For instance:
>Combat
>>Weaponmastery
>>>Swordmastery
>>>>Critical Hits
Is it better to raise a skill from the top of the chain, ie. Combat, the
bottom, Crits, or somewhere in the middle?
From a strictly combat point of view, which of these would effect to-Hit,
which to-Damage, blows/rnd? (or some arcane combo) Or is it somehow total
score so that it's like Combat+Weapon+Sword+Crit, maybe with weighting, when
looked up on a chart etc...
I know Combat also affects armor weight somehow as well, as well as missile
attacks, so it seems to be the best to raise first and keep capped,
but...?!?
Greg Klett
Check http://www.killerbunnies.org/angband/skill.html for lots of
good info on skills Not complete yet, but extremely helpful.
>>Combat
>>>Weaponmastery
>>>>Swordmastery
>>>>>Critical Hits
>
> Is it better to raise a skill from the top of the chain, ie. Combat, the
> bottom, Crits, or somewhere in the middle?
Depends :-). What class? What skill multipliers? Which ones
you have access to? Raising the mid-level (Weaponmastery) raises Combat
fairly quickly too (at .5 to 1; Archery gives the same bonus), so if you've
only got the top two, you can crank Combat up to a decent level just by
increasing Weaponmastery. OTOH if you've got {foo}mastery, it's a better bet
as long as you only plan on using a {foo} (applies to the Archery subskills,
too). Maxxing-out Combat will get you +10 melee/missile damage with any
weapon; maxxing-out Swordmastery without spending a single point on Combat or
Weaponmastery will give you 2 extra attacks with a sword, plus 50 to hit with
a sword, and about plus 29 damage/attack with a sword. Of course this
inevitably means that every single decent weapon you find after cranking all
your points into Swordmastery will be an axe or polearm...
I've found that raising Combat early for the decent pseudo-ID and
then focusing on Swordmastery gives good results; you can always top up
Combat later, and it's a possible FF reward (don't blow a FF reward on
mid-level skills, if you can avoid it or have any use for the higher-level
skill, since you don't get the bonuses to skills "up the chain" from FF's
freebie points. Given the choice between, say, three points of Archery and
three points of Combat, take the three points of Combat - then if you spend
three of your own on Archery, you get a 'free' 1.5 more in Combat).
Some specifics (taken from the page referenced above):
Combat raises weapon damage (both melee and
ranged) by skill/5 , gets you strong pseudo-ID at level 11, and increases
pseudo-ID speed as it goes up (the formula appears to be 1 in
9000/(skill x skill+40).) It also increases the length of melee confusion
attacks (from scrolls and such), and your maximum armour weight without
reducing mana is skill+20 pounds.
What Weaponmastery does is...unclear. (Raises your 'Fighting' ability
on your 'C' screen, but what that means in practical terms, I dunno.)
Sword/Hafted/Polemastery give you skill/25 extra melee attacks with
the appropriate weapon (ie. one extra at skill 25, two extras at skill 50), a
to-hit bonus of plus skill, and a damage bonus of plus skill/2.
Crit. Hits will increase your chance of scoring a crit with a sword
weighing under 5 lbs. by ((skill x 200)/50)/50 percent. Given that this
maxes out at 4% if I'm doing the math right, I'm not really sure it's worth
it.
Stunning-blows gives you a skill% chance of any crit. with a hafted
weapon weighing over 5 lbs stunning a monster for a reasonable length of
time. Haven't tried this one, but it could be quite gross with a
Tulkas-worshipping Haftedmaster with Divine Aim at level 20...
*blush*
> What Weaponmastery does is...unclear. (Raises your 'Fighting' ability
> on your 'C' screen, but what that means in practical terms, I dunno.)
I just uploaded an update that covers that. Basically, AFAICT, your
Fighting ability more or less acts as a +A/3 to-hit bonus, where A is
your numeric ability level (how numeric values correspond to the
'Fair/Good/Superb/etc' labels on the 'C' screen is explained on the
page).
-sbigham
Thanks! Heading over to check the page now.
While I am currently playing an Alchemist, I tend to play some melee type or
another. It makes it a pain trying to decide which of the skills is better
or more appropriate especially since they mostly just say 'it helps with
your <foo> skill'.
Yeah, its really nice so far, keep up the great work! I did find one
curious thing though: Under summoning you have
"A monster created from a partial totem costs (M×100)/S mana per turn to
maintain. "
But that seems a bit too expensive. 100 mana a turn for a level one partial
summon at skill level one?
Kalirion
I believe the skill points in ToME are measured as 1000x (displayed level),
although I may be wrong. That's what it looks like browsing p_info.txt
anywho.
-gordon
Also, I always see people saying that they have thier speed up to xx, how
do I find out what my speed is?
--
Using M2, Opera's revolutionary e-mail client: http://www.opera.com/m2/
> How does a ring of Accuracy +10 compare with a ring of Dex +3?
>
> Also, I always see people saying that they have thier speed up to xx, how
> do I find out what my speed is?
>
Rings of Dex beat out rings of Accuracy.
Your speed shows up at the bottom of the screen. If you are moving at +0, then
nothing shows there, but if your speed is at anything higher, then a +x will
show up at the bottom in bright green. When you are slower, and it often
happens when you are carrying too much weight, a -x will show up in brown.
--
JESUS SAVES... he passes it to Gretzky... Gretzky shoots! HE SCORES!!
Hmm, now that you mention it, that does sound wrong...
[sound f/x: source diving]
Ah, I didn't follow the chain of events far enough. The (M×100)/S
amount is summed across all applicable monsters, and that total is
divided by 100 before subtracting from mana -- the intent, presumably,
being that maintaining four level-1 monsters at skill level 4 should
cost the same as maintaining one level-1 monster at skill level 1. So
that would be 1 mana per turn for a level-1 monster at skill level 1 --
much more reasonable. This is now fixed on the page. Good catch.
-sbigham