Endgame hints?

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

On Sun, 17 Jul 2005, Jove wrote:

> Thus the query "You did try #praying?" If your god won't
> help you on Astral, your god is unworthy of worshippers.
> (If roleplaying, roleplay all the way.)

This brought a line from Conan the Barbarian to mind...

Whilst talking to his god, Crom, "And if you do not listen, the HELL with
you!"
 
Archived from groups: rec.games.roguelike.nethack (More info?)

"John H." <JohnWH@gmail.com> writes:
> Boudewijn Waijers wrote:
> > John H. wrote:
> > > Others have mentioned not using wands of teleportation against the
> > > Riders. It doesn't work?
> > No. They have teleport control, and will always teleport next to you
> > instead of away, I believe. Correct me if I'm wrong.

> remember using wands of teleportation to get rid of Riders. My memory

You may very well remember right.. maybe you used those wands in an
EARLIER version BEFORE the riders got teleport control.

> isn't clear on the issue, though. It may also have taken multiple
> zaps.

...or just repeated zapping them long enough. But that's not the best
strategy these days. When you fail to teleport a rider away, it gets a
free hit and you didn't do any damage at all..

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

Jove wrote:
> On 16 Jul 2005 13:41:51 -0700, "John H." <JohnWH@gmail.com>
> wrote:
>
>>
>>>- Knights have #jumping built-in!
>>
>>This is very, very interesting information, I never thought about jump
>>being useful as an ultra-fast means of escape.
>
> Probably due to the general lack of appreciation of "the
> joys of bravely running away."

Wouldn't knights use jumping to quickly come closer to the battle?!
;-)

> Yeah, knights are much more survivable than anyone realizes.
> The problem is the interface makes jumping difficult for
> 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.

> Not to mention its uses on Medusa, Juiblex, the Castle
> and Fort Ludious jumping over water and trapdoors,
> and holes, trapdoors and narrow water in general.
>
> I wonder if it works on land mines? or other traps?
>
> Now the downside to jumping:
> - Clear path to landing point (really tough for knights
> in a straight corridor).

Given that knights have intrinsic (restricted) jumping from start
on I'd liked to see them getting unrestricted jumping with some
higher experience level.

>>Others have mentioned not using wands of teleportation against the
>>Riders. It doesn't work? I know, and rely upon, the fact that wands
>>of death work against Pestilence and Famine. I always hated that they
>>made the demon lords immune to it (though I imagine it makes sense with
>>Orcus).
>
> AFAIR, teleporting the Riders gives a 9/10 chance of them
> ending up next to you.

A 12/13 chance to bring him close.

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

Jove wrote:
> On Fri, 15 Jul 2005 16:11:26 +0200, Janis Papanagnou
> <Janis_Papanagnou@hotmail.com> wrote:
>
>>>- Items to save for the Ascension run:
>>> - All but one of the potions of speed you find.
>>> - Bless these & use them on the Plane of Air or when
>>> in trouble.
>>
>>Preferable use speed boots. Potions of speed are good for alchemy to
>>increase your HP's.
>
>
> Note the "all but one". That "one" is for alchemy.
> Alchemy is much more efficient that way as well.
>
> Speed boots are better for fighting. Don't fight on the
> Ascension run if you can help it.
>
> Jumping while fast travels faster than speed boots.
> Jumping while very fast travels over *twice as fast* as
> speed boots.
>
> - Plane of Earth plane, where it's unimportant.
> - Plane of Fire, where it's very important for:
> - Leaving the plane before Archons appear
> - Escaping Archons
> - Astral Plane where it's very important for:
> - Getting to the first altar before the level
> fills up with monsters (just like sneaking through
> the graveyard in Moloch's Sanctum)
> - Getting past the Riders without being touched.
>
> Speed boots are better on the Plane of Air and the Plane
> of Water *if* you're not:
> - already very fast.
> - using levitation boots
>
> Remember, jump, don't fight. You can easily cut your
> time on the planes of Fire and the Astral Plane in half
> by jumping.
>

Erm... Speed boots make you Very Fast. So I don't understand what's
wrong with speed boots. You're basically saying that jumping while
wearing speed boots is over twice as fast as speed boots. Which is fine,
but doesn't constitute an argument against speed boots. So it's
basically wearing speed boots vs quaffing tons of blessed potions of
speed. I think wearing speed boots is better, since then the potions of
speed can be alched.

Note that only Knights can jump like that, otherwise you need a spell of
jumping or something like that.

DISCLAIMER: I have not done extensive research into jumping, so don't
trust me on that.

--
____ (__)
/ \ (oo) -Zarel
|Moo. > \/
\____/
 
Archived from groups: rec.games.roguelike.nethack (More info?)

"John H." <JohnWH@gmail.com> writes:
> - If you put on a ring of conflict while your minion angel is still
> alive, he'll vanish, and the game will send in the four hostile angels
> at that point.

Only if he's in the area, and fails his (base 55%) saving throw
against _being_ conflicted; it's not automatic. However, wearing
conflict in his vicinity will cause this effect sooner or later.

--
: 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?)

"Boudewijn Waijers" <kroisos@REMOVETHISWORD.home.nl> writes:
> John H. wrote:
>
> > Others have mentioned not using wands of teleportation against the
> > Riders. It doesn't work?
>
> No. They have teleport control, and will always teleport next to you
> instead of away, I believe. Correct me if I'm wrong.

s/will always teleport/have a 12\/13 chance of teleporting/

--
: 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?)

Janis Papanagnou <Janis_Papanagnou@hotmail.com> writes:
> John H. wrote:
> > Others have mentioned not using wands of teleportation against the
> > Riders. It doesn't work?
>
> Worse! It will even resurrect a dead rider corpse and put him adjacent
> to you.

Just revive; only live Riders do the teleport-to-you trick.

--
: 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?)

Zarel wrote:
> Jove wrote:
>
>> On Fri, 15 Jul 2005 16:11:26 +0200, Janis Papanagnou
>> <Janis_Papanagnou@hotmail.com> wrote:
>>
>>>> - Items to save for the Ascension run:
>>>> - All but one of the potions of speed you find.
>>>> - Bless these & use them on the Plane of Air or when in
>>>> trouble.
>>>
>>>
>>> Preferable use speed boots. Potions of speed are good for alchemy to
>>> increase your HP's.
>>
>>
>>
>> Note the "all but one". That "one" is for alchemy. Alchemy is much
>> more efficient that way as well.
>>
>> Speed boots are better for fighting. Don't fight on the
>> Ascension run if you can help it.
>> Jumping while fast travels faster than speed boots. Jumping while
>> very fast travels over *twice as fast* as
>> speed boots.
>>
>> - Plane of Earth plane, where it's unimportant.
>> - Plane of Fire, where it's very important for: - Leaving the
>> plane before Archons appear
>> - Escaping Archons
>> - Astral Plane where it's very important for: - Getting to the
>> first altar before the level
>> fills up with monsters (just like sneaking through
>> the graveyard in Moloch's Sanctum)
>> - Getting past the Riders without being touched.
>>
>> Speed boots are better on the Plane of Air and the Plane of Water
>> *if* you're not:
>> - already very fast.
>> - using levitation boots
>>
>> Remember, jump, don't fight. You can easily cut your
>> time on the planes of Fire and the Astral Plane in half by jumping.
>>
>
> Erm... Speed boots make you Very Fast. So I don't understand what's
> wrong with speed boots. You're basically saying that jumping while
> wearing speed boots is over twice as fast as speed boots. Which is fine,
> but doesn't constitute an argument against speed boots. So it's
> basically wearing speed boots vs quaffing tons of blessed potions of
> speed. I think wearing speed boots is better, since then the potions of
> speed can be alched.
>
> Note that only Knights can jump like that, otherwise you need a spell of
> jumping or something like that.
>
> DISCLAIMER: I have not done extensive research into jumping, so don't
> trust me on that.
>

Nevermind. Took me long enough to realize you meant we were supposed to
wear jumping boots...

--
____ (__)
/ \ (oo) -Zarel
|Moo. > \/
\____/
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Jakob Creutzig wrote:
> "Spud" <colin_fuidge@hotmail.com> writes:
>
>
>>I'm standing at the level one of the dungeon with the AOY just about to
>>climb the stairs to start the endgame.
>>Trouble is, I've got this far a couple of times and always get killed.
>>My major trouble I always get battered by Archons spawning constantly
>>and summoning monsters. Are there any tips for getting around them?
>>I'm a Valk level 30 with about 350hp, AC -43 and wielding FB. I've got
>
> ^^^^^^^^
>
>>some cursed SOGD to find the teleports and some potions of full
>>healing.
>
>
> I indicated what I believe to be one of the main problems.
> If you're just ~level 14, my experience is that few, if any,
> archons will pester you.
>

Read other posts in this thread.

>
>>Any hints?
>
>
> You could get some nice level drain if that is not interfering
> with your skills. Second, if you have the free reserves, carry
> some cursed scrolls of genocide. Once on astral, reverse-genocide
> purple worms and use conflict. With a little luck, some archons
> will be swallowed. Another way is to make a lot of friends;
> reading confused scrolls of taming is a good start and might help
> you to develop a 'soft barriere' between you and the archons.
> And of course, wearing a blindfold ist not too bad an idea, in
> particular if you are warned.

Or cursed-geno purple worms, then confused-tame them. Like conflict, but
better.

--
____ (__)
/ \ (oo) -Zarel
|Moo. > \/
\____/
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Janis Papanagnou <Janis_Papanagnou@hotmail.com> writes:
> Jove wrote:
> > 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.

^J is "run south". Changing j to ^J for number_padders would probably
be possible, but I don't see any great advantage to doing so.

(In general, there _is_ no undefined usable single-letter, shift-letter,
or ctrl-letter combination; and dashed few non-letters, either. There's
a reason new commands get put in the #extended interface.)

--
: 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 17 Jul 2005 16:42:28 +0100, psmithnews@spod-central.org (Dylan
O'Donnell) wrote:

>Janis Papanagnou <Janis_Papanagnou@hotmail.com> writes:
>> Jove wrote:
>> > 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.
>
>^J is "run south". Changing j to ^J for number_padders would probably
>be possible, but I don't see any great advantage to doing so.
>
>(In general, there _is_ no undefined usable single-letter, shift-letter,
>or ctrl-letter combination; and dashed few non-letters, either. There's
>a reason new commands get put in the #extended interface.)

Thanks for the explanation. Searching for "^J" didn't find
anything in the NetHack GuideBook, while ^t did. So I thought
^J was free.


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

On Sat, 16 Jul 2005 13:20:14 +0200, Janis Papanagnou
<Janis_Papanagnou@hotmail.com> wrote:

>Jove wrote:
>> On Fri, 15 Jul 2005 16:11:26 +0200, Janis Papanagnou
>> <Janis_Papanagnou@hotmail.com> wrote:
>>>Jove wrote:
>>
>>>> - If you hit 100 times, that's +400 points of damage.
>>>> - 1000 +4000
>>>
>>>You won't have the opportunity to hit 100 (or even 1000) times; even
>>>the toughest creatures need no more than 10 (or so) hits - make it 15
>>>to take the fewer damage into account, but consider the magic effects,
>>>then. (A note aside: for the summoned insects this calculation is anyway
>>>irrelevant, since any artifact will do.)
>>
>> Every time you hit with a +7 MagicBane you do 4 more
>> points of damage than if you hit with a +4 MagicBane.
>> What's the reasoning for limiting it to a single monster?
>
>In melee you attack _sequentially_, only a single monster at a time.■
>You need no more than 10 (or so) hits at most to bring down any creature,
>mostly much less hits with appropriately enchanted artifact weapons.

But you're still going to attack all the monsters. So that
doesn't affect the extra damage total, does it?


>
>(If you add 1000 times a 3% value of successful magic attack you get
>really high impressive values.

Actually, you don't. 30 magic attacks doesn't look like much
vs 4000 extra damage points. And some of the magic attacks don't
accumulate (like probing and cancellation) on a monster. And you
need to factor in monster saving throws.

Plus the magic attacks themselves aren't very impressive:
Probing and stunning are next to useless as far as I know. I'd
love to hear differently, though.


And *damage accumulates*. That's why it adds up. If it didn't
you could never kill any monster you couldn't kill with one hit.

Probing and cancellation don't accumulate. A canceled monster
is canceled. Canceling it again is *completely useless*.

Three more stunned turns, which the faq says you don't get
anyway if another special attack succeeds (cf. infra) aren't
really worth much, are they?

There's nothing wrong with three more turns of fleeing that
scaring gives you. It's just that it's much easier to get
by MagicBane's guaranteed engraving on *all* the monsters
around you, instead of just one every so often at random.
Then you get the extra damage *and* fleeing.





>If I haven't overseen anything you've
>just multiplied the value by some factor which makes the outcome look
>great, nothing more.)


The number of hits is not just "some factor". Any other factor
makes the equation invalid:

total extra damage = extra damage points X number of hits

Do you think the estimate of 1000 hits is too high?

What other, more valid, factor would you suggest?


The reason the outcome looks great is because it *is* great.

Extra damage is what everybody wants (even pacifists. Except
they want it for their pets.) This is why primary and secondary
weapons are routinely enchanted as high as safely possible.


>
>Don't forget you want to run, not engage in melee to long.

Exactly.

>Make attackers
>unable to attack you effectively, either by death, or by magical means.

And MagicBane's best magical means for that is easily engraving
Elbereth.

Even the spoiler says:

"Fortunately, your odds of magic-resistance, curse-resistance,
and engraving do not depend upon the enchantment."

>
>If, for example, you make 12 instead of 8 points damage, you'll engage,
>say 7 rounds instead of 10. Which is a good thing, of course.

Oddly enough, I agree. 🙂

> But if you
>manage to occasionally cancel a monsters special attack (which I value
>high) it's a very good bonus.

How so? I really want to know if I'm missing out on something
here.



Most monsters have nothing to cancel. Breath attacks can be
canceled, but monsters don't use them at melee range anyway.

Canceling a nymph would be useful, but taking a %10 chance of
that at melee range is foolhardy when you have a 100% chance of
engraving Elbereth.

Are there any cancelable monsters that don't respect Elbereth?

Don't get me wrong. There are times when I want to cancel a
monster. At those times (disenchanters) it needs to be a)
reliable b) immediate and c) at a distance.

Magicbane fails on all counts when it comes to cancellation.
Engraving would be guaranteed to save me from the threat,
however.



>
>I read the spoiler (that you referred to) that the less interesting magic
>effect (probing) dominates on the hight enchantments, and thus suppresses
>the better magical attacks (cancel, scare, and stun).

Is that not reflected in the probability table? I'm not
saying it is. But if it isn't, the table is misleading to
no good effect.


I've since found:

<http://www.spod-central.org/~psmith/nh/art2-343.txt>

which is for 3.4.3 instead of 3.4.1. I apologize for
using an outdated spoiler in my previous post. I don't
know if there were changes between the two versions,
but my references in this post are to the above spoiler.



The spoiler's statement that:

"However, if you want to maximize the best magical attacks
of this artifact, it should be enchanted to +2"

would have to include stunning in the "best magical attacks"
which in my ignorance I do not understand at all.

>For the suggested enchantments you'll get these values...
>
> enchantment normal/probe stun/scare/cancel
> +2 65.5% 34.5%
> +7 85.5% 14.5%


>Which is quite a significant difference!

In relative terms, yes. In absolute terms, no.
That's a difference in the *probability* of something
happening. It doesn't say anything about the worth
of the effect.

Also even 34.5% is very unreliable even if the
special attacks were worthwhile.

Also note that the probabilities given are *over* estimates.

"depending on the monster's magic resistance saving throw"

Possibly very highly over estimated for the late game and
against those monsters where the effects (especially
cancellation) would be most useful.




>
>The drawback increases especially beyond an enchantment of +2 [**]; thus
>the recommendation for that limit.

Actually, the spoiler says:

"However, if you want to maximize the best magical attacks
of this artifact, it should be enchanted to +2"

Note that maximize and best are both relative terms, not
absolute. It by no means says limiting to +2 is a good idea.


It also states:

"If you simply want to cause the most damage, then the table
indicates that you should enchant it as high as possible
(safely to +7)."

Which is at least as strong a recommendation for +7.


Your salesmanship has got me wondering what I'm missing
out on (or somehow not noticing.) I've been scrutinizing
the spoiler very carefully.


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

Dylan O'Donnell wrote:
> Janis Papanagnou <Janis_Papanagnou@hotmail.com> writes:
>>John H. wrote:
>>
>>>Others have mentioned not using wands of teleportation against the
>>>Riders. It doesn't work?
>>
>>Worse! It will even resurrect a dead rider corpse and put him adjacent
>>to you.
>
> Just revive; only live Riders do the teleport-to-you trick.

Well, at least that was the case when I teleported a Rider the first
(and only) time I've done that (after it was changed in NH to behave
like it does now); the rider immediately stood adjacent. I suppose
it was the Riders turn that put him close at once. Is the difference
in practice only that it would just not have happened in the 1/13
chance?

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

In article <nlkld1toujicrqe460d4cs64lhpnvf4447@4ax.com>,
Jove <invalid@invalid.invalid> wrote:
>
> But you're still going to attack all the monsters.

a) Not once I've woken Rodney.
b) Not necessarily if I have a pet.
c) Not necessarily in melee if I have some decent attack spells.
d) Not necessarily if I have conflict.

Cheers,

Phil

--
Philip Kendall <pak21@srcf.ucam.org>
http://www.srcf.ucam.org/~pak21/
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Jove wrote:
> On Sat, 16 Jul 2005 13:20:14 +0200, Janis Papanagnou
> <Janis_Papanagnou@hotmail.com> wrote:
>
>>In melee you attack _sequentially_, only a single monster at a time.■
>>You need no more than 10 (or so) hits at most to bring down any creature,
>>mostly much less hits with appropriately enchanted artifact weapons.
>
> But you're still going to attack all the monsters. So that
> doesn't affect the extra damage total, does it?

No. As I understand, you do so. I am happy if in Endgame I have creatures
scared or made less effective so that they won't bother me and I can get
faster ahead.

> And *damage accumulates*. That's why it adds up.

The 9 points of damage done by Magicbane won't vanish in addition to its
magic attacks.

> Probing and cancellation don't accumulate. A canceled monster
> is canceled. Canceling it again is *completely useless*.

The magic effects work instantly and some even permanent. Its nonsense to
talk about accumulation here. Regarding "useless" I disagree. YMMV.

> Three more stunned turns, which the faq says you don't get
> anyway if another special attack succeeds (cf. infra) aren't
> really worth much, are they?

They are. The creature is busy with his own. Remember, in endgame you are
mostly surrounded.

> There's nothing wrong with three more turns of fleeing that
> scaring gives you. It's just that it's much easier to get
> by MagicBane's guaranteed engraving on *all* the monsters
> around you, instead of just one every so often at random.
> Then you get the extra damage *and* fleeing.

Regarding Elbereth I partly agree; for the non-Endgame. Though that's no
strategy for me in Endgame; I need to build my way through the crowd and
I need some combo of teleporting the creatures away, killing, or scaring
them by any (magic) means. Magicbane is quite good at that (in addition
to its other effects, like curse-protection).

>>If I haven't overseen anything you've
>>just multiplied the value by some factor which makes the outcome look
>>great, nothing more.)
>
> The number of hits is not just "some factor". Any other factor
> makes the equation invalid:
>
> total extra damage = extra damage points X number of hits
>
> Do you think the estimate of 1000 hits is too high?

The factor is relevant only if you hack'n'slash in melee until there's
quietness (simply speaking). Granted, that's one plan how to succeed in
NH. There are other ways.

>>But if you
>>manage to occasionally cancel a monsters special attack (which I value
>>high) it's a very good bonus.
>
> How so? I really want to know if I'm missing out on something
> here.
>
> Most monsters have nothing to cancel. Breath attacks can be
> canceled, but monsters don't use them at melee range anyway.

There are a lot of monsters that have something to cancel.

You can cancel the following special attacks: fire, cold, electricity,
sleep, paralysis, drain life, drain constitution, drain energy, stick,
were, teleport away, slow, slime, disenchant, and, magic spellcasting.

Some of these are, especially in the endgame, of little interest, but
there are quite a few that I won't like to miss.

>>I read the spoiler (that you referred to) that the less interesting magic
>>effect (probing) dominates on the hight enchantments, and thus suppresses
>>the better magical attacks (cancel, scare, and stun).
>
> Is that not reflected in the probability table? I'm not
> saying it is. But if it isn't, the table is misleading to
> no good effect.

It is reflected in the table, but you have not considered it upthread.
There you claimed that probing would even increase and that it would
be thus a good effect of enchanting Magicbane while the other effects
would slightly decrease (because you disregarded the combined effects
in your calculations). You read the table wrong.

>>For the suggested enchantments you'll get these values...
>>
>> enchantment normal/probe stun/scare/cancel
>> +2 65.5% 34.5%
>> +7 85.5% 14.5%
>
>>Which is quite a significant difference!
>
> In relative terms, yes. In absolute terms, no.

The effects are absolute, as said above; every third hit, on average,
you'll get a positive magic attack. (Only every seventh attack at +7.)

> That's a difference in the *probability* of something
> happening. It doesn't say anything about the worth
> of the effect.
>
> Also even 34.5% is very unreliable even if the
> special attacks were worthwhile.

I think 1/3 is really good. A higher probability would spoil the game,
I'd say (as would some weapon with 100 pts of damage per hit).

>>The drawback increases especially beyond an enchantment of +2 [**]; thus
>>the recommendation for that limit.
>
> Actually, the spoiler says:
>
> "However, if you want to maximize the best magical attacks
> of this artifact, it should be enchanted to +2"
>
> Note that maximize and best are both relative terms, not
> absolute. It by no means says limiting to +2 is a good idea.

No one claims so. But it's bad if you prefer the magic effects.

> It also states:
>
> "If you simply want to cause the most damage, then the table
> indicates that you should enchant it as high as possible
> (safely to +7)."
>
> Which is at least as strong a recommendation for +7.

Yes, for those who prefer the damage-approach and value 30% more damage
as essential for their strategy.

> Your salesmanship has got me wondering what I'm missing
> out on (or somehow not noticing.) I've been scrutinizing
> the spoiler very carefully.

Ignoring your mis-interpretation of the table values, there's nothing
wrong if you play your style and recommend it further.

What I think is "wrong" or misleading is your comment elsethread:
>>
>> (Could someone get the bit about enchanting MagicBane onto
>> the Nethack Myths page?)
>>
which seem to imply that a) there is any new knowledge, and/or b) that
keeping Magicbane at +2 is bad. None of it is true. But I may as well
have mis-interpreted this statement of yours.

I think every fact has been thoroughly explained on both sides.■
Differences in playing style will remain. So from my side I plan not
to continue that debate that seems to enlighten us no further at this
point.

Happy hacking!

Janis

■ You recognize it by the length of the postings and repetitions (on
both sides). 🙂

PS:
Though one point remain unclear for me; why would one enchant Magicbane
if he goes for damage anyway, since there are artifacts doing much more
damage. But I dispense with the answer to help terminate the thread.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Jove wrote:
>
> I've since found:
>
> <http://www.spod-central.org/~psmith/nh/art2-343.txt>
>
> which is for 3.4.3 instead of 3.4.1. I apologize for
> using an outdated spoiler in my previous post. I don't
> know if there were changes between the two versions,
> but my references in this post are to the above spoiler.
>
> The spoiler's statement that:
>
> "However, if you want to maximize the best magical attacks
> of this artifact, it should be enchanted to +2"
>
> would have to include stunning in the "best magical attacks"
> which in my ignorance I do not understand at all.

Actually chance of stunning decreases from 36,4% (+0) to 19,1% (+2),
cancelling stays the same 10%, probing increases from 1,8% (+0) to 5,5%
(+2) and scaring stays the same 20%.

So the statement is missleading. It should say: "However, if you want to
maximize the damage without sacrificing the propabilities of the best
magical attacks of this artifact, it should be enchanted to +2."

Topi
--
"The whole problem with the world is that fools and fanatics are
always so certain of themselves, but wiser people so full of doubts."
- Bertrand Russell
"How come he didn't put 'I think' at the end of it?" - Anonymous
 
Archived from groups: rec.games.roguelike.nethack (More info?)

John H. wrote:

> I'm of the opinion that wands, in Nethack, seem awfully underpowered
> even in the mid game. Wands of Death, being of the most dire type
> besides Wishing, seem like they should work on lots of things, but
> maybe it's enough that the Wizard is succeptable to them. (Forget your
> cloak this morning, Roddy?)

Which wands in particular do you find underpowered? Some are incredibly
useful, e.g.

Emergencies:
- fire,lightning for permanent E engraving
- digging for crashing through the floor, or more temporary engraving
- teleportation for self or monster zapping
- polymorph for unexpectedly powerful monsters (works great from inside air
elementals!)
- death

Other:
- undead turning for restoring pets
- polymorph for polypiling
- striking can be useful for boulder smashing (I often use these in
Gehennom when I don't feel like whipping out the pickaxe)
- create monster for sacc fests
- cancellation for potion/scroll blanking, BoH uncursing, neutralizing some
monsters...
- cold for water/lava freezing (also does decent damage in early/mid game)
- speed monster before you have intrinsic speed, and for speeding pets
(also good to have in Orcustown...)
- enlightenment is great to have if you're like me and don't keep any
notes, and occasionally forget if you have X intrinsic yet.

.... and probably countless others. Actually, I'd love to see how other
people make use of wands.

--
Benjamin Lewis

All what we got here is American made.
It's a little bit cheesy, but it's nicely displayed. -- FZ
 
Archived from groups: rec.games.roguelike.nethack (More info?)

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%
> 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. I agree with the
analysis that stunning is a junk effect; the +2 to hit is worthless in the
middle and end game. However, this does provide a definite reason to stop
at +2 or +5 depending on how much one values cancellation.
--
David Damerell <damerell@chiark.greenend.org.uk> flcl?
Today is First Potmos, July.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Jove <invalid@invalid.invalid> writes:
> I've since found:
>
> <http://www.spod-central.org/~psmith/nh/art2-343.txt>
>
> which is for 3.4.3 instead of 3.4.1. I apologize for
> using an outdated spoiler in my previous post. I don't
> know if there were changes between the two versions,
> but my references in this post are to the above spoiler.

For the record, the differences in the Magicbane section are:

* corrected a rounding error in the +5 enchantment line
* made clearer the distinction between magical attacks and magical
effects (the latter of which are possible consequences of the
former)
* made clearer which effects take precedence over other effects
* changed "Pur" to "Can" in the relevant table (the nomenclature
changed from "purge" to "cancel" in 3.4.1, I was just slow).

> The spoiler's statement that:
>
> "However, if you want to maximize the best magical attacks
> of this artifact, it should be enchanted to +2"
>
> would have to include stunning in the "best magical attacks"
> which in my ignorance I do not understand at all.

I haven't changed Kevin's wording there, except to change "effects" to
"attacks". If there's a consensus that it's misleading, I'm willing to
do so, but I don't see any such consensus emerging from this thread.

--
: 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?)

In article <1121546511.244322.280770@g14g2000cwa.googlegroups.com>,
John H. <JohnWH@gmail.com> wrote:

>> - A helm of opposite alignment makes at least one of the
>> wrong altars more useful on Astral.
>
>This always feels like cheating to me, but I'm weird that way....

I started a game with the express goal of ascending a Lawful elf.
Succeeded! It's a bit weenie to do it "just to get it over with."
Understandable as a last-ditch survival ploy. Mine was just an
annoyance that nethack elves are supposed to be chaotic.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

In article <dbc5q0$cbg$1@online.de>,
Janis Papanagnou <Janis_Papanagnou@hotmail.com> wrote:

>Worse! It will even resurrect a dead rider corpse and put him adjacent
>to you.

Handy trick, when that's what you want. Not every character is
desperate to dispatch the riders or flee from them at this point
in the game. (Who was the death-farmer? Who was the rider-eater?)
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On Mon, 18 Jul 2005 09:05:25 +0300, Topi Linkala <nes@iki.fi>
wrote:

>Jove wrote:
>>
>> I've since found:
>>
>> <http://www.spod-central.org/~psmith/nh/art2-343.txt>
>>
>> which is for 3.4.3 instead of 3.4.1. I apologize for
>> using an outdated spoiler in my previous post. I don't
>> know if there were changes between the two versions,
>> but my references in this post are to the above spoiler.
>>
>> The spoiler's statement that:
>>
>> "However, if you want to maximize the best magical attacks
>> of this artifact, it should be enchanted to +2"
>>
>> would have to include stunning in the "best magical attacks"
>> which in my ignorance I do not understand at all.
>
>Actually chance of stunning decreases from 36,4% (+0) to 19,1% (+2),
>cancelling stays the same 10%, probing increases from 1,8% (+0) to 5,5%
>(+2) and scaring stays the same 20%.
>
>So the statement is missleading. It should say: "However, if you want to
>maximize the damage without sacrificing the propabilities of the best
>magical attacks of this artifact, it should be enchanted to +2."
>
>Topi

Including the phrase "maximize the damage" is more misleading,
since a) it doesn't and b) the qualifying clause is emotionally
loaded with the vague terms "sacrificing", "best", "magical", and
"attacks".

Since the extra effects (the spoiler makes this distinction)
aren't good, especially magical, or even really attacks, losing
them entirely would not be much of a sacrifice.

And you don't lose them entirely. Their probability goes from
low to very low. If the probabilities were test grades, they'd
be F-- at *every* enchantment.

The statement in the spoiler is misleading enough:
"However, if you want to maximize the best magical attacks
of this artifact, it should be enchanted to +2"

"Maximize" is market-speak. Sounds great, means nothing.
What's being maximized is what's important.

"Best" means the same thing. A tin opener is the "best"
way to open a tin. Does anyone carry one for very long?

"Magical" is meaningless. Sting is magical. A silver
saber isn't. A silver dagger is a better weapon.

"Artifact" is more word inflation. Sting is an artifact.
Who uses it for their primary weapon?

An accurate (and more prcise) statement would be:

"If you want a 30% chance of an effect with a low chance
of affecting your target, enchant Magicbane to +2."


There is one plain statement that's helpful:

"If you simply want to cause the most damage, then the table
indicates that you should enchant it as high as possible (safely
to +7)"



Enchanting other weapon in the games is judged on its effects,
not market speak. (Discussions of the best artifact go on at
length about their specific effects and conditions where they
occur.)

Why should judging MagicBane be any different?

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

On 18 Jul 2005 14:50:06 +0100, psmithnews@spod-central.org (Dylan
O'Donnell) wrote:

>Jove <invalid@invalid.invalid> writes:
>> I've since found:
>>
>> <http://www.spod-central.org/~psmith/nh/art2-343.txt>
>>
>> which is for 3.4.3 instead of 3.4.1. I apologize for
>> using an outdated spoiler in my previous post. I don't
>> know if there were changes between the two versions,
>> but my references in this post are to the above spoiler.
>
>For the record, the differences in the Magicbane section are:
>
>* corrected a rounding error in the +5 enchantment line
>* made clearer the distinction between magical attacks and magical
> effects (the latter of which are possible consequences of the
> former)
>* made clearer which effects take precedence over other effects
>* changed "Pur" to "Can" in the relevant table (the nomenclature
> changed from "purge" to "cancel" in 3.4.1, I was just slow).
>
>> The spoiler's statement that:
>>
>> "However, if you want to maximize the best magical attacks
>> of this artifact, it should be enchanted to +2"
>>
>> would have to include stunning in the "best magical attacks"
>> which in my ignorance I do not understand at all.
>
>I haven't changed Kevin's wording there, except to change "effects" to
>"attacks". If there's a consensus that it's misleading, I'm willing to
>do so, but I don't see any such consensus emerging from this thread.

Is it possible to know if it's misleading without knowing the
effect of stunning?

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

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

On 18 Jul 2005 12:27:16 +0100 (BST), David Damerell
<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%
>> 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?

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.)

>I agree with the
>analysis that stunning is a junk effect; the +2 to hit is worthless in the
>middle and end game.

Thanks.

>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"? (Most of the time
you really want cancellation, engraving Elbereth gives
you a better effect, 100% of the time, unaffected by
enchantment.)

Don't we need to discuss the probability of the effect as
well as the actual effect itself to judge whether to stop at +2
or +5?

And the effect is not just cancellation, it's cancellation
at melee range. A very different thing.

Canceling a breath attack at melee range doesn't mean much.
They aren't used at melee range.

Does cancellation do anything to most monsters? It doesn't
keep trolls from re-spawning. I know that much.

A 100% chance of canceling a rust monster, disenchanter,
or nymph at melee distance would be worth keeping at +2 or
+5. For any lower probability, Magicbane's ability to
engrave Elbereth with 100% probability is better. And
the engraving chance is not affected by enchantment.

So you can have a 5 times better probability of a better
effect (works on all adjacent monsters) with a higher
enchantment.

Actually, that last statement is misleading. Higher-level
monsters, the ones most likely to be worth canceling,
are more likely to resist, giving a less than 20% chance
of canceling them.


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

On 18 Jul 2005 14:50:06 +0100, psmithnews@spod-central.org (Dylan
O'Donnell) wrote:

>Jove <invalid@invalid.invalid> writes:
>> I've since found:
>>
>> <http://www.spod-central.org/~psmith/nh/art2-343.txt>
>>
>> which is for 3.4.3 instead of 3.4.1. I apologize for
>> using an outdated spoiler in my previous post. I don't
>> know if there were changes between the two versions,
>> but my references in this post are to the above spoiler.
>
>For the record, the differences in the Magicbane section are:
>
>* corrected a rounding error in the +5 enchantment line
>* made clearer the distinction between magical attacks and magical
> effects (the latter of which are possible consequences of the
> former)
>* made clearer which effects take precedence over other effects
>* changed "Pur" to "Can" in the relevant table (the nomenclature
> changed from "purge" to "cancel" in 3.4.1, I was just slow).
>
>> The spoiler's statement that:
>>
>> "However, if you want to maximize the best magical attacks
>> of this artifact, it should be enchanted to +2"
>>
>> would have to include stunning in the "best magical attacks"
>> which in my ignorance I do not understand at all.
>
>I haven't changed Kevin's wording there, except to change "effects" to
>"attacks". If there's a consensus that it's misleading, I'm willing to
>do so, but I don't see any such consensus emerging from this thread.

Then let's put it to a vote:


Resolved: "Stunning is one of Magicbane's best magical
attacks."

Please vote for or against or abstain.


Jove