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Re: Multiple attack types w/same weapon, disease code too
- To: crossfire (at) ifi.uio.no,
- Subject: Re: Multiple attack types w/same weapon, disease code too
- From: Jeffrey Hantin <>
- Date: Wed, 31 May 2000 09:09:51 GMT
- CC:
- In-Reply-To: <>
- References: <> <>
On 5/30/00, 7:30:56 PM, Kimmo Hoikka <> wrote
regarding Re: Multiple attack types w/same weapon, disease code too:
> Magnus Kronhamn wrote:
> > On Tue, 30 May 2000, Rick Tanner wrote:
> > > I found an old post, and if I understand this correctly, a player
should
> > > _not_ be able to use an alter(s) to give one weapon multiple attack
types.
> > > http://archives.real-time.com/rte-crossfire/1996/Mar/msg00044.html
> > > But, judging by what Magnus Kronhamn said, this is possible..
> > > (http://archives.real-time.com/rte-crossfire/2000/May/msg00241.html)
> > > > of course one changes gods to get all the fun attacktypes on ones
> > > > favorite weapons.
> > > Am I correct on this? Or just misunderstanding the referenced Post??
> >
> > well I almost always get atleast weaponmagic and drain/death/depletion
> > on any weapon I plan to use more then temporarily, and as many as I
can,
> > except fear/confusion, when I get up a bit and start getting nice
weapons.
> >
> > not sure how people pland this or even want it, but would seem logical
to
> > me atleast if one set up some kind of 'animosity' between some damage
> > types so for instance you couldnt have a weapon do both fire and
cold...
> I think that those multiple attacktypes should be enabled for us high
level
> players to have something to do when all quests have been taken. some
> improvements have to be done though since I consider this dagger of
mine a bit
> too powerfull a weapon...
Improvements on a weapon are permitted if the weapon has no hp or sp
regeneration bonus, no ac bonus, no speed modifier, and no immunities
or protections. Thus, the dagger of fortune, Bonecrusher, Axe of
B1FF, Battle Axe, Special Dagger, Deathbringer, Skullcleaver,
Deathbringer, Vorpal Blade, Sting, Firestar +3, and Kobold Dagger can
all be put through the improvement wringer.
> That is Raistlin's dagger of fortune of Mostrai +12 (wielded)
> (Str+3)(Dex+4)(Con+7)(Wis+6)(Cha+4)(Pow+3)(dam+2)(improved
23/119)(luck+3)(slay
> goblin,giant)(Attacks: physical, electricity, drain, weaponmagic,
depletion,
> death).
> well... it doesnt even have all the possible attacktypes since that
requires a
> certain order in creation. there seem to be some of those older
artifact weapons
> which still can be used for the weaponbuilder like that dagger of
fortune +4
> (cha+4)(luck+3). I don't know if that is a bad thing at all if we just
have the
> monsters and places like arena where weapons like this are needed. it
seems
> funny though that with this weapon my mage (str, dex, con, int, wis,
pow 30 and
> cha 17) kills a titan or cyclops and a mage with only one hit. the
char has
> physical level 80. his wc is -94 and damage 121... I guess there is
some kind of
> overflow somewhere or? or is there some kinda critical hits in high
levels?? it
> kills other monsters fast as well but titans, cyclops and wizards die
with one
> hit all the time.
Slay giant, AT_DEATH, and physique level 80? With this combo, giants
(incl. big_wiz, cyclops and titans) take a deathstrike and keel over
in one hit. By the way, attacktype:death is actually weakened if a
slaying list is present, since it only affects things on the slaying
list. If the weapon had attacks:death and no slaying list, you'd be
knocking over everything that wasn't either immune to AT_DEATH or
undead in one hit, two if they were protected vs deathstrike.
Suddenly makes the Devourers scarier, eh? :-)
> the monster list and the weaponlist should be checked and balanced for
the time
> beeing. I have the feeling that there are even more of those nice
features when
> one goes more deeply in testing...