Abyss Ambulator
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Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Abyss Ambulator
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Berder wrote:Yes, 30 auts.
This thing is almost orb of fire danger level for stabbers that may not have an effective way to kill it or escape it when they are entering depths.
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Berder wrote:The bottom line is, you probably cannot melee this.
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Sar wrote:Berder wrote:The bottom line is, you probably cannot melee this.
is that a challenge
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<Gretell> juggernaut skeleton (Z) | Spd: 13 | HD: 20 | HP: 128-156 | AC/EV: 14/3 | Dam: 116 | undead, evil, unbreathing | Res: magic(26), cold++, poison+++, drown, rot+++, neg+++, torm | Vul: holy++ | XP: 1426 | Sz: Giant | Int: brainless.
<Gretell> juggernaut zombie (Z) | Spd: 13 | HD: 20 | HP: 154-188 | AC/EV: 18/5 | Dam: 116 | undead, evil, unbreathing | Res: magic(26), cold++, poison+++, drown, rot, neg+++, torm | Vul: holy++ | XP: 1600 | Sz: Giant | Int: brainless.
<Gretell> spectral juggernaut (Z) | Spd: 15 | HD: 20 | HP: 108-136 | AC/EV: 22/5 | Dam: 116 | undead, evil, see invisible, fly, unbreathing | Res: magic(immune), cold, poison+++, drown, rot+++, neg+++, torm, napalm | Vul: holy++ | XP: 1638 | Sz: Giant | Int: brainless.
<Gretell> juggernaut simulacrum (Z) | Spd: 13 | HD: 20 | HP: 48-76 | AC/EV: 18/5 | Dam: 116(cold:20-59) | undead, evil, unbreathing | Res: magic(26), cold+++, poison+++, drown, rot+++, neg+++, torm | Vul: fire, holy++ | XP: 958 | Sz: Giant | Int: brainless.
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Abyss Ambulator
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Stupid question. Why do we have the data in sequel and not in the game? I mean why do devs put it in sequel if they don't want players to see it in the game for making decisions? Even as an option for advanced players so it will not affect new players.
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nordetsa wrote:This has come up number of times, but for some reason people keep saying it's never gonna be implemented...
And reading https://crawl.develz.org/wiki/doku.php? ... ng:wont_do this page certainly doesn't help. Maybe I'm dumb, but I for one think crawl can benefit from these data. Even the fact that this new monster can deal up to 120 damage would help a lot for many players.
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Sandman25 wrote:("Caustik Shrike? It should be weak, it's only Depths 2 but let's check it in sequel anyway").
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byrel wrote:Sandman25 wrote:("Caustik Shrike? It should be weak, it's only Depths 2 but let's check it in sequel anyway").
Isn't that more like 'It's something new to Depths? What irreconcilably evil thing did the devs invent this time?'
Like, who thinks of depths as 'only'? It's a step up in difficulty from vaults, and it's more dangerous than Zot1-4. It's also the most fun branch for me, so I'm not complaining, but who thinks that monsters should be tame there?
More apropos to your post as a whole, I don't think the devs are 100% agreed on everything. So they seem a bit inconsistent because there's some compromising going on.
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Come on, it was just an example. There is no way for player to know that Antaeus has 200% HP of Ereshkigal, and both guard Hell runes.
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bel wrote:Of the stuff which the OP sought, only HP is not visible in any way. AC/EV are available as bars, resistances are shown, speed (and also attack speed in general, I don't know about this particular monster) are also shown vaguely.
I read the OP as wanting exact numbers, which is a different story, this is why they were directed to gretell.
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bel wrote:I read the OP as wanting exact numbers, which is a different story, this is why they were directed to gretell.
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Sandman25 wrote:nordetsa wrote:This has come up number of times, but for some reason people keep saying it's never gonna be implemented...
And reading https://crawl.develz.org/wiki/doku.php? ... ng:wont_do this page certainly doesn't help. Maybe I'm dumb, but I for one think crawl can benefit from these data. Even the fact that this new monster can deal up to 120 damage would help a lot for many players.
Yes, I even submitted a patch that displayed AC/EV in monster description if there is a non-default option in RC file.
I remember a dev (dpeg?) saying that then experienced players would tell new players to use the setting and it is bad for new player (I don't know why). Note that currently new players ask for the same info and get a link to sequel from a dev. I have several versions:
1) devs want to punish players for playing offline without internet connection.
2) devs enjoy watching big number of players in #crawl
3) devs want to create some elite club of players who play better because they use sequel and don't die to unknown monsters ("Caustik Shrike? It should be weak, it's only Depths 2 but let's check it in sequel anyway").
4) devs hate players and enjoy that they must use alt-tab and type unnecessary commands
Not sure about last one of course, mostly kidding.
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Sandman25 wrote:Garbage is when devs are hiding that Ettin can do 116 damage per attack (with 2 dire flails, with GSC it will be even more) or Azure Jelly can do 272 damage during 1 turn because "new player can be distracted by numbers". You have already confessed that you enjoy new players dying, please stop talking about caring about new players.
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byrel wrote:I enjoy dying if I learn from it. Do I not care about myself? I think you're being a bit hostile Sandman...
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Sar wrote:imo the solution is to nuke sequell
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duvessa wrote:Jeez, I thought gammafunk's first post in this thread was a made-up example and not a real monster that's actually in the game. What the hell is that thing supposed to accomplish other than making crawl look bad
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nago wrote:Sar wrote:Berder wrote:The bottom line is, you probably cannot melee this.
is that a challenge
I've tabbed one yesterday with a char who found it backtracking from depths:5 . I choose to haste just because it's fast and I didn't want to risk in my first encounter, but I suffered very little damage and risked practically nothing - from my first impression he doesn't look much different for a tab char from an ettin who's harmless until doing 100+ hp dmg in one turn except you need like much more time to kill it, so he's kinda riskier to tackle because there is certainly more space for bad rolls.
They seriously need some ranged form of attack, eventually even limited - large rocks would suit them fine I think - otherwise they're going to be helluva annoying tab fodder most of times.
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Berder wrote:You got lucky. Their average damage per 10 auts is higher than an orb guardian; it's not just about the unlucky spikes. They also have a much higher chance of dealing near their max damage than an ettin does, because they have only one attack instead of two, and it's reduced by AC only once, and their to-hit is much higher.
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byrel wrote:Sandman, simply because the devs disagree with you about what user-friendly means isn't a good reason to be hostile.
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Sandman25 wrote:byrel wrote:Sandman, simply because the devs disagree with you about what user-friendly means isn't a good reason to be hostile.
The problem is that user-friendliness is objective and can be measured, there is no such thing as "disagree about user-friendliness" as there is no such thing as "disagree about 5 ms being smaller than 7 ms". https://en.wikipedia.org/wiki/Usability
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byrel wrote:I have to disagree. Usability can only be measured by proxy, and is user-dependent. What's more usable for one user may be less for another. There is no objectively most-user-friendly interface for a given task, and there's no way of accurately measuring user-friendlyness (given that responses are governed significantly by the specific psychology of the subject.) I'll freely admit that useful and informative statistics can be obtained. But that's not the same thing as directly measuring it.
Edit: regardless, what I said still stands. Someone being wrong is not a very good reason for hostility.
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ThreeInvisibleDucks wrote:bel wrote:I read the OP as wanting exact numbers, which is a different story, this is why they were directed to gretell.
But why is that? The most useful monster stat I could use in-game is max damage to know whether I run the risk of dying to a single blow. Sure, that info is available elsewhere, but it's tedious to break the flow and switch out of the game to look up something that crucial.
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Sandman25 wrote:You can measure how much time it takes, how many actions user should do, how easy it is to do a mistake, how many resources it requires from software, how easy it is to support when adding/changing/deleting monsters, how it works with different version of crawl etc. Also I am not trying to find the most user-friendly layout or method, I am comparing 2 methods of getting the same info. I am IT specialist with almost 20 years of experience in software design and development, you can trust me here
About your edit. I tried to be nice, it didn't work. I suspect current method will not work either (it is hard for people to admit that a hostile person is right, I think I will be ignored) but I had to try. Sometimes it is useful to cause emotional storm to make people re-estimate something
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