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Tri-sword bug

PostPosted: Mon Aug 08, 2011 10:43 pm
by Herborist
I really think the tri-sword should work whether you have potions or not. It's ridiculous otherwise.

Re: Tri-sword bug

PostPosted: Mon Aug 08, 2011 10:59 pm
by q 3
It would be way overpowered without that restriction. Look at that base damage. Look at it! It's an excellent weapon for Glowing Guardian followers since they'll often convert their potions anyway, excellent for Rogues and Berserkers (especially if they worship Tikki Tooki or Dracul, and/or Taurog is not available), and can also make a great "last ditch" attack when you've exhausted all your supplies on the boss and just need a little bit more oomph to your final blow to win.

Re: Tri-sword bug

PostPosted: Mon Aug 08, 2011 11:24 pm
by DalaranJ
Herborist wrote:I really think the tri-sword should work whether you have potions or not. It's ridiculous otherwise.


Dear Desktop Dungeon Devs,

This unholy mutation of three swords somehow welded together needs to be more realistic. Please fix this. TIA

Re: Tri-sword bug

PostPosted: Mon Aug 08, 2011 11:43 pm
by michal.lewtak
Nobody touch my Tri-Sword!

Re: Tri-sword bug

PostPosted: Mon Aug 08, 2011 11:44 pm
by Esoteric
It's already far too good for its cost for glowing guardian followers with attack% boosts (rogue, berserker, humans.) Just don't pick up health potions until you're using them and don't pick up fireball or mana potions until the boss fight.

Re: Tri-sword bug

PostPosted: Mon Aug 08, 2011 11:47 pm
by michal.lewtak
Esoteric wrote:It's already far too good for its cost for glowing guardian followers with attack% boosts (rogue, berserker, humans.) Just don't pick up health potions until you're using them and don't pick up fireball or mana potions until the boss fight.

But yeah, I agree it should be brought down to 20. The 26 is basically just a reference to that picture, but it's too much.

Re: Tri-sword bug

PostPosted: Tue Aug 09, 2011 6:12 am
by bkteer
but how is 26 too much? You're sacrificing both defense and potential attack that you can get in the future. If you find a boss that is resistant to physical resist, the tri-sword becomes worthless. The worst part is the tri-sword makes it that certain classes have to sacrifice their advantages inorder to even wield it.
With this kind of overwhelming disadvantage, the 26 dmg seems just about right.

Re: Tri-sword bug

PostPosted: Tue Aug 09, 2011 7:17 am
by Esoteric
Ya, an elven wizard with trisword isn't going to be good, but if you're human berserker or rogue with the Glowing Guardian on the map, the trisword supplies power far exceeding its cost. Attack bonus% and +damage are always a good combo, the glowing guardian negates almost all the downsides of not having an inventory, in addition to amplifying the long-term effects of a powerful start (fighting higher level foes) -- this while already benefiting extra from having plus attack% (consecrate actually being able to kill things.)

So long as you can find the Glowing God, it is still extremely capable against physical resist bosses, just always leave fireball on the ground until you need it. You'll still enjoy the benefits of going into the boss fight 1 xp from level '9', with the benefits of transcending and humility and, likely, 80 to 100 piety in the bank. If you happened to take Taurog though...that's tougher.

For perspective, I also thing Taurog Orcish Berserkers or Rogues with conversion stones are sorta imba (though at least conversion stones don't hang around in your inventory.) Ditto GG Human Monks with any decent equip. It's tough and/or impossible to make specialized equipment that's appetizing mid-dungeon, with any race/class/god combo, but not overpowered to start with it with a specific race/class combo, taking advantage of the fact that you only have 4-5 gods in your pool. As a preparation for 40 gold its nasty stuff.

Re: Tri-sword bug

PostPosted: Tue Aug 09, 2011 8:45 am
by bkteer
well right now we have a pool of 5 gods to choose from and so far all maps spawn 3 altars. So that means a 3/5 chance of finding glowing guardian. However do note that we still have at least another 3 more gods to be implemented. This means a 3/8 chance in the future of actually finding GG. Paying a 40 gold cost per dungeons for a tri sword just to reset everytime you don't find GG will add up.

As of right now, it's the 26 dmg that actually convinces me to pay 40gold just to bring it with me on my rouge runs. That said, the tri-sword really acts more like a gimmick for rouges and berserkers to bring along. It helps with killing lvl 2 monsters easily but end game, it's really down to who you can worship and who you fight against.

Re: Tri-sword bug

PostPosted: Tue Aug 09, 2011 12:18 pm
by FDru
I almost always end up converting the tri-sword late game because alone it usually isn't enough to complete a map. If you're planning to get benefits from taurog you need to do it early anyway or you're just going to waste a lot of piety. For mystera you need to use glyphs so won't benefit from the sword anyway. It's certainly useful for rogues and assassins with the first-strike and huge early game damage boost (provided you aren't fighting a lot of first-striking enemies like in sludge mines). But hey, it has to be good for something right?