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Author Topic: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.  (Read 1603738 times)

Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9570 on: June 06, 2012, 04:20:50 pm »

They do pack enough of a punch that you need to get away from them though, and with a level 12 mummy simply walking away as they pelt you isn't an option. It was my mistake of getting into that situation, but I'm just saying that Su's are not very forgiving if you make a bad move.
It is an option to walk away because you always have a meatshield surrounding you.  They'd probably barely get a single shot in at you because bows are not smite targetted.
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sambojin

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9571 on: June 06, 2012, 06:19:58 pm »

As a summoner, especially of Sif, you've always got your fall-back summons for fleeing. Namely summon mammals and summon butterflies. Low mp cost, multiple summons per cast. They'll be one-shotted by anything reasonable, but better them than you.

Neither spammals or butterflies are quite as good as they used to be (not nearly as many summoned and targetting of butterflies seems different), but they're still handy for an escape option or low-mp/hp option. Scorpions do fit into this idea, but the chance of them attacking you and the more random amount can make it a risky option in an already risky situation.

Sif will give you butterflies eventually. They're pretty and are good pin-cushions for arrows.

(actually, ignore this if it turns out they removed the spell. Use spammals instead. There was some talk of it I think. I'm pretty sure they just nerfed it instead).
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Frumple

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9572 on: June 06, 2012, 08:33:54 pm »

Unless scorps got a heavy hit while I wasn't paying attention, if you've got some excess spellpower I'd echo scorps as a pretty solid screening spell. Just don't use it in a corridor. The occasional hostile scorp is 100% gauranteed to spawn blocking your escape if you cast it in a corridor :-\

In an open area all that happens is your friendlies murder the hostile one and go about their business, about 75% of the time on the first turn postsummon. They're kinda' flimsy, but tougher than spammals and more numerous than ice beasts. Not a bad spell if you've got the power behind it to kick up the numbers.
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Rex_Nex

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9573 on: June 06, 2012, 09:30:50 pm »

They do pack enough of a punch that you need to get away from them though, and with a level 12 mummy simply walking away as they pelt you isn't an option. It was my mistake of getting into that situation, but I'm just saying that Su's are not very forgiving if you make a bad move.
It is an option to walk away because you always have a meatshield surrounding you.  They'd probably barely get a single shot in at you because bows are not smite targetted.

If you recall, I had no MP because I already used it on meatshields while TPing.
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Cthulhu

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9574 on: June 07, 2012, 01:45:29 am »

I found The Room Made Up of Several Layers of Secret Doors in Vault:7.

Don't open The Room Made Up of Several Layers of Secret Doors.
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G-Flex

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9575 on: June 07, 2012, 02:11:21 am »

(In comparison, having 3 aptitude reduces the XP needed to gain a skill by 40%, 2 by 29%, 1 by 16%... the opposite for negative aptitudes, if I'm reading this right.)

Close, but not quite.

Code: [Select]
Aptitude    EXP Required
+3            70%
+2            80%
+1            90%
 0            100%
-1            110%
-2            120%
-3            130%

Positive aptitudes bear a little more weight than their negative counterparts, more so the greater the value. For instance, +5 means you need only half the EXP, whereas a -5 translates to a 50% increase in the cost.

What? No. I have no idea where you're getting this from, but no.

+4 means it takes half the XP to raise, and -4 means it costs twice the XP to raise.

Quote
An aptitude of n means the race takes 2^(-n/4) times as much exp to advance as a human.

An aptitude of +4 means it takes 1/2 the XP to raise. An aptitude of -4 means it takes twice the XP to raise.

Every time you raise an aptitude by 4, the XP requirement doubles. Every time you lower an aptitude by 4, the XP requirement is cut in half.
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Rex_Nex

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9576 on: June 07, 2012, 02:21:01 am »

Hurrah, I was right for once.
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sambojin

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9577 on: June 07, 2012, 06:28:09 am »

Hurrah? Yeh. Hurrah!!!!!

Damn, someone bumped me
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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9578 on: June 07, 2012, 08:31:33 am »

If you recall, I had no MP because I already used it on meatshields while TPing.
But... you said that was the situation that forced you to teleport.  You were already teleporting before the thing that forced you teleport in the first place?

Unless scorps got a heavy hit while I wasn't paying attention, if you've got some excess spellpower I'd echo scorps as a pretty solid screening spell. Just don't use it in a corridor. The occasional hostile scorp is 100% gauranteed to spawn blocking your escape if you cast it in a corridor :-\

In an open area all that happens is your friendlies murder the hostile one and go about their business, about 75% of the time on the first turn postsummon. They're kinda' flimsy, but tougher than spammals and more numerous than ice beasts. Not a bad spell if you've got the power behind it to kick up the numbers.
I'd agree in situations where you need to call forth a lot of monsters right now.  Ice beasts are still superior for forming and maintaining a wall around you while there are no monsters in sight, though (since it doesn't matter how many turns you spend summoning stuff if you have no foodclock and no enemies in sight).
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Azthor

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9579 on: June 07, 2012, 09:25:58 am »

(In comparison, having 3 aptitude reduces the XP needed to gain a skill by 40%, 2 by 29%, 1 by 16%... the opposite for negative aptitudes, if I'm reading this right.)

Close, but not quite.

Code: [Select]
Aptitude    EXP Required
+3            70%
+2            80%
+1            90%
 0            100%
-1            110%
-2            120%
-3            130%

Positive aptitudes bear a little more weight than their negative counterparts, more so the greater the value. For instance, +5 means you need only half the EXP, whereas a -5 translates to a 50% increase in the cost.

What? No. I have no idea where you're getting this from, but no.

+4 means it takes half the XP to raise, and -4 means it costs twice the XP to raise.

Quote
An aptitude of n means the race takes 2^(-n/4) times as much exp to advance as a human.

An aptitude of +4 means it takes 1/2 the XP to raise. An aptitude of -4 means it takes twice the XP to raise.

Every time you raise an aptitude by 4, the XP requirement doubles. Every time you lower an aptitude by 4, the XP requirement is cut in half.

I looked around some more and you are right, the formula is 2^(-n/4).

I was wrong as to how influential aptitudes where, but I still find skill increases to be more of a hassle than low aptitudes. Having 34 levels in other skills is enough to match an aptitude of -4 in terms of experience penalty.
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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9580 on: June 07, 2012, 09:42:34 am »

On the other hand you're a much higher level now so you can kill stronger monsters for way more XP.
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Rex_Nex

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9581 on: June 07, 2012, 09:49:05 am »

If you recall, I had no MP because I already used it on meatshields while TPing.
But... you said that was the situation that forced you to teleport.  You were already teleporting before the thing that forced you teleport in the first place?

1. Encounter naga+elf spellcasters.

2. GTFO using TP.

3. Encounter Yaktaur pack while GTFOing.

4. Realize they are killing faster then I am summoning.

5. Pop TP scroll, use mana on spammals while to shield from arrows.

4. TP lands me next to lone Yaktaur without any mana.
« Last Edit: June 07, 2012, 09:50:45 am by Rex_Nex »
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G-Flex

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9582 on: June 07, 2012, 02:02:57 pm »

Have you never considered just plain running away to be an option? You're as fast as elves and yaktaurs, and faster than nagas, and should know that randomly teleporting is a good way to fuck yourself over even more, as you've noticed.

Also: Expecting spammals to survive yaktaur bolts while you stand still probably wasn't a great idea. Yaktaurs hit hard.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Rex_Nex

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9583 on: June 07, 2012, 02:32:06 pm »

Maybe I was pinned in a room or something? I dont know why I had to TP. Its already been a couple days since this char died, I dont know why this argument is still going on. Do either of you honestly think I am wrong when I say Su's do not have a lot of options if their summoning is shut down?

Also: Expecting spammals to survive yaktaur bolts while you stand still probably wasn't a great idea. Yaktaurs hit hard.
lol, because you know, I was expecting them to survive and not just take hits for me as until the TP went off. Let me just walk away and take damage 30 dmg/turn instead of blowing 1mp/turn on meatshields.
« Last Edit: June 07, 2012, 02:34:43 pm by Rex_Nex »
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Leafsnail

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Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« Reply #9584 on: June 07, 2012, 03:40:08 pm »

But a MuSu should never have its summoning "shut down".  I can't think of many ways in which it could.
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