Endgame hints?

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Archived from groups: rec.games.roguelike.nethack (More info?)

Jove <invalid@invalid.invalid> writes:

[is "if you want to maximize the best magical attacks of [Magicbane],
it should be enchanted to +2" misleading?]

> (And are we voting on how the game works now?)

How the game works is one thing. Strategy advice is another. (I try to
avoid giving strategy advice in my spoilers; I generally just support
the legacy stuff 🙂

--
: Dylan O'Donnell http://www.spod-central.org/~psmith/ :
: "Hello. Well, that was the sound of Roger's Wah-Wah Rabbits, you heard :
: them eating endives there, that's very cheap at this time of the year. :
: [...] But now we're going to talk about shirts." -- Bonzo Dog Band :
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Jove <invalid@invalid.invalid> writes:
> The more I look at the
> table the more confused I get.
>
> Do you know why there's an unexplained extra d4 in every
> column to the right of PROBE?

Because probing's d4 is added to every non-normal attack; the other
magical attacks are additional to it. Effectively, _every_ magical
attack combo includes a "probe" component, but its effect is overriden
by any other one (successful or not), so it only contributes its
damage.

> Is there an explanation for why CANCEL (unlike every other
> attack) does not have a column where it appears on its own.
> (It looks like CANCEL never happens by itself, but the
> spoiler doesn't say anything about it that I can find.)

It does so; look at the table of "how the above values were
obtained". Note that the die-roll threshold for "cancel" is always
lower than that for "scare"; hence the former can't occur without the
latter occurring as well.

--
: Dylan O'Donnell http://www.spod-central.org/~psmith/ :
: "Hello. Well, that was the sound of Roger's Wah-Wah Rabbits, you heard :
: them eating endives there, that's very cheap at this time of the year. :
: [...] But now we're going to talk about shirts." -- Bonzo Dog Band :
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On 19 Jul 2005 08:40:48 +0100, psmithnews@spod-central.org (Dylan
O'Donnell) wrote:

>Jove <invalid@invalid.invalid> writes:
>
>[is "if you want to maximize the best magical attacks of [Magicbane],
>it should be enchanted to +2" misleading?]
>
>> (And are we voting on how the game works now?)
>
>How the game works is one thing. Strategy advice is another. (I try to
>avoid giving strategy advice in my spoilers; I generally just support
>the legacy stuff 🙂

In that case, ignore my call for a vote. (If there was a
smiley-face for "sheepish grin", you'd see it here.)

For supporting legacy spoilers, your approach is exactly
correct. And your support is appreciated. Especially after
seeing so many other fascinating Nethack extras that have
fallen by the wayside (patchhack, the yani database, NHTNG,
etc.)

BION, I'm not looking for the spoiler to be changed. It's
not clear what it should be changed to, in any case.

And I still don't understand all of it. (BTW, Thanks for
correcting my probability totals Janis. Replying to that
post got overtaken by events, but I still appreciate your
taking the time to educate me.)

Back to David: The Magicbane spoiler's main problem is the
difficulty of understanding it. Given the density and complexity
of the information there's probably no solution short of 3-d
color graphics. And it's doubtful those are appropriate.

Jove
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On 19 Jul 2005 11:09:27 +0100, psmithnews@spod-central.org (Dylan
O'Donnell) wrote:

>Jove <invalid@invalid.invalid> writes:
>> The more I look at the
>> table the more confused I get.
>>
>> Do you know why there's an unexplained extra d4 in every
>> column to the right of PROBE?
>
>Because probing's d4 is added to every non-normal attack; the other
>magical attacks are additional to it. Effectively, _every_ magical
>attack combo includes a "probe" component, but its effect is overriden
>by any other one (successful or not), so it only contributes its
>damage.

Thanks.

>
>> Is there an explanation for why CANCEL (unlike every other
>> attack) does not have a column where it appears on its own.
>> (It looks like CANCEL never happens by itself, but the
>> spoiler doesn't say anything about it that I can find.)
>
>It does so; look at the table of "how the above values were
>obtained". Note that the die-roll threshold for "cancel" is always
>lower than that for "scare"; hence the former can't occur without the
>latter occurring as well.
>

So each attack with a lower threshold than the die-roll occurs?
But only the magical effect of the lowest threshold attack takes
place?

It looked like that's what was happening, but such a procedure
is new to me. Are tables with that interpretation a holdover
from AD&D?


Thanks for the info,

Jove
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On Tue, 19 Jul 2005 12:48:10 -0500, Jove
<invalid@invalid.invalid> wrote:

>On 19 Jul 2005 08:40:48 +0100, psmithnews@spod-central.org (Dylan
>O'Donnell) wrote:
>
>
> Back to David: The Magicbane spoiler's main problem is the
^^^^^
Aaauuuggghhh! Dylan! Dylan Dylan Dylan!

Sorry Dylan. 'D' overload.

Jove
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Quoting Philip Kendall <pak21@cam.ac.uk>:
>Jove <invalid@invalid.invalid> wrote:
>>But you're still going to attack all the monsters.
>a) Not once I've woken Rodney.

No, you misunderstand him - look at his mention of jumping in the endgame
earlier. "all the monsters" means "all the monsters which must be attacked
because there is no way to evade combat".
--
David Damerell <damerell@chiark.greenend.org.uk> Distortion Field!
Today is First Teleute, July.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On 19 Jul 2005 13:07:26 +0100 (BST), David Damerell
<damerell@chiark.greenend.org.uk> wrote:

>Quoting Philip Kendall <pak21@cam.ac.uk>:
>>Jove <invalid@invalid.invalid> wrote:
>>>But you're still going to attack all the monsters.
>>a) Not once I've woken Rodney.
>
>No, you misunderstand him - look at his mention of jumping in the endgame
>earlier. "all the monsters" means "all the monsters which must be attacked
>because there is no way to evade combat".

In fairness to Philip, in that post I'd kind of lost focus on
the "endgame" aspect of the hints in this thread.

Thanks for the support anyway.

Jove
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Quoting Jove <invalid@invalid.invalid>:
><damerell@chiark.greenend.org.uk> wrote:
>>Quoting Jove <invalid@invalid.invalid>:
>>[Of Magicbane]
>>> The only special attack that decreases is stunning.
>>> From +2 to +7 probing increases from 5.5% to 25.5%

Another observation here is that the chance of an insightful probe
decreases with enchantment. That's not a big positive effect, but it
certainly is a positive effect.

>>> stunning decreases from 14.5% to 9.5%
>>> scaring increases from 2.7% to 3.6%
>>> confusion increases from 2.0% to 3.0%
>>Cancellation is at 10% up until +2 and 5% up until +5.
> Thanks for a clear statement. The more I look at the
>table the more confused I get.
> Do you know why there's an unexplained extra d4 in every
>column to the right of PROBE?

See later.

> Is there an explanation for why CANCEL (unlike every other
>attack) does not have a column where it appears on its own.

Yes. There's a base 40% chance that Magicbane will do a magical attack of
some kind. This gets a base +d4 damage independent of all effects below.

This attack has a chance to be a stun. A stun is +d4 damage (but we
continue to say that stunning is a junk effect, because the damage is
subsumed in the overall average damage.)

Besides stunning there is a chance that the attack is a scare, which is
+d4 damage, and a lesser chance that the attack is a cancel, which is
+d4 damage. However, these chances are assessed with the same dieroll, so
all cancels are also scares.

An attack that is none of a stun, a scare, or a cancel is a probe.

The trouble is that the top axis is trying to represent 2 independent
axes; stun/no-stun and scare/cancel/no-scare. The chances for a given
enchantment could look like this;

+2 NO SCARE SCARE SCARE+CANCEL
NO STUN 3d4 5.5% probe 4d4 2.7% 5d4 2.7%
STUN 4d4 14.5% 5d4 7.3% 6d4 7.3%

>>However, this does provide a definite reason to stop
>>at +2 or +5 depending on how much one values cancellation.
>Shouldn't that be "values a %20 chance of cancellation,
>versus the other effects of Magicbane"?

I think the two statements are saying much the same thing; clearly mine
has an implicit "relative to other things".

Personally I do not use Magicbane to do maximum damage, because I will
almost certainly have an artifact weapon more effective at that in the
late game. I wield it for curse resistance - all the time after Rodney
is dead except where enough monsters block the way that I will lose
significant time fighting them - and against cursing liches and the like.
Against liches, I suppose the chance of cancelling saves more time (once
they're cancelled you can beat on them with the big artifact weapon with
impunity) than having more damage in MB would.
--
David Damerell <damerell@chiark.greenend.org.uk> Distortion Field!
Today is First Teleute, July.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Quoting Janis Papanagnou <Janis_Papanagnou@hotmail.com>:
>Jove wrote:
>>everyone. Why not have ^J work for jumping with the spell,
>>boots, or knight like ^T works for teleporting with the spell,
>>ring or intrinsic?
>If you have numberpad on you may use the key j to jump, or Meta-j
>which is as good as Ctrl-j. I wonder why the Meta-j won't also work
>with numberpad off. OTOH, ^J seems to be yet undefined, and would
>give a better association with ^T, so I agree with your suggestion.

Er, no, that's silly. With numberpad on making it Ctrl-J makes it fiddlier
than j, and with it off it interferes with Ctrl-running.
--
David Damerell <damerell@chiark.greenend.org.uk> Distortion Field!
Today is First Teleute, July.
 
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On 19 Jul 2005 13:27:26 +0100 (BST), David Damerell
<damerell@chiark.greenend.org.uk> wrote:

>Quoting Jove <invalid@invalid.invalid>:
>><damerell@chiark.greenend.org.uk> wrote:
>>>Quoting Jove <invalid@invalid.invalid>:
>>>[Of Magicbane]
>>>> The only special attack that decreases is stunning.
>>>> From +2 to +7 probing increases from 5.5% to 25.5%
>
>Another observation here is that the chance of an insightful probe
>decreases with enchantment. That's not a big positive effect, but it
>certainly is a positive effect.

Yes, you're certainly right. I've recently started comparing
the monster's armor with the monster's armor class to estimate
the enchantment on the monster's armor. A plain gnome with an AC
of 9 and wearing just an iron skull cap means the skull cap is
+0.

The monster inventory items may also spur me to try for an
insta-kill. Good potions to save for myself, bad potions
to keep from being used on me, good/bad wands ditto, etc.

>
>>>> stunning decreases from 14.5% to 9.5%
>>>> scaring increases from 2.7% to 3.6%
>>>> confusion increases from 2.0% to 3.0%
>>>Cancellation is at 10% up until +2 and 5% up until +5.
>> Thanks for a clear statement. The more I look at the
>>table the more confused I get.
>> Do you know why there's an unexplained extra d4 in every
>>column to the right of PROBE?
>
>See later.
>
>> Is there an explanation for why CANCEL (unlike every other
>>attack) does not have a column where it appears on its own.
>
>Yes. There's a base 40% chance that Magicbane will do a magical attack of
>some kind. This gets a base +d4 damage independent of all effects below.
>
>This attack has a chance to be a stun. A stun is +d4 damage (but we
>continue to say that stunning is a junk effect, because the damage is
>subsumed in the overall average damage.)
>
>Besides stunning there is a chance that the attack is a scare, which is
>+d4 damage, and a lesser chance that the attack is a cancel, which is
>+d4 damage. However, these chances are assessed with the same dieroll, so
>all cancels are also scares.
>
>An attack that is none of a stun, a scare, or a cancel is a probe.
>
>The trouble is that the top axis is trying to represent 2 independent
>axes; stun/no-stun and scare/cancel/no-scare. The chances for a given
>enchantment could look like this;
>
>+2 NO SCARE SCARE SCARE+CANCEL
>NO STUN 3d4 5.5% probe 4d4 2.7% 5d4 2.7%
>STUN 4d4 14.5% 5d4 7.3% 6d4 7.3%
>
>>>However, this does provide a definite reason to stop
>>>at +2 or +5 depending on how much one values cancellation.
>>Shouldn't that be "values a %20 chance of cancellation,
>>versus the other effects of Magicbane"?
>
>I think the two statements are saying much the same thing; clearly mine
>has an implicit "relative to other things".

Perhaps so, but it also implies that Magicbane's cancellation
is like cancellation in general, at least to me. Spell/wand of
cancellation work at a distance Magicbane's cancellation doesn't.

It also seems to be saying "how much one likes cancellation",
with no reasons given. I value playing wizards, but that's not
an argument for anyone else to do so.

I value the wizard's starting cloak of magic resistance, which
neutralizes poly, teleport, and anti-magic traps. That is an
argument other people can look at, verify independently, and
decide for themselves how much they value it.

Maybe I've just come into the argument too late and all the
crushing arguments for leaving Magicbane at +2 have been
condensed down to key phrases which implicitly include the
full effect. Like the legendary prison where the jokes had
been told so often they were numbered and prisoners just said
the number instead of the full joke.


It's frustrating to be told "You're not saying anything new"
with no backup. If that's so, then the answer should be on file
and whipping it out should be simple.


>
>Personally I do not use Magicbane to do maximum damage, because I will
>almost certainly have an artifact weapon more effective at that in the
>late game. I wield it for curse resistance - all the time after Rodney
>is dead except where enough monsters block the way that I will lose
>significant time fighting them

This is more like it. Your point about not using Magicbane as
your primary weapon is a telling one. In that case the
cancellation for lichs is useful. And you'd use your enchant
weapons scrolls on your primary (and secondary, if #twoweaponing)
weapons.

For my overpowered wizards spells are my primary weapon,
frequently including the spell of cancellation. And I still
forget to try the spell of cancellation on Lichs while stabbing
them to death with Magicbane.


> - and against cursing liches and the like.
>Against liches, I suppose the chance of cancelling saves more time (once
>they're cancelled you can beat on them with the big artifact weapon with
>impunity) than having more damage in MB would.

That does make a lot of sense. And it gives a monster where
canceling at melee distance would be worthwhile.

Can't cockatrices can be canceled as well? I seem to remember
hearing one coughing instead of hissing. Now there's a case
where it's difficult to choose between going for a quicker kill
or hoping for a magical cancel attack.

At 20% probability, three hits should give a 48.8% probability
of a cancellation effect. I swear I don't see them anywhere near
that often when Magicbane is at +0/1/2. But I'll be keeping
a closer watch in the future.

Jove
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Jove wrote:
>
> And I still don't understand all of it. (BTW, Thanks for
> correcting my probability totals Janis. Replying to that
> post got overtaken by events, but I still appreciate your
> taking the time to educate me.)

Not my intention to educate, just clear things and hoping not
to make things in that process more muddy than they have been
before. ;-)

Janis
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Jove <invalid@invalid.invalid> writes:
> Back to [Dylan]: The Magicbane spoiler's main problem is the
> difficulty of understanding it. Given the density and complexity
> of the information there's probably no solution short of 3-d
> color graphics. And it's doubtful those are appropriate.

Oh, it's not half as complicated as it could be. I could try and show
the probabilities should monsters _make_ their resistance rolls, for
example.

(And there's interesting complications to a blessed Magicbane versus
undead, which I have no intention of going into.)

The DevTeam have fiendishly twisted minds. That's why we're playing
this game 🙂

--
: Dylan O'Donnell http://www.spod-central.org/~psmith/ :
: "Hello. Well, that was the sound of Roger's Wah-Wah Rabbits, you heard :
: them eating endives there, that's very cheap at this time of the year. :
: [...] But now we're going to talk about shirts." -- Bonzo Dog Band :
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Jove <invalid@invalid.invalid> writes:
> On 19 Jul 2005 11:09:27 +0100, psmithnews@spod-central.org (Dylan
> O'Donnell) wrote:
> >> Is there an explanation for why CANCEL (unlike every other
> >> attack) does not have a column where it appears on its own.
> >> (It looks like CANCEL never happens by itself, but the
> >> spoiler doesn't say anything about it that I can find.)
> >
> >It does so; look at the table of "how the above values were
> >obtained". Note that the die-roll threshold for "cancel" is always
> >lower than that for "scare"; hence the former can't occur without the
> >latter occurring as well.
>
> So each attack with a lower threshold than the die-roll occurs?
> But only the magical effect of the lowest threshold attack takes
> place?

There's two separate die-rolls, one for the stun/non-stun chance, and
one for purge/cancel; in fact, the purge/cancel roll is the to-hit roll,
so if your to-hit chance is less than 100% the probabilities on any given
_hit_ are skewed upwards. Effects take precedence in the following
order:

* a cancel attempt overrides a scare attempt
* if neither of these happen or succeed, and we're entitled to a stun,
get a stun; if we're not, get a probe attempt.

> It looked like that's what was happening, but such a procedure
> is new to me. Are tables with that interpretation a holdover
> from AD&D?

No idea. I very much doubt it 🙂

> Thanks for the info,

As much as I try to keep that section of art2-343.txt as informative
as possible, there's really no substitute for reading Mb_hit() in
artifact.c itself if you want the full details of what's going on.

--
: Dylan O'Donnell http://www.spod-central.org/~psmith/ :
: "Hello. Well, that was the sound of Roger's Wah-Wah Rabbits, you heard :
: them eating endives there, that's very cheap at this time of the year. :
: [...] But now we're going to talk about shirts." -- Bonzo Dog Band :
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Sooooo..... After reading the tips and an extremely lucky game where I
found a great bones file (from an extremely stupid nurse death) I am on
the final level where I get to sacrifice the amulet.
The thing is I'm not sure which altar to sacrifice on. I've got to one
altar and it says there's a peaceful high priest and an aligned altar.
How do I know if it's the one for me?
Please help cos this could be my first ascension.
If you're interested, I got this far cos I wished for a couple of
cockatrice corpses on the hard astral plane levels. It made life a
breeze. I didn''t even lose one life to get this far ;-)
Cheers
 
Archived from groups: rec.games.roguelike.nethack (More info?)

YES!!!!!
After years of playing I've finally ascended. Very luckily, the first
throne I got to was the right one.
Using cockatrice corpses with a blindfold and cursed scrolls of gold
detection made it seem sooooo easy.
I was a Valk L27 AC -38 HP 396
Score 3,871,466
Genocided 104 species
Used 15 wishes and killed WOY 15 times and some other stuff.......
Cheers everyone!
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On Wed, 20 Jul 2005, Spud wrote:

> I am on the final level where I get to sacrifice the amulet. The thing
> is I'm not sure which altar to sacrifice on. I've got to one altar and
> it says there's a peaceful high priest and an aligned altar. How do I
> know if it's the one for me?

Use the : command on the altar or apply stethoscope on the priest.

--
Philipp Lucas
phlucas@online-club.de
 
Archived from groups: rec.games.roguelike.nethack (More info?)

In article <Pine.LNX.4.62.0507201054110.14221@cip213.studcs.uni-sb.de>,
Philipp Lucas wrote:
> On Wed, 20 Jul 2005, Spud wrote:

>> I am on the final level where I get to sacrifice the amulet. The thing
>> is I'm not sure which altar to sacrifice on. I've got to one altar and
>> it says there's a peaceful high priest and an aligned altar. How do I
>> know if it's the one for me?

> Use the : command on the altar or apply stethoscope on the priest.

And (some?) hostile (or non-tame?) will flee from the temple if it's the
right one.

--
Panu
"You haven't really been anywhere until you've got back home",
Twoflower in "The Light Fantastic"
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Quoting Dylan O'Donnell <psmith@spod-central.org>:
>* a cancel attempt overrides a scare attempt
>* if neither of these happen or succeed, and we're entitled to a stun,
> get a stun; if we're not, get a probe attempt.

It seems to me the column headings are pretty misleading, then; no column
should be labelled CANCEL+SCARE. What we really have are;

PROBE STUN SCARE SCARE/ CANCEL CANCEL/
STUN STUN

Working out the probabilities of stuns actually going off (ie, that scares
or cancels fail) would be tedious, but luckily stun's a junk effect so we
don't care.
--
David Damerell <damerell@chiark.greenend.org.uk> flcl?
Today is First Oneiros, July.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Quoting Jove <invalid@invalid.invalid>:
><damerell@chiark.greenend.org.uk> wrote:
>>Quoting Jove <invalid@invalid.invalid>:
>>><damerell@chiark.greenend.org.uk> wrote:
>>>>However, this does provide a definite reason to stop
>>>>at +2 or +5 depending on how much one values cancellation.
>>>Shouldn't that be "values a %20 chance of cancellation,
>>>versus the other effects of Magicbane"?
>>I think the two statements are saying much the same thing; clearly mine
>>has an implicit "relative to other things".
>Perhaps so, but it also implies that Magicbane's cancellation
>is like cancellation in general, at least to me.

Well, it is, in terms of the effect.

>Spell/wand of
>cancellation work at a distance Magicbane's cancellation doesn't.

I think it's evident, yes, that one has to hit people with it for the
hitting-people effects to go off. 🙂

> It also seems to be saying "how much one likes cancellation",
>with no reasons given.

Indeed. My point is, it's up to the individual to decide the value of the
cancellation effect; but people who place that value high will find a
reason to stop at +2 or +5.

> Maybe I've just come into the argument too late and all the
>crushing arguments for leaving Magicbane at +2

I don't think there are crushing arguments; I'm only trying to say that
*some* people might decide to leave it at +2, without doing irrational
things like valuing the stun effect.

> For my overpowered wizards spells are my primary weapon,
>frequently including the spell of cancellation.

Mmm. But most classes can't use it with any great facility, and even a
particular wizard might not have it.

> Can't cockatrices can be canceled as well?

Yes, but they are so fragile that I think it is much more effective just
to steamroller them with your main offensive weapon.
--
David Damerell <damerell@chiark.greenend.org.uk> flcl?
Today is First Oneiros, July.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

David Damerell <damerell@chiark.greenend.org.uk> writes:
> Quoting Dylan O'Donnell <psmith@spod-central.org>:
> >* a cancel attempt overrides a scare attempt
> >* if neither of these happen or succeed, and we're entitled to a stun,
> > get a stun; if we're not, get a probe attempt.
>
> It seems to me the column headings are pretty misleading, then; no column
> should be labelled CANCEL+SCARE.

Well, this is why I make the distinction between a magical attack and
a magical effect; a magical attack _may_ cause the effect it's named
for, but may not (in which case, an effect belonging to another attack
in the combo may trigger, but that depends on the exact combo); either
way, the d4 of damage gets counted in. The pecking order in which the
attacks yield to each other in terms of causing effects is detailed in
the text following; I don't think it makes sense to try and squeeze it
into the column headings.

--
: Dylan O'Donnell http://www.spod-central.org/~psmith/ :
: "Hello. Well, that was the sound of Roger's Wah-Wah Rabbits, you heard :
: them eating endives there, that's very cheap at this time of the year. :
: [...] But now we're going to talk about shirts." -- Bonzo Dog Band :
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On 19 Jul 2005 21:37:20 +0100, psmithnews@spod-central.org (Dylan
O'Donnell) wrote:

>Jove <invalid@invalid.invalid> writes:
>> On 19 Jul 2005 11:09:27 +0100, psmithnews@spod-central.org (Dylan
>> O'Donnell) wrote:
>> >> Is there an explanation for why CANCEL (unlike every other
>> >> attack) does not have a column where it appears on its own.
>> >> (It looks like CANCEL never happens by itself, but the
>> >> spoiler doesn't say anything about it that I can find.)
>> >
>> >It does so; look at the table of "how the above values were
>> >obtained". Note that the die-roll threshold for "cancel" is always
>> >lower than that for "scare"; hence the former can't occur without the
>> >latter occurring as well.
>>
>> So each attack with a lower threshold than the die-roll occurs?
>> But only the magical effect of the lowest threshold attack takes
>> place?
>
>There's two separate die-rolls, one for the stun/non-stun chance, and
>one for purge/cancel; in fact, the purge/cancel roll is the to-hit roll,
>so if your to-hit chance is less than 100% the probabilities on any given
>_hit_ are skewed upwards. Effects take precedence in the following
>order:
>
>* a cancel attempt overrides a scare attempt
>* if neither of these happen or succeed, and we're entitled to a stun,
> get a stun; if we're not, get a probe attempt.

Almost but not quite what I had in mind.

>
>> It looked like that's what was happening, but such a procedure
>> is new to me. Are tables with that interpretation a holdover
>> from AD&D?
>
>No idea. I very much doubt it 🙂
>
>> Thanks for the info,
>
>As much as I try to keep that section of art2-343.txt as informative
>as possible, there's really no substitute for reading Mb_hit() in
>artifact.c itself if you want the full details of what's going on.

Thanks a lot. Now that I know where to look I can try and
nibble it off a little at a time.


Jove
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On 20 Jul 2005 14:53:32 +0100 (BST), David Damerell
<damerell@chiark.greenend.org.uk> wrote:

>Quoting Dylan O'Donnell <psmith@spod-central.org>:
>>* a cancel attempt overrides a scare attempt
>>* if neither of these happen or succeed, and we're entitled to a stun,
>> get a stun; if we're not, get a probe attempt.
>
>It seems to me the column headings are pretty misleading, then; no column
>should be labelled CANCEL+SCARE. What we really have are;
>
>PROBE STUN SCARE SCARE/ CANCEL CANCEL/
> STUN STUN
>
>Working out the probabilities of stuns actually going off (ie, that scares
>or cancels fail) would be tedious, but luckily stun's a junk effect so we
>don't care.

Maybe each column could be headed with the magical effect that
occurs (scare, stun, cancel, etc.) and sub-headed with the
magical attacks that get in a d4 worth of damage. E.g. STUN
would be sub headed (stun+probe).


(With DD & DO'D in the thread do we have the attack of the
killer D's?)


Jove
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On 20 Jul 2005 15:06:47 +0100 (BST), David Damerell
<damerell@chiark.greenend.org.uk> wrote:

>Quoting Jove <invalid@invalid.invalid>:
>> It also seems to be saying "how much one likes cancellation",
>>with no reasons given.
>
>Indeed. My point is, it's up to the individual to decide the value of the
>cancellation effect; but people who place that value high will find a
>reason to stop at +2 or +5.

But without knowing what those effects are, it's not a decision
so much as a personal affection for the name. And it's certainly
possible to know what those effects are. (Players rarely pick
silver dragon scale mail because just because it's silver, they
pick it because of its effects.)


To me, if someone says they highly value cancellation, that
means they carry a wand of cancellation with them at all times
(if they don't have Magicbane and do have a charged wand of
cancellation).

They don't have a large number of charges in the wand, so
they don't zap every monster they meet. (Even a tourist with
the blessed PYEC wouldn't try to cancel every monster he/she
met.)

Knowing which monsters they do zap will tell us what they
actually value about cancellation.

>
>> Maybe I've just come into the argument too late and all the
>>crushing arguments for leaving Magicbane at +2
>
>I don't think there are crushing arguments; I'm only trying to say that
>*some* people might decide to leave it at +2, without doing irrational
>things like valuing the stun effect.
>

Let me be clear, I have no problems with people leaving it at
+2. My first ascension was with Magicbane at +2. I don't
regard that as a major mistake. But I think I've learned
better.

My problem is summed up in the following:

<4061EF1C.4E01447D@hotmail.com>:

"Wiser rgrn denizens than I teach that Magicbane is at it's
best at +2. I would never enchant a +1 Magicbane with a
blessed scroll."

It leaves no room for argument. Fine, I wouldn't argue with
the tourist who ascended in orange dragon scale mail. Major
style kudos. Most conducts are non-optimal for ascending.
It's a conscious choice of forgoing an advantage for style
points.

Players like the above poster are not making an in-game
decision. They're following what they think is dogma,
something about which there cannot be a rational discussion.

I can see where they get the idea from. The effects of
cancellation on a monster are generally unknown in rgrn.
My point is that they are not generally unknowable.

Saying "It depends on how much the player values cancellation"
stops the discussion short for no good reason. It implies that
the effects of cancellation cannot be discussed for some reason.
There's no reason not to discuss the effects of cancellation,
some of which are very good indeed.

The effects of cancellation are knowable. I just now finally
found them in:
<http://www.spod-central.org/~psmith/nh/wan2-343.txt>:

"(Adapted from the spoiler "cancel", by Boudewijn Waijers.)"

(Presumably the "cancel" spoiler went by the wayside somewhere?)

It makes the cancellation effect of Magicbane much more
powerful if the player knows what they are and takes advantage
of them. (As came out earlier that when a lich has been
canceled by Magicbane there's no risk in going to a more
powerful weapon to finish it off, as long as you have magic
resistance for its touch of death.)

I never doubted that cancellation has some useful effects. I
just wanted to know what they were. I was surprised that someone
who valued cancellation wouldn't immediately give a short list
of their favorite effects. Laughing at canceled disenchanters,
rustmonsters, nymphs, or lichs, for instance. Watching the
letters disappear from a canceled clay golem, for another.

Then it could have discussed whether those effects were useful
in the context of Magicbane's melee only cancellation: The last
two yes, the first three not so much.

A canceled rust monster can be ignored, unless it's blocking
your path, because its attacks have no effect beyond rust. No
damage, in other words.

I listed the useful effects of cancellation known to me and
why they weren't useful to get from Magicbane. No one said
yes, no, or maybe. Were they so right as to be incontrovertible,
or just not worth arguing with?


Once a player wielding Magicbane starts watching for its
cancellation effects and trying to take advantage of them,
then it will be possible for the player to make up his own
mind about whether to enchant Magicbane up to +6/7 and
judge the tradeoff for him/her self.


Jove
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Jove <invalid@invalid.invalid> writes:

[Magicbane]

> For example, is the d4 for each magical attack resisted
> separately, or all the attack's at once?

Ok. The resistance rolls involved:

"Even the NORMAL, non-magical damage that occurs 60% of the time has
an extra d4 damage above that of a normal athame unless the monster
resists." This is in fact a straight base MR% chance of resisting,
with no modifiers. (It's rolled for whether magical attacks happen or
not.) Making this resistance roll also decreases the probability of
magical attacks (it adds 1 to the 'Die roll' in the table for scares
and cancels, and changes the probe/stun roll to be a d7 rather than a
d11).

If a cancel or scare effect is attempted, a monster gets (for scares, 50%
chance of getting) a normally-modified saving throw against it, with
the artifact counting as having a level of 10; MR/(110 - ML) chance of
no cancellation or scaring.

Probe or stun effects can't be resisted (but the former only has a
chance of being insightful), nor can the damage from any magical
attack that manages to occur.

> Another question is how exactly is the saving throw done?

> From <http://en.wikipedia.org/wiki/Saving_throw>:
>
> "Saving throws are represented as a numeric value that decreases
> as the character advances in levels and experience. In order to
> successfully make a throw, the character must roll higher than
> his saving throw value on a 20-sided die."

That'd be D&D. In Nethack, monsters' magic resistance saving throws
are a modified-percentile roll, with the modifiers being applied to
the _denominator_ rather than the numerator;

(base MR)/(100 + attacker level - defender level)

where "attacker level" is your XL for spells, and fixed levels for
object effects: 12 for wands, 10 for tools and artifact weapons, 9 for
scrolls, 6 for potions, and 5 for rings.

> Presumably monsters don't get any of the other "status line"
> effects: Hungry, Weak, Fainting, Burdened, Stressed, Strained,
> Overloaded, Overtaxed, Ill, FoodPois, etc.

Only pets can suffer from hunger, and monsters won't pick up more than
they can carry (but if they're polymorphed into something unable to
carry their current inventory, this is quietly ignored except for
ex-giants dropping boulders).

> "The above table describes the chance that each of the magical
> attacks will occur, assuming that the monster fails the magic
> resistance saving throw it gets to reduce their probability...
> Even the NORMAL, non-magical damage that occurs 60% of the time
> has an extra d4 damage above that of a normal athame unless the
> monster resists."
>
> So higher magic resistance monsters can not only resist
> the effects but also each magical attack's d4 of damage.

No, it can only reduce their probability, as above, and also resist
the base additional d4 for artifactness.

> Magicbane's probing effects we know.
> - Are they the same as a wand of probing?
> - Can probing be resisted by a monster?

Yes and no respectively.

> >(And there's interesting complications to a blessed Magicbane versus
> >undead, which I have no intention of going into.)
>
> Are the effects of a blessed weapon against the undead covered
> nowhere else?

Hmm, the complications which I thought were there appear not to be now
I look closer. (Magicbane's artifact damage bonus is a dieroll, not a
doubling, so dmgval() doesn't need to indulge in jiggery-pokery.)

--
: Dylan O'Donnell http://www.spod-central.org/~psmith/ :
: "Hello. Well, that was the sound of Roger's Wah-Wah Rabbits, you heard :
: them eating endives there, that's very cheap at this time of the year. :
: [...] But now we're going to talk about shirts." -- Bonzo Dog Band :
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Quoting Jove <invalid@invalid.invalid>:
><damerell@chiark.greenend.org.uk> wrote:
>>Quoting Jove <invalid@invalid.invalid>:
>>> It also seems to be saying "how much one likes cancellation",
>>>with no reasons given.
>>Indeed. My point is, it's up to the individual to decide the value of the
>>cancellation effect; but people who place that value high will find a
>>reason to stop at +2 or +5.
>But without knowing what those effects are, it's not a decision
>so much as a personal affection for the name.

I think we're talking at cross-purposes here. You and I both know what the
cancellation effect is; all I'm saying is it's possible that someone will
assess the effects of Magicbane rationally and leave it at +2, and that
will probably stem from them finding the cancellation effect valuable.

>My problem is summed up in the following:
><4061EF1C.4E01447D@hotmail.com>:
>"Wiser rgrn denizens than I teach that Magicbane is at it's
>best at +2. I would never enchant a +1 Magicbane with a
>blessed scroll."

I agree that, given the data you have mentioned, that - conventional
wisdom - is quite indisputably wrong.

>I can see where they get the idea from. The effects of
>cancellation on a monster are generally unknown in rgrn.
>My point is that they are not generally unknowable.

Are they? To be frank, I was assuming that they were as well known to
others as they are to me, and hence that we didn't need to run over what
they were again. Perhaps that is the source of the misunderstanding.
--
David Damerell <damerell@chiark.greenend.org.uk> Distortion Field!
Today is First Mania, July.