+3 EV or +5 AC for SprWiz?


Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.

User avatar

Snake Sneak

Posts: 117

Joined: Sunday, 6th February 2011, 03:18

Post Sunday, 6th February 2011, 03:23

+3 EV or +5 AC for SprWiz?

Hi,

I am running a Spriggan Wizard in 0.71. I have enough gold to buy either a ring with +8 EV (Shaolin) or one with +5 EV and +5 AC.

Current AC is 6, EV is 23, SH is 12. Since I am currently wearing a +5 EV ring, the net change is either +3 EV or +5 AC. I am on level 13 of the dungeon and my character is level 12. Worshipping Vehumet.

Thanks in advance for your suggestions!
Annotations
D:3 exclusion: Sigmund
User avatar

Mines Malingerer

Posts: 53

Joined: Friday, 17th December 2010, 03:21

Location: Missouri

Post Sunday, 6th February 2011, 04:22

Re: +3 EV or +5 AC for SprWiz?

My intuition says go for the AC, because I imagine Spriggans would be hard pressed to get much AC at all in most slots. I've nothing to back that up though, wiser heads might say different.

Quick question of my own. Have a low level DSBe right now, who perversely has found a +2 chain, +2 plate, +2 scale, and +2 ringmail, all before the temple. What level of armour skill is reasonable to allow upgrading to the next set up, so it's not interfering with attacks? I know that's meant to be the idea, but I've never really seen a rule of thumb. Level 6 right now, Armour skill of 3.

For this message the author Wolfechu has received thanks:
Lantier

Ziggurat Zagger

Posts: 3037

Joined: Sunday, 2nd January 2011, 02:06

Post Sunday, 6th February 2011, 04:55

Re: +3 EV or +5 AC for SprWiz?

Lantier: I'd go with the ring of protection with evasion. It will nearly double your AC, and you can expect your EV to improve briskly just through training Dodging so that the extra +3 will be a much smaller percentage improvement. I'm afraid I can't provide mathematical proof, however; I'm eyeballing it at best.

Wolfechu: If you're playing the most recent Trunk version, you can head straight for the plate unless you have quite a few other accuracy penalties to go with it. Several of the added drawbacks for using heavy armor have been removed since the original armor nerf, so the big drawbacks now are a spell success penalty (irrelevant for you), an evasion penalty (you are not planning to go EV anyway), and an accuracy penalty (variable, but small). Unless you're dealing with the stacked accuracy penalties for extremely heavy armor, an overly large shield, and an out-of-depth weapon, you're not going to run into much trouble. Very few monsters have good EV anyway.

For this message the author KoboldLord has received thanks: 2
Lantier, Wolfechu
User avatar

Mines Malingerer

Posts: 53

Joined: Friday, 17th December 2010, 03:21

Location: Missouri

Post Sunday, 6th February 2011, 09:15

Re: +3 EV or +5 AC for SprWiz?

That's good to know. Kinda answers my other question too; guessing it's not worth keeping dodging turned on if you're going down the heavy armour route?

Halls Hopper

Posts: 60

Joined: Friday, 17th December 2010, 14:41

Post Thursday, 10th February 2011, 10:36

Re: +3 EV or +5 AC for SprWiz?

Wolfechu wrote:That's good to know. Kinda answers my other question too; guessing it's not worth keeping dodging turned on if you're going down the heavy armour route?


Yeah, that's right - dodging will train slowly, and give you virtually no EV. Just stick those skill points in armour!
Go kiku!

Return to Dungeon Crawling Advice

Who is online

Users browsing this forum: No registered users and 17 guests

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.