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QCF Design Community • View topic - Dwarf Fortress


Dwarf Fortress

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Re: Dwarf Fortress

Postby The Avatar on Sun Feb 05, 2012 12:30 pm

4 resistance, or any resistance, is way too good in conversion. Being able to stack a good amount is one way to beat 90% of the dungeons in existence.

Did you actually beat vicious HoS as an elf wizard (BLUDTUPOWA + Mana Leak?). That would work, you just gotta find the Indomitable reaaaaaly early. Then whupaz Blah blah and fire him to death with potions.
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Re: Dwarf Fortress

Postby gjaustin on Sun Feb 05, 2012 2:02 pm

I want to say one thing on the Dwarf changes, directed at the devs.

I was absolutely using the Dwarf before this patch. They were great for Rogues, Dragon Isles, and Namtar. The only reason they weren't used more often was that there aren't enough things based on max health. The new Fireheart is a great step in that direction. I'd also love to see a weapon that gives you +10% of your max health as bonus damage, or maybe some Spiked Armor that does 10% of your max health to a monster when it hits you (like the Sorcerer Mana Shield).

If any race needs to be changed, I'd say it's actually Humans! Right now, the only class they really have any synergy with is the Wizard. In almost every other circumstance, the Orc ends up just being better.

But in summary, please change the Dwarf back!
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Re: Dwarf Fortress

Postby Ara on Sun Feb 05, 2012 2:12 pm

@The Avatar:

Without BLUDTOPOWA, no potions used against The Indomitable, only one glyph converted for 2 extra mana (with +50% scroll), got really lucky with Mystera and a Mage Plate at level 1, found the 5 mana boosters. Got Mana Leak, Flames, 4 extra mana, Refreshment, then converted to JJ for an extra 3 mana.

I had 29 mana against the Indomitable at level 6. Removed like 5 DP (the boss already had some stacks, to charge the Crystall Ball, which revealed to be unecessary), kept 1 cast to level up, then I had 2*30 mana (fully charged Crystall Ball). That alone was 16 BURNDAYRAZ, so 32 DP. I finished with a few LEMMISI / BURNDAYRAZ. I had to clear remaining tiles for Blah Blah.

When I was close to level 9 I started the Vampire boss. I still had to buy the +10 resistance shield to survive a single hit to land Whupaz. Mindlessly BURN'inDAYRAZ, leveled up, BURNDAYRAZ orgy again, then I wanted to convert a glyph for mana, which failed (already had that issue with Refreshment, now I can confirm you shouldn't leave Mystera if you want to use this boon :geek: ). So I used a Schadenfreude, and that was over. Still had 3 schadenfreude, which I used to clear everything to get Unstoppable along with Feeling Parched badges.

It was fun to faceroll a vicious dungeon :mrgreen:
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Re: Dwarf Fortress

Postby TigerKnee on Sun Feb 05, 2012 2:14 pm

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Re: Dwarf Fortress

Postby The Avatar on Sun Feb 05, 2012 2:42 pm

Uh, you'd get 6.5 (rounded to 6) for your first conversion. The cap is 65, or 75 for monks, not 100.
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Re: Dwarf Fortress

Postby Gorgon on Sun Feb 05, 2012 2:45 pm

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Re: Dwarf Fortress

Postby TigerKnee on Sun Feb 05, 2012 2:45 pm

Last edited by TigerKnee on Sun Feb 05, 2012 2:49 pm, edited 1 time in total.
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Re: Dwarf Fortress

Postby The Avatar on Sun Feb 05, 2012 2:48 pm

Sounds good, though I'd like the hp back instead of a whole new conversion (again)
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Re: Dwarf Fortress

Postby gjaustin on Sun Feb 05, 2012 2:50 pm

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Re: Dwarf Fortress

Postby q 3 on Sun Feb 05, 2012 3:43 pm

Humans are now being underestimated? Wow, I... I never thought I'd see the day.

At level 10, with 600 conversion points, a Human Rogue (50 base damage, 140% bonus damage, 120 total damage) outclasses an Orc Rogue (65 base damage, 80% bonus damage, 117 total damage). Same with Human Monk (30 base damage, 60% bonus damage, 48 total damage) versus Orc Monk (45 base damage, 0% bonus damage, 45 total damage). For any class without damage boosts, an Orc needs over 1000 conversion points (86 base damage, 30% bonus damage, 111 total damage) before he starts to outdamage a Human (50 base damage, 130% bonus damage, 115 total damage).

Yes, at low levels, or if you incorporate knockback damage, or if you have a class ability or some other source of extra bonus damage, Orcs have an edge. But Humans are still way, way, better generalists - who don't convert everything on sight, who prefer a consistent power curve over one that has a lot of damage early on but peters out at high levels. Particularly now that the conversion values of many items have been slashed, I don't think either race needs any changes.

Elves versus Gnomes do need some tweaking (at the very least -5 and +5 cost, respectively). Dwarves I feel should retain their +HP conversion both stylistically - they're one of the four basic races and are the counterpart to Elves - and because +HP is a lot easier to balance than damage reduction or resistance (currently they're very strong at very low levels, but that strength quickly dissipates; yet if their conversion cost were decreased all that much, they could become utterly broken). I still think that stacking fixed HP boosts would be a good change, giving them much needed early game staying power but with much more utility later on than they get from damage reduction.

~

And now for something completely different. The extra shops are making the level 2 Bazaar quest somewhat frustrating. It now requires a fair amount of luck to complete, especially if you either haven't unlocked Tikki Tooki / Midas Gloves, or you've unlocked too many other things and have to scum for them. Or do a multi-boss dungeon and snag the big gold pile.
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