Sidestepper wrote:I think you're drawing to strong of a dualism here.
It's true, except I'm not really saying the two are mutually exclusive. Just saying that there is a lot of stuff which helps only spike approaches, while stuff which helps regen ussually helps both. Except paired with poison (which instantly turns anyone into a regen fighter if applicable) and %Res (which is basicaly the only supported way of regen fighting besides poison and doesn't need further support as it kicks ass).
I'm sort of looking for either stuff that's allready there and I've overlooked, like your nicely pointed out BYCEPSS, or potential Regen Fighting tools that could theoreticaly exist, like the +1 effective level thingy. Trying to see if depth could be added to the concept without hamfisted stuff.
Sidestepper wrote:There are plenty powers and items that enable regen fighting, and just because something helps you spike doesn't also mean that it isn't also a regen tool. Anything that increases your damage per square impacts your regen fighting ability. This includes (examples are meant to be representative, not comprehensive):
Base Damage (Fine Sword, Orcs, Tuarog)
Attack Bonus (Humans, Powerups, Priest v Undead, Rogues)
Resistances (Tower Shield, Blood Shield, Monks, Bersekers)
Damage Reduction (Earthmother, Platemail, Tuarog)
Mana to Damage (Fireball, BYSEPS, PISORF, HALPMEH)
Blood shield? Otherwise nice list that helps with making that compendium, thanx.
EDIT: oh, Drac's boon, figured it out.
Sidestepper wrote: The thing is, regen fighting is only possible when you have a huge mathematical advantage over your opponent. Ding! Fighting only requires you to be able to do slightly less than half of the monster's health in one pass, which is a very common occurrence. Regen fighting requires you to do more net damage per square than your opponent does. In the absence of resistances and magic, this boils down to having the product of your damage and level by higher than that of the monster. Since you're only regen fighting things that are higher level than you, that's not very common. At low levels, even a one level difference is huge (that means that a monster-2 heals TWICE as fast as you), and you haven't picked up as many powerups and items yet.
And this is a very good summary going for the "no way to do it otherwise than the ones we allready got" argument, which is also fine - I can't think of any ATM either, because of the same logic.
However, maybe I have to restate that by "early game" I ment early kingdom development. When you apply it during the run matters little to me, because about what you said - %Res based regen fighting shows that once you can efectively use it the mathematical advantge over the monster is allready huge. Any approach based on the same principe would would either be broken as all hells (if introduced in a single serving like the poison boon, when appllicable), or need exploration and circumstance to assemble "critical mass" like the %Res go.
I was looking for more small, moderate stuff ideas like BYCEPSS and the +1 item, which could be more available from the start to help introduce regen fighting as a concept in small ways before the Monk and TT show up. Platemail is one such thing, say, but my own overreliance on it last profile again points to the seemigly inherent "if it works it's too damn efficent" quality of regen fighting.
Otherwise nice writeup