Re: YAAP (elven wizard, NAO)
- From: Jove <invalid@xxxxxxxxxxxxxxx>
- Date: Wed, 30 May 2007 00:25:45 GMT
On Tue, 29 May 2007 16:38:44 -0700, Henry J Cobb wrote in
<V4WdnUSXWLMaJMHbnZ2dnUVZ_oipnZ2d@xxxxxx>:
Jack Bolsen wrote:
I used to carry MB at +2. It's really a toss up whether or not it's
better at +2 or +7. If stunning and probing is important to you, then
+2. If you're going for damage (I was) then +7.
If you're going for damage there are a lot of other much nastier ways of
pumping it out. As an elf you should expect to be given Stormbringer,
even though as an elf you are restricted from learning how to use the
elven broadsword until you are.
I carry MB to protect my character. (Quick, name two other items that
will protect your character against curses.) Pumping out status effects
against the nasties to distract them helps with that.
Only wizards can expect to hit every single monster in hell with Confuse
Monsters so for Rogues I'm trying to back a +2 MB up with a +7 silver
dagger, if I can find even one silver dagger in the entire dungeon.
-HJC
Every game I wish the 'Bane. (Too much, Magicbane)
Here are the ten effects of Magicbane and their probabilities at each
enchantment:
AVG INSIGHT CURSE
ENCH DMG TO-HIT PROBE ENGRAVE MR RESIST CONF STUN SCARE CANCL
---- ----- ------ ------- ------- ---- ------ ---- ----- ----- -----
+0 7.66 + 4 1.80% 100% 100% 95% 1.2% 18.2% 10.0% 10.0%
+1 8.57 + 5 1.20% 100% 100% 95% 1.2% 16.4% 10.0% 10.0%
+2 9.48 + 6 .92% 100% 100% 95% 1.2% 14.5% 10.0% 10.0%
+3 10.01 + 7 1.21% 100% 100% 95% 1.2% 19.1% 5.0% 5.0%
+4 10.92 + 8 1.13% 100% 100% 95% 1.2% 16.4% 5.0% 5.0%
+5 11.83 + 9 1.09% 100% 100% 95% 1.2% 13.6% 5.0% 5.0%
+6 12.49 +10 1.24% 100% 100% 95% 1.2% 12.7% 5.0% 0%
+7 13.40 +11 1.21% 100% 100% 95% 1.2% 9.5% 5.0% 0%
The chance of the confusing, successful engraving, magic
resistance and curse are unaffected by enchantment level.
The chance of stunning drops from 14.5% to 9.5% when going
from +2 to +7 enchantment. The only effect of stunning is +2
to-hit while the stun lasts. (Seriously).
The chance of an insightful probe actually increases from
0.92% at +2 to 1.21% at +7. At both enchantments it's a one
in one hundred chance.
Cancel drops from 10% to 0%, but most monsters have nothing to
cancel. Seriously, and the first time you successfully cancel a
(master) mind flayer you will get an unpleasant surprise.
Many monsters with something to cancel have high enough
intrinsic magic resistance that they'll die of hit point loss
before a successful cancel attempt occurs.
Scare drops from 10% to 5%.
The cancel, stun, and scare effects are low possibility
on a single monster. It's also last resort. The 100% Elbereth
engraving can be set up before the monster reaches melee
range and will affect all adjacent monsters. Up to 8x as
effective and guaranteed instead of extremely low odds at
the last moment.
Damage increases by +4 when going from +2 to +7 enchantment.
If you had a +4 ring of increase damage would you wear it?
What if it didn't take a ring slot, had no nutrition cost,
and couldn't be destroyed electrically?
How many times will you hit with Magicbane at +7? 100? That's
400 more points of damage. 1000? That's 4000 more points of
damage.
--
Welcome to NetHack. | I take what I'm given.
| You exploit the game.
All the best, | He's an abusive cheater.
Jove (Joe Bednorz)
.
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