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Author Topic: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.  (Read 1682460 times)

lemon10

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13755 on: July 12, 2016, 08:33:22 pm »

Apparently Sif Muna been changed at somepoint in .19 to no longer have channeling (thus the hunger immunity may be completely useless depending on the version he is using), but in .18  hunger immunity is very significant for a Sif worshiper due to channeling. You simply spam channel every single turn where you aren't directly murdering stuff, and your combat power and mana regen goes way up (especially combined with haste/cBlink to back away and allow you to keep channeling and spamming spells). Its also useful to regenerate mana when you have a effective time limit (hells, ziggs). The constant channeling uses up a huge amount of food, so much that you would actually manage to run out and die of starvation. Thus, the hunger immunity is very significant.

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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

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monk12

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13756 on: July 12, 2016, 08:51:35 pm »

Wait, Sif doesn't have channeling anymore? What the heck is the point of Sif then!?!

lemon10

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13757 on: July 12, 2016, 09:35:13 pm »

I haven't verified it, but according to the knowledge bot:
Quote from: Knowledge bot
0.19 replaces channeling ability with {divine_energy} and at 3* adds {channel_magic}, an invocable MP regeneration. Piety now comes 2/3 from training magic skills and 1/3 from kills

Divine Energy:
A 1* Sif Muna ability new to 0.19, allows the player to toggle a +Cast status on/off (doesn't take time!). When on, you'll be able to cast one more spell when too low on MP for a cost of -Cast for a few turns.
-cast lasts for 3 + random2avg(2 * cost, 2) turns: waiting out -cast is much faster than waiting for the mp to regenerate

Channel Magic:
A 3* Sif Muna ability new to 0.19, gives a big boost to MP regeneration for a duration of 4 + random2avg(2 * INVOCATIONS / 3)
I have no clue how it compares to the previous version (since it all depends on if the new channel magic effectiveness and cost), but it sounds like a huge effective nerf to undead/necro+Sif.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

heydude6

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13758 on: July 12, 2016, 09:54:09 pm »

Thanks for the advice guys. I decided to forget ignite poison and learn controlled blink. While I was there, I took an evocations manual that I found and leveled evocations to 20. That means I can reliably use a crystal ball of energy meaning that I don't have to worry about hungerless channeling anymore. Of course, now I need to find clarity instead.

Thankfully, the fairy dragon armour the enchantress dropped came with that as well as a strength bonus that allows me to wear it without any armour skill. I had to sacrifice my robe of resistance for it but with the extra ring slot (I don't need a ring that gives a strength bonus anymore) and a bit of gear shuffling, I now have 3 pips of fire and cold resist, 2 negativity resist (I can swap into 3 in a single turn by either sacrificing cold resist or whatever amulet I'm currently wearing), resist poison, and 4 pips of magic resist. This came at a cost of the mace of brilliance I was wielding (my artifact dagger had two pips of fire resist) and my shield of reflection (had to replace with a buckler of fire resist).

Anyway, I'm on version .14 which means item destruction and anti-training. With anti-training on (a -3 aptitude for ice magic until it out-levels my fire magic), is it still a good idea to get glaciate castable (currently at 99% alone, 90% with wizardry, and 78% with double wizardry)? Looking at the wiki, it means it will take me double the amount of time to train up to my current level of fire magic.

EDIT: How important is it to have abjuration?
« Last Edit: July 12, 2016, 10:45:38 pm by heydude6 »
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lemon10

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13759 on: July 12, 2016, 10:53:18 pm »

I really prefer tornado over glaciate (given that you already have firestorm) as A) I feel that many enemies with rF also have rC, B) tornado hits pretty much every enemy on the screen, which is super great for zigs and open areas and C) I feel that firestorm and glaciate are much the same (both deal irresistable elemental damage within a confined area), except that glaciate doesn't create fire vortexes.
Of course, the cost of that is that A) Gargoyles ice aptitude is better then your air (0v-2) and B) Glaciate is conjuring/ice, compared to plain Air.
You can afford it in extended, but tornado is a much higher XP cost. It's up to you really. That said, neither are truly needed.

Also, animate dead is a pretty great spell since the undead raised are still permanent in .14. You are pretty much past the stage in the game where enemies leave corpses, but you can still get great use out of it in Zot.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Damiac

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13760 on: July 15, 2016, 01:09:05 pm »

New sif is actually quite good, although it probably was effectively a nerf for mummies of sif.

Firstly, sif piety gain has changed slightly.  Now, you get 2/3 of the old piety from training spell skills.  You also get 1/3 of your piety from kills.  What this does is mean you don't HAVE to train spell schools constantly to keep piety up, since you're getting some just for killing.  You will need that piety now too, because the new channeling ability uses it, and it's quite good.

There are two new abilities. Old channeling is gone.
New 1* ability: I forget the name, but it's a free, instant activation ability.  When it's active, you can cast a spell without enough MP, but you get a -cast debuff somewhat proportional to how much MP you used that you didn't have.  Actually much more useful than it sounds, but obviously weaker than old channeling most of the time. 
New 2*(or is it 3*?) Channel Magic:  Based on invocations skill, and uses some piety, probably some hunger too.  You get super MP regen (like 5-7 a turn) for a duration dependent on your invocations skill.

So the way it plays out is a little different than before.  Previously, maybe you'd fight some guys, find yourself out of MP, and press 'aa' for a few turns to get enough MP to cast again.
Now, you fight some guys, find yourself out of MP, press "aa" (I think it's still on a), then cast spells, because your MP is regenerating faster than you can spend it. 
Alternatively, maybe you just need one more cast to finish the fight, so you turn on your free cast without MP ability,  cast a big spell to finish the fight, and the -cast debuff doesn't matter since the fight is over.

I got great use out of the free casting one with a FE, where I'd run out of MP, turn on the free casting ability, put a sticky flame on the enemy, run until the -cast debuff went away, used up my MP, turned the ability on again, and cast another sticky flame.  Repeat as necessary.  FEs can also take advantage of this ability with conjure flame, since you only need one cast to block a path!


All in all, I think it both makes sif stronger, and much less annoying to play.  No more aaaaaaaaaaaa between fights!
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RoguelikeRazuka

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13761 on: July 15, 2016, 03:50:15 pm »

Hey is there any reason to train a weapon proficiency skill any futher provided the prefered weapon type's min delay is already reached? Do higher levels in weapon proficiency skills provide additional accuracy or damage?

« Last Edit: July 15, 2016, 03:56:13 pm by RoguelikeRazuka »
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ZeroGravitas

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13762 on: July 15, 2016, 03:53:21 pm »

Hey is there any reason to train my weapon skill any futher provided the weapon type's min delay is already reached?

Yeah, it still improves damage and accuracy. but as it's increasingly expensive, it's generally better to leave skills past min delay until very late (if ever). better to make your character more flexible with something like invocations/evocations/spellcasting/throwing or something
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RoguelikeRazuka

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13763 on: July 15, 2016, 04:05:26 pm »

Then, is the quality of the items granted by Okawaru influenced by your character's invocations skill level?

If you character reaches the experience level of 27, does he get unable to train his skills any more?
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lemon10

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13764 on: July 15, 2016, 04:26:04 pm »

Then, is the quality of the items granted by Okawaru influenced by your character's invocations skill level?

If you character reaches the experience level of 27, does he get unable to train his skills any more?
No and No.
The quality of gifted items is constant but highly random. That said, you are less likely to get an item type you have already seen, so there is a little bit of progression.

You keep training your skills even once you get to XP 27, although you can't train any individual skill past 27.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

ZeroGravitas

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13765 on: July 15, 2016, 04:26:55 pm »

Then, is the quality of the items granted by Okawaru influenced by your character's invocations skill level?

If you character reaches the experience level of 27, does he get unable to train his skills any more?

1) no, i dont think gifts from okawaru are influenced by invocations.

2) no, you can still train skills when you're at XL 27. you just can't level up to gain more hp/mp.
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Ozarck

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13766 on: July 15, 2016, 07:12:56 pm »

When any given skill level hits 27, it automatically stops being trained. If you have other skills being trained (on manual mode at least), the xp switches to them.

debvon

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13767 on: July 15, 2016, 09:21:03 pm »

I have a couple questions about amplifying magic effects. So if a fire spell has #####... (5/8) spellpower and you equip a ring of fire, but the spell remains 5/8, it's not actually doing more damage right? You'd have to train the schools involved to get anything out of the ring by bumping it to 6/8?

Do rings of fire, staves of fire or conjuration, and Vehumet's amplifying effect stack with each other?
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Arcvasti

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13768 on: July 15, 2016, 10:29:41 pm »

I have a couple questions about amplifying magic effects. So if a fire spell has #####... (5/8) spellpower and you equip a ring of fire, but the spell remains 5/8, it's not actually doing more damage right? You'd have to train the schools involved to get anything out of the ring by bumping it to 6/8?

Do rings of fire, staves of fire or conjuration, and Vehumet's amplifying effect stack with each other?

I'm fairly certain that the little hash marks are merely indicators for increments of spellpower[I THINK its about 20 points per hash mark?] and you'll still get results even if it doesn't move the meter up a tick.

Spellpower enhancers do indeed stack with each other, although in practice you'll rarely want more then one or two at a time. In theory though, if you were an octopode, you could have ELEVEN fire/ice spellpower enhancers all active at once and they'd all stack. You'd also have r--------- to the opposite element, but still. Also note that Vehumet does not actually increase your spellpower at all, just makes it easier to cast destructive spells. This is similar to wizardry effects[Which don't stack], but does stack with other wizardry effects.
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lemon10

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #13769 on: July 15, 2016, 10:55:08 pm »

I have a couple questions about amplifying magic effects. So if a fire spell has #####... (5/8) spellpower and you equip a ring of fire, but the spell remains 5/8, it's not actually doing more damage right? You'd have to train the schools involved to get anything out of the ring by bumping it to 6/8?

Do rings of fire, staves of fire or conjuration, and Vehumet's amplifying effect stack with each other?

I'm fairly certain that the little hash marks are merely indicators for increments of spellpower[I THINK its about 20 points per hash mark?] and you'll still get results even if it doesn't move the meter up a tick.

Spellpower enhancers do indeed stack with each other, although in practice you'll rarely want more then one or two at a time. In theory though, if you were an octopode, you could have ELEVEN fire/ice spellpower enhancers all active at once and they'd all stack. You'd also have r--------- to the opposite element, but still. Also note that Vehumet does not actually increase your spellpower at all, just makes it easier to cast destructive spells. This is similar to wizardry effects[Which don't stack], but does stack with other wizardry effects.
Not quite on a few points.
Enhancers are limited to a maximum of 3, and negative resistance is similarly capped at r---. Some enhancement effects (like the wild magic mutation) don't count against the limit of 3 enhancers.
The bars represent: 0, 10, 15, 25, 35, 50, 75, 100, 150, 200.
Each enhancer does indeed increases power, even if the bars don't change. There is a stepdown past 50, where every point costs more to get. So although each enhancer multiplies your raw power by 1.5 pre-stepdown, it (above 50) ends up increasing your effective power by 15-25 points.
Also note that enhancers do nothing if a spell is already at max power.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.
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