makes since to train one skill at a time if you actually know what skill you want.
Ziggurat Zagger
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More fighting is better than less fighting, but raising fighting from 8 to 9 is pretty expensive. If dodging is still back at 2, then pumping that xp into dodging is definitely going to be more desirable for our hypothetical kobold than raising mid-levels of fighting a single level.
And ultimately, micromanagement isn't going to do much good if you only have a vague idea what you're doing. Tell a newbie to focus on one skill at a time, and that newbie might end up grinding that skill well beyond the point of diminishing returns, with a half dozen other skills that do a similar thing languishing.
Ultimately, the skill you want isn't always going to be knowable.
Ziggurat Zagger
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cerebovssquire wrote:Well, yes, that's because 10 EV is better than 10 HP in most situations. This is also why I would first train Dodging and then Fighting.
cerebovssquire wrote:This is why I usually include specific skill advice when I do give this advice on CiPs. In this thread we're just discussing the subject in general. It also helps to just inform people what spell success is desirable and what minimum delay is; the rest can usually be figured out with common sense.
cerebovssquire wrote:Sometimes your plans can change, e.g. when you find some loot that changes your character development plans. This would affect someone who doesn't micro-manage as well, though. Also, I think that having a plan that is adaptable, possibly at the cost of losing a little experience, is much better than having a suboptimal plan or no plan at all.
Abyss Ambulator
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Ziggurat Zagger
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minmay wrote:XuaXua wrote:I like Manual because I have found it beneficial to pound one skill to 10-12 before anything else.
This isn't really a reason to use manual mode, though.
Ziggurat Zagger
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XuaXua wrote:Doesn't auto mode passively add skill points to skills even if off?
Halls Hopper
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Blades Runner
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Oddysee wrote:So in the end I starting training both at the same time. Was that the wrong thing to do?
Ziggurat Zagger
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Oddysee wrote:It's been a very interesting discussion so far, I'm learning alot. Anyway, last night I started a Sludge Elf Venom Mage. Now, before that I was doing fine with Manual skill training to train one skill at a time (eg Unarmed Combat until 10 then Fighting until 10 on a Monk etc). However, I was a little confused about what to train first on my Venom Mage and indeed all casters really.
I didn't really know what to train first; Spellcasting or Poison Magic. So in the end I starting training both at the same time. Was that the wrong thing to do?
Dungeon Master
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Un67 wrote:Manual, by far. You need to micromanage skills so you don't waste EXP (for example weapons skill past min delay).
cerebovssquire wrote:if Fighting is at 0 and Dodging at 2, which is going to be the case for many "Mage" backgrounds, it does make a difference if you leave both on till both are at 10 or train them seperately. That difference is probably not going to be lethal, but it will be noticable. Noticable enough to not put it down as something so trivial that it's too much tedium for too little gain, in my subjective opinion.
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