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Author Topic: Adventure Mode: Getting Good  (Read 7684 times)

Random_Dragon

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Re: Adventure Mode: Getting Good
« Reply #15 on: December 27, 2015, 03:09:53 pm »

What odd is they can reliably fuck you up in a couple turns if they aren't slowed, so it's possible that move/attack speed hasn't been fully split.

Though I'd say hydras were buffed relative to original DF2014, because they used to run away like every hostile creature that lacked NOEMOTION back then. o3o
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Max™

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Re: Adventure Mode: Getting Good
« Reply #16 on: December 27, 2015, 03:16:07 pm »

I made a world with vanilla stuff in 42.04 to check it out, ran over and punched a Roc and it fell over unconscious... I wasn't even godlike or anything... forgot how disappointing vanilla megabeasts are.
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Geltor

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Re: Adventure Mode: Getting Good
« Reply #17 on: December 27, 2015, 03:39:45 pm »

*Put skills in dodge/Armor User/Shield User. As these are more risky and harder to grind (and from personal experience, Shield User is an absolute pain) but are important as you are less likely to get destroyed immediately. As for grinding weapon skills/fighter, just find a random animal and beat on it before it gives into pain.
this is actually a bad idea. when you make an adventurer, dump ~ALL~ of your skills into fighter. why? because all your other combat skills are useless if you are a dabbling fighter. put 1 point into a weapon skill to start with said weapon and have reader/swimmer too. you should have enough for master/high master fighter that will dominate mostly everyone.

notice that the "wrestling with animals" makes  you godlike in combat because it raises the fighter skill, this just saves you the tedium

I made a world with vanilla stuff in 42.04 to check it out, ran over and punched a Roc and it fell over unconscious... I wasn't even godlike or anything... forgot how disappointing vanilla megabeasts are.
to be fair, i think the punches are the ones to blame. theyre op as hell. my late adventurers NEVER get killed by weapons, only punches/kicks. even from other weaponmasters
« Last Edit: December 27, 2015, 03:42:37 pm by Geltor »
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Random_Dragon

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Re: Adventure Mode: Getting Good
« Reply #18 on: December 27, 2015, 03:49:18 pm »

I made a world with vanilla stuff in 42.04 to check it out, ran over and punched a Roc and it fell over unconscious... I wasn't even godlike or anything... forgot how disappointing vanilla megabeasts are.

Any of the (semi)megabeasts that are vulnerable to pain are rather easy to pull that stunt on, yeah.
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Max™

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Re: Adventure Mode: Getting Good
« Reply #19 on: December 27, 2015, 04:26:01 pm »

They're also fragile, I gotta be fully buffed godstomper mode to punch a modded roc hard enough to do anything but bruise it.
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Random_Dragon

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Re: Adventure Mode: Getting Good
« Reply #20 on: December 27, 2015, 04:46:39 pm »

They're also fragile, I gotta be fully buffed godstomper mode to punch a modded roc hard enough to do anything but bruise it.

Far more efficient to poke the smallest appendage that has a bone. XP
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Uzu Bash

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Re: Adventure Mode: Getting Good
« Reply #21 on: December 27, 2015, 06:02:09 pm »

What that amounts to is that they're terrible for combat skills development. You suggested fighting a colossus is insane, but the same tactics work against them, and they're excellent for training skills. If you haven't mastered wrestling and dodge, definitely dodge away from their grabs, as phantom strike is way too risky. They're also slow chargers.
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Random_Dragon

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Re: Adventure Mode: Getting Good
« Reply #22 on: December 27, 2015, 06:16:07 pm »

What that amounts to is that they're terrible for combat skills development. You suggested fighting a colossus is insane, but the same tactics work against them, and they're excellent for training skills. If you haven't mastered wrestling and dodge, definitely dodge away from their grabs, as phantom strike is way too risky. They're also slow chargers.

It is insane. Anything with a big size advantage and no easy way to neutralize a grab is very risky, as one lucky grab will be the end of you. Once your skills are high enough that this isn't that likely, then training further is no longer as essential. o3o

Hydras are definitely more likely to fuck you up than bronze colossi, but they're easier to render harmless and easier to kill afterward.
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Uzu Bash

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Re: Adventure Mode: Getting Good
« Reply #23 on: December 27, 2015, 07:07:09 pm »

Then don't let him get a lucky grab. I keep the 1-Tick and 10-Tick under hand, on the keypad, to get precise timing. If you dodge in that one frame between recovery and attack, you won't be in the tile he's about to attack. With any enemy you're uncertain of, you should observe their timing carefully before doing anything other than quick feint attacks.

I can face them around the same mid-range as the other megabeasts, it just takes a whole lot longer. Best to get a good rest ahead of time. It's awesome for training skills, but too easy to get worn out.
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Rumrusher

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Re: Adventure Mode: Getting Good
« Reply #24 on: December 27, 2015, 07:19:18 pm »

Then don't let him get a lucky grab. I keep the 1-Tick and 10-Tick under hand, on the keypad, to get precise timing. If you dodge in that one frame between recovery and attack, you won't be in the tile he's about to attack. With any enemy you're uncertain of, you should observe their timing carefully before doing anything other than quick feint attacks.

I can face them around the same mid-range as the other megabeasts, it just takes a whole lot longer. Best to get a good rest ahead of time. It's awesome for training skills, but too easy to get worn out.
also there's the bit of if you're analytical or perception skills are high you can tell which attack the person going to throw then block it completely with a grab you can catch their attack which is the more risky version of mastering block.
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Random_Dragon

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Re: Adventure Mode: Getting Good
« Reply #25 on: December 27, 2015, 07:22:07 pm »

Still, crippling them early is infinitely easier. XP
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Uzu Bash

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Re: Adventure Mode: Getting Good
« Reply #26 on: December 27, 2015, 07:56:49 pm »

Still, crippling them early is infinitely easier. XP
If you were talking about anything other than massive slow chargers with wrestling, then I'd agree.
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Random_Dragon

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Re: Adventure Mode: Getting Good
« Reply #27 on: December 27, 2015, 08:03:50 pm »

Still, crippling them early is infinitely easier. XP
If you were talking about anything other than massive slow chargers with wrestling, then I'd agree.

I was primarily referring to hydras, who can and will spam bite attacks all day long. If one lands? If you're lucky it'll bite the offending limb clean off so you aren't immobilized. Otherwise you can no longer dodge or jump and it's all downhill from there.
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Uzu Bash

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Re: Adventure Mode: Getting Good
« Reply #28 on: December 27, 2015, 09:20:53 pm »

Is there a barehanded strategy for webbers/firebreathers/fireballers? Other than making yourself fireproof, that is.
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vjmdhzgr

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Re: Adventure Mode: Getting Good
« Reply #29 on: December 27, 2015, 11:00:23 pm »

but definitely get the best metal you can on your head, feet and hands. Head shots can end you quickly
Still, helmets and all other head gear (even masks) didn't even covered the face the last time I checked : http://dwarffortresswiki.org/images/d/d8/Armor_Coverage_Chart.png
You are bound to take a killing arrow in the face until this is fixed.
Well,technically the face isn't covered, but the face isn't the head. It's the face. Sure you can take an arrow to the nose or cheek, (which is incredibly unlikely, less likely than getting hit in the finger, and just think about how many times that's happened to you) but that will only damage the nose or cheek. They're separate from the head, like how fingers are separate from hands. The only danger there is shots this the eye, which along with being incredibly unlikely, are always blocked by the invincible eyelid. Really I've tried d to hit eyes with a legendary adventurer against an unconscious enemy, and it did nothing because it got blocked by an eyelid. Face damage isn't a serious concern.
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