Dwarf Fortress

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Re: Dwarf Fortress

Postby Fran on Fri Feb 03, 2012 6:38 pm

You could play a transmuter dwarf worhsipping EA for additional damage reduction. Which has an overall high synergy.
I'd suggest to maximise this and then to decide whether it's still too weak to be viable or not.

I like the update so far.
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Re: Dwarf Fortress

Postby Abraxas on Fri Feb 03, 2012 6:41 pm

Image

Dwarf Transmuter + Sensation Stone + a few glyph conversion (+ a shield for good measure) = fighting level 6 enemies at level 1.

(The reason I've explored so much is because the glyphs were being particularly hard to find)
That which is not dead may eternal lie, and with strange aeons even death may die.
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Re: Dwarf Fortress

Postby Gorgon on Fri Feb 03, 2012 6:43 pm

I like the changes to JJ, but I haven't seen Binlor yet...

Strength potion/knockback exploit fixed.


I don't like this. It makes PISORF less useful...
Last edited by Gorgon on Fri Feb 03, 2012 6:46 pm, edited 1 time in total.
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Re: Dwarf Fortress

Postby gjaustin on Fri Feb 03, 2012 6:45 pm

Gorgon wrote:I like the changes to JJ, but I haven't seen Binlor yet...


If I ever get the game to load, I'm headed straight to Naga City.

What are the JJ changes?
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Re: Dwarf Fortress

Postby Gorgon on Fri Feb 03, 2012 6:47 pm

gjaustin wrote:
Gorgon wrote:I like the changes to JJ, but I haven't seen Binlor yet...


If I ever get the game to load, I'm headed straight to Naga City.

What are the JJ changes?


Boost Mana: +3 MP, -1 MP potion

Boost Health: +25 HP, -1 HP potion
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Re: Dwarf Fortress

Postby Abraxas on Fri Feb 03, 2012 6:48 pm

Binlor's Stone Skin (50% physical resist) was reduced to 15 piety.
Also Stone Form now says it gives 30% damage bonus, but the icon on the character portrait still says 20%, not sure which one is right.
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Re: Dwarf Fortress

Postby Darvin on Fri Feb 03, 2012 6:50 pm

So dwarves have gone from being back-loaded to front-loaded as a race. Worth trying, but I'm afraid that these guys will fizzle when it comes time to fight bosses. Obviously guys like Indomitable will really suffer to some stacked DR, but I don't see this even dinting the damage output of some of the beastlier bosses. I'm not surprised to see them doing crazy stuff at level 1. Uncapped DR will do that, after all...

So burning is now just inherent to BURNDAYRAZ... good, the Fire Heart was required to get the glyph to work effectively, although it may be a bit too strong overall now that you can combo it with other preps. Whurrgarbl looks awesome for fireball hybrids. I think it may be locker-worthy now, probably going to replace Fire Heart as my standard caster prep.

Not a huge fan of the new bloodmage mana potions. It places way too much emphasis on the sanguine class feature to the point at which the class is a 1-trick pony.

Can't wait to take a peek at JJ and Binlor.


I don't like this. It makes PISORF less useful...

Then advocate for the glyph to be buffed. It shouldn't be balanced around a glaring exploit...
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Re: Dwarf Fortress

Postby gjaustin on Fri Feb 03, 2012 6:58 pm

Dwarf Sorcerers are going to be hilarious now aren't they? They'll kill a level 5 monster at level 1, but not be able to kill the boss.
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Re: Dwarf Fortress

Postby Halion on Fri Feb 03, 2012 7:01 pm

Burning is now quite a bit different given that it goes out on its own, you can't just load it up on the boss with spare mana as you explore. That said, Fireball is way better, and I'd much rather have a ubiquitous glyph improved at the cost of a strong combo. Casters are just better off.

The new fireheart is frankly a solid item in many situations, a full heal once per dungeon (which it can serve as, or better) is often well worth purchasing.

New bloodmage is pretty odd. Permanently improving sanguine by 2% every time you quaff a mana pot still feels like a class with a big focus on boss burst, but with a more melee related emphasis. Bloodmages currently get a high (but not total) return from mana potions too, but this is not documented.
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Re: Dwarf Fortress

Postby Halion on Fri Feb 03, 2012 7:03 pm

gjaustin wrote:Dwarf Sorcerers are going to be hilarious now aren't they? They'll kill a level 5 monster at level 1, but not be able to kill the boss.


Heh. I'm never sure I fully appreciate damage reduction's best use. It seems good for levelling efficiently, but not so much at high levels.

Experiments with dwarf paladins and monks seem warranted.
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