TheMeInTeam wrote:It'd be more surprising if any two people agreed on everything lol.
Animate skeleton is nice and can mostly carry lair/orc/D:15. The skeletons hit other monsters pretty hard and this scales decently until you enter areas like spider (can't raise many enemies) or elf (skeletons do no damage for most elves). They're also a bit weaker in other S branches (questionable corpses in swamp, ranged spam just killing skeletons in the other two).
I'd be willing to change my mind regarding CT if someone could post properly-controlled wizmode data on it. IE factoring that confused monsters wonder, measuring typical times to kill using weapons like great mace, battleaxe, executioner's axe, broad axe, demon whip type weapons. I have my doubts that this helps kill monsters faster for non-short blades, and that's a substantial part of the argument from others that CT is too strong. I think we're mostly in agreement that for blasters and launchers it's not helpful, and that it's consistently good for stabbers.
As a bit of an extra anecdote, I basically never see the good youtubers/streamers that I've watched using it on non-short blades, and unlike lightning spire the explanation for that isn't because it's too strong/always optimal :p.
Actually it's dumb, but frequently optimal, on a blaster to cast it while wielding a long blade and continue to blast as normal, sometimes you will confuse-riposte stuff for no additional turns, and no additional XP investment, and a miniscule 1 MP cost. The only time this isn't a good idea is if your weapon slot is occupied by something more useful than something that will occasionally confuse things for you for free.
For Launcher users it's obviously only useful if you have the aforementioned weird fencer's glove interaction.
Overall, it'd be hard to generate reasonable wizmode data with no explicit parameters given, as "too strong for it's level" when you don't have any idea what level we're talking about, or what kind of skill training, or what kind of equipment we're even comparing here. On the one side of the coin we have short blade users, where it's clearly optimal, and on the other we have the "has a maxed out very powerful two handed weapon that 2-3 shots most things" where it's clearly not, but there's a very large space in the middle where it's "kinda maybe a good idea some or a lot of the time" I've seen it reiterated several times that the duration is too short to make it useful, but the duration of the confusion isn't really all that *short* either, 3-5 turns of confusion when it takes me 6-8 hits to kill something (Say I'm a middling-trained one-handed weapon user) particularly when the something in question can do significant damage to me in that time period, and can't or is much less likely to when confused, is still pretty good. It's highly situational and the situations in which it has any use get less frequent the later you are and the more powerful you are, the question is "is the slope at which it decreases utility sufficient" Which has a lot to do with how powerful of a character you're playing is.
So for example, I whipped up a Wizmode human with a +9 giant mace of flaming, and checked confusing touch against a stone giant, 26% to confuse, confuses for 3-5 turns, average damage has me killing the stone giant in around 3 turns (this is with min delay on the giant mace)
It took an average of 3-4 attacks to confuse it (it should be a little higher than that, I rolled well I suppose) and the average number of turns it was confused was 3 or so. Even if I rolled very well on the confusion action table (the stone giant never attacked me while confused, and never moved out of melee range) It still took me an average of 3 turns of incoming damage to kill a stone giant whether using confusing touch or not. In the non-optimal "usual" case the confusing touch is going to lose. (There's also the silly, but also possible case where the confused stone giant does nothing but attack *itself* each turn, which while rare, would of course be even more advantageous for CT)
A counter example, using +9 demon whip of flaming (again with min delay) against a stone giant with a shield, it still takes the same amount of attacks to confuse, but that same number of attacks only takes 2 turns, further, my damage takes about 4 turns to kill the stone giant rather than 3. So on average it takes 2 turns of damage of damage in the optimal case using confuse touch, vs 4 turns without it, probably around 3 turns of damage in the "usual" case.
There is such a large range of variance that even these two specific examples could be run to opposite conclusions with minimal tweaking of variables, or even just running them several times, so take even these specific examples with a grain of salt.
Both of these disregard the additional "stab" damage you get sometimes because it only happens sometimes, and isn't of meaningful impact when it does, so ignoring it probably doesn't change much in the bottom line, given the ridiculous variance we're dealing with here.
The only general conclusion I can make is "if you already have a really really top-notch offense, CT is almost certainly worse than just attacking, but if you have a sub-par offense it might be better, even later in the game when you might not expect it to be"
For reference the build I used:
- Code:
Human, 20 str, 10 int/dex, 20 fighting, platemail, 15 shields, and 20 M&f for the great mace, and 12 M&f for the demon whip, 6 spellcasting, 8 hexes, ring of wizardry
Personally, my opinion is that I like confusing touch in the later game on creatures that it has a >33% chance of success with, when the critter both has a lot of resilience relative to my offense *and* has abilities that are annoying, but shut down by CT, this isn't a very large number of things, but it's nonzero. I feel like the number of times that it's useful to cast a level 1 spell should approach 0 sometime around the end of the lair/orc, and CT can generate situations where it's beneficial to use it into the vaults/depths, which feels too late for a level 1 spell to me. A good example of something that I feel like it's beneficial to use CT on, when it's probably too late in the game for it to be appropriate might be a cacodemon (36% to CT, more HP than a stone giant) presuming I don't have some way to kill it at range and am using enemies to force it to get next to me. Another might be spriggan druid (43%), while they have far less HP than a stone giant, their EV and Healing means I'm going to swing a lot of times if I just use normal attacks, but if I land a confuse on them, they can no longer evade, and will kill them before the confusion wears off (in addition to shutting down their annoying spells)