I know KoboldLord I read your thread; I think EV reduction was a factor in killing you:
- Code:
Message History
* * * LOW HITPOINT WARNING * * *
The burst of hellfire engulfs the sun demon.
The sun demon completely resists.
The burst of hellfire engulfs the sun demon.
The sun demon completely resists. The sun demon hits you!
You are engulfed in flames.
Your icy envelope dissipates!
* * * LOW HITPOINT WARNING * * *
The sun demon hits you. You are engulfed in flames!
Your icy envelope dissipates!
* * * LOW HITPOINT WARNING * * *
The sun demon hits you but does no damage.
The sun demon completely misses you.
The sun demon is struck by your spines.
The sun demon dodges your spines.
The sun demon hits you but does no damage.
Helpless, you fail to dodge the sun demon's attack.
The sun demon hits you! You are engulfed in flames.
Your icy envelope dissipates!
You die...
I don't think stripping of EV is tangential (that's what I've been saying all along, so you're just saying that I'm wrong); for some cases, it is equivalent to doubling or tripling or quadrupling the length of paralysis, due to having to tank all the hits you'd otherwise dodge. Surely 8-28 turn paralysis would be significantly worse than 2-7 turn paralysis. Similarly, crate's suggestion of virtually making paralysis convert all attacks into hellfire would also have quite an impact.
Any turn that you cannot (or choose not to) move out of a paralyzer's line of fire is a turn where you need to act like you are going to get immediately paralyzed, if paralysis could kill you and your top priority is survival. You need to act almost exactly like if you have just begun petrifying (although occasionally you don't get the chance - a flaw with paralysis in crate's eyes). Logically, if you don't - you can be paralyzed and dead after your next action. Is this what you mean by early-game-ogre threat level?
I suspect you misunderstood the part about having to be hit twice. You presented a way to handle monsters that paralyze, as if it solves them, which it doesn't. What are you going to do, maintain range until they die of boredom? You can't, they'll paralyze you, which annuls the whole argument that paralysis is fundamentally different if it is from the edge of LOS (and thus interesting).
Non-spell sources of paralysis, on the other hand,
are solved by getting paralyzed by them safely. Hell effects are not stochastic, so if a hell effect hasn't happened for a while, you need to act as if you can be paralyzed at any moment. The end of a hell effect is your opportunity to act. Why wouldn't you hit 5 at full HP near Asmodeus's porch? Biggest problem was that paralysis was such a rare hell effect that taking precautionary measures seemed silly. If 1 in 5 hell effects was paralysis, it would have been good, but rather tedious to sustain for 28 floors.
I agree and understand that you can typically deal with paralyzers, but I think current-paralysis is more infuriating than interesting and not worth the hype it's getting, and I like the game of avoiding LoF and keeping distance as much as the next guy but I'm trying to look at the big picture including what happens after paralysis, not only before and during.