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dcss:brainstorm:item:magical:rings [2011-12-22 20:02]
XuaXua
dcss:brainstorm:item:magical:rings [2011-12-22 20:13] (current)
XuaXua Page moved from dcss:brainstorm:item:rings to dcss:brainstorm:item:magical:rings
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 This ring may add a confusing touch to unarmed main and offhand attacks. Will not autoid or display status if you do not connect with an unarmed attack. Primarily there to be difficult to identify, it should have a small but significant chance of triggering, keeping the high rate of attack in mind. This ring may add a confusing touch to unarmed main and offhand attacks. Will not autoid or display status if you do not connect with an unarmed attack. Primarily there to be difficult to identify, it should have a small but significant chance of triggering, keeping the high rate of attack in mind.
-  * This is a very interesting ring. Perhaps 25% chance of trigger? Remaining question is if/how it would check target MR, if no check, should be set to very low trigger rate. --- //[[user:Porkchop]] 2010-01-22 15:37// +  * This is a very interesting ring. Perhaps 25% chance of trigger? Remaining question is if/how it would check target MR, if no check, should be set to very low trigger rate. --- //[[user:porkchop]] 2010-01-22 15:37// 
-  * If you wanted something simpler to implement, perhaps rings of stunning (-move/attack energy) having an delaying effect similar to Freeze. Or to stay with the confusion theme, just have it be a very short 1/2, 1, or 2 round duration confuse with very little odds of resist when it does trigger. Confusion and non-stab melee isn't a very happy combination anyways, as you spend too much time chasing down your opponent. A shorter duration would make it more attractive to stay with the punches, instead of just being a confusing touch you use to get away or get stabbing.  --- //[[user:LordSloth]] 2010-02-03 04:46//+  * If you wanted something simpler to implement, perhaps rings of stunning (-move/attack energy) having an delaying effect similar to Freeze. Or to stay with the confusion theme, just have it be a very short 1/2, 1, or 2 round duration confuse with very little odds of resist when it does trigger. Confusion and non-stab melee isn't a very happy combination anyways, as you spend too much time chasing down your opponent. A shorter duration would make it more attractive to stay with the punches, instead of just being a confusing touch you use to get away or get stabbing.  --- //[[user:lordsloth]] 2010-02-03 04:46//
   * For that matter, it would make sense to give rings of fire/ice a added damage on hit with unarmed as well. It would give unarmed users an ability to attack with elemental damage, but not without drawbacks (weakness to opposite element). I seem to recall nethack doing something like this, of course in it's own pun and spoiler filled way. --- //[[user:loginerror]]//   * For that matter, it would make sense to give rings of fire/ice a added damage on hit with unarmed as well. It would give unarmed users an ability to attack with elemental damage, but not without drawbacks (weakness to opposite element). I seem to recall nethack doing something like this, of course in it's own pun and spoiler filled way. --- //[[user:loginerror]]//
  
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 > This sounds needlessly convoluted. Simpler version: The ring stores up power for ex. whenever you take damage; the more power it has the bigger chance it has of releasing that power when you are struck.  --- //[[user:coolio]] 2011-01-20 18:27// > This sounds needlessly convoluted. Simpler version: The ring stores up power for ex. whenever you take damage; the more power it has the bigger chance it has of releasing that power when you are struck.  --- //[[user:coolio]] 2011-01-20 18:27//
  
->>This also avoids scumming charge through dancing, though people would just damage themselves safely instead, assuming it's worth the effort in the first place.  Better to just discharge on every hit (or have a chance of doing so), as the thing's taking up a ring slot and all.  Ends up like DS spines or that ice facet, except with annoying lightning mechanics. --- //[[user:OG17]] 2011-01-20 19:20//+>>This also avoids scumming charge through dancing, though people would just damage themselves safely instead, assuming it's worth the effort in the first place.  Better to just discharge on every hit (or have a chance of doing so), as the thing's taking up a ring slot and all.  Ends up like DS spines or that ice facet, except with annoying lightning mechanics. --- //[[user:og17]] 2011-01-20 19:20//
  
 ==== Ring of replication==== ==== Ring of replication====
  
-This ring imitates the properties of any ring worn on the other hand, with the exception of artefacts. --- //[[user:Hoody]] 2011-01-18 05:21//+This ring imitates the properties of any ring worn on the other hand, with the exception of artefacts. --- //[[user:hoody]] 2011-01-18 05:21//
  
-> What of rings of slaying?  It seems kind of way too powerful in some cases, like that, meaning lots of special-casing, which is confusing for players, and for all cases I can think of where it'd be reasonable, the respective rings are common enough already.  --- //[[user:MrMisterMonkey]] 2011-01-20 08:33//+> What of rings of slaying?  It seems kind of way too powerful in some cases, like that, meaning lots of special-casing, which is confusing for players, and for all cases I can think of where it'd be reasonable, the respective rings are common enough already.  --- //[[user:mrmistermonkey]] 2011-01-20 08:33//
  
->> One way to mitigate that would be to 'imitate the properties of any ring worn on the other hand, with the exception of artefacts', but to half (rounding up or down) any 'generic pluses', so you could double up a ring of wizardry but the +7 +7 ring of slaying would only be 'replicated' at +3 +3 or +4 +4. The description could be worded to reflect that. Even with that it should still be a very rare ring, and it kind of hard codes the notion of two hands.  --- //[[user:Shade]] 2011-01-20 16:12//+>> One way to mitigate that would be to 'imitate the properties of any ring worn on the other hand, with the exception of artefacts', but to half (rounding up or down) any 'generic pluses', so you could double up a ring of wizardry but the +7 +7 ring of slaying would only be 'replicated' at +3 +3 or +4 +4. The description could be worded to reflect that. Even with that it should still be a very rare ring, and it kind of hard codes the notion of two hands.  --- //[[user:shade]] 2011-01-20 16:12//
 >>> It might as well be a fixedart: Very rare, unique mechanic and one would never have a need for more than one. Not working with other artifact rings could be explained in the flavour text. --- //[[user:coolio]] 2011-01-20 18:27// >>> It might as well be a fixedart: Very rare, unique mechanic and one would never have a need for more than one. Not working with other artifact rings could be explained in the flavour text. --- //[[user:coolio]] 2011-01-20 18:27//
  
->>>>If this is going to be a super-rare fixedart it should work with other artifacts, as it's not very interesting otherwise.  Duplicate mundane rings are common (outside of slaying), and in practice a randart ring would generally be better paired with a complementary randart than with a copy of itself anyway. --- //[[user:OG17]] 2011-01-20 19:09//+>>>>If this is going to be a super-rare fixedart it should work with other artifacts, as it's not very interesting otherwise.  Duplicate mundane rings are common (outside of slaying), and in practice a randart ring would generally be better paired with a complementary randart than with a copy of itself anyway. --- //[[user:og17]] 2011-01-20 19:09//
  
->> How is a slaying ring and a mimic ring any more "way too powerful" than two slaying rings? --- //[[user:OG17]] 2011-01-20 17:03//+>> How is a slaying ring and a mimic ring any more "way too powerful" than two slaying rings? --- //[[user:og17]] 2011-01-20 17:03//
 >>> The only way this could be overpowered is that if one would find that godly +7,+7 ring of slaying and the ring of replication in the same game, which should be highly unlikely. --- //[[user:coolio]] 2011-01-20 18:27// >>> The only way this could be overpowered is that if one would find that godly +7,+7 ring of slaying and the ring of replication in the same game, which should be highly unlikely. --- //[[user:coolio]] 2011-01-20 18:27//
  
->>>>Again, that's the same as finding two +7 slaying rings, which isn't "overpowered" enough to have any sort of special-cased penalty. --- //[[user:OG17]] 2011-01-20 19:09//+>>>>Again, that's the same as finding two +7 slaying rings, which isn't "overpowered" enough to have any sort of special-cased penalty. --- //[[user:og17]] 2011-01-20 19:09//
  
-> If this is implementable, along the lines of this idea, perhaps you could add an Amulet of the Mummy's Hand --> Basically an amulet of a preserved hand that would allow you to use a ring in an amulet slot.  --- //[[user:JeffQyzt]] 2011-02-21 13:34//+> If this is implementable, along the lines of this idea, perhaps you could add an Amulet of the Mummy's Hand --> Basically an amulet of a preserved hand that would allow you to use a ring in an amulet slot.  --- //[[user:jeffqyzt]] 2011-02-21 13:34//
  
->> Amulets are almost universally more powerful/useful than rings, and you're unlikely to find three artifact rings that are as good as your best amulet, so I'm not sure how that'd be very useful--unless you gave it some other small buff, like rN+ or partial death curse resistance. --- //[[user:Brickman]] 2011-02-22 04:55//+>> Amulets are almost universally more powerful/useful than rings, and you're unlikely to find three artifact rings that are as good as your best amulet, so I'm not sure how that'd be very useful--unless you gave it some other small buff, like rN+ or partial death curse resistance. --- //[[user:brickman]] 2011-02-22 04:55//
  
 ==== Ring of Murdering ==== ==== Ring of Murdering ====
  
 Works much like a Ring of Slaying, except the + value of a Ring of Murdering is a single value that distributes randomly to accuracy/damage with each hit.  In general, the + value of a Ring of Murdering will be much higher than that of a Ring of Slaying.  For example, for any given attack, a +10 Ring of Murdering could apply +10 to the accuracy, or +10 to the damage, or +3 to accuracy and +7 to damage.  Whim of Xom, who appreciates these rings. Works much like a Ring of Slaying, except the + value of a Ring of Murdering is a single value that distributes randomly to accuracy/damage with each hit.  In general, the + value of a Ring of Murdering will be much higher than that of a Ring of Slaying.  For example, for any given attack, a +10 Ring of Murdering could apply +10 to the accuracy, or +10 to the damage, or +3 to accuracy and +7 to damage.  Whim of Xom, who appreciates these rings.
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dcss/brainstorm/item/magical/rings.txt · Last modified: 2011-12-22 20:13 by XuaXua
 
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