The Orb of Zot

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Re: The Orb of Zot

Postby Sidestepper on Tue Dec 10, 2013 8:58 am

I find it works best for fireball users. If you've ever played an Assassin that explores the map at level 1 and starts fireballing the boss right away, then you have an idea of how it works. Except that you don't have to explore the entire map first ;)

I thought it would rock socks with the Monk, who naturally benefits from poison-like effects, but the thing is that attacking very high level monsters with melee is too expensive. Fireballers can safely start in on whatever target they want without having to worry about monster damage.

I didn't know about the Whupaz-Zot interaction. I just tried it and it works as advertised. Wow. That's really powerful. It knocks the boss down to 3/8 health in one shot. It's probably best not to do it right away, but rather use Zot effect to kill mid-level monsters until you're strong enough to finish the boss in one pass. Otherwise, the boss heals back to 1/2 and you lose some of the power of the combo. I used an elf sorcerer and was able to kill a Wraith-5 at first level, which made it possible to finish the boss with a whupaz-quicksilver-ding combo.
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Re: The Orb of Zot

Postby Lujo on Tue Dec 10, 2013 1:35 pm

Sidestepper wrote:I find it works best for fireball users. If you've ever played an Assassin that explores the map at level 1 and starts fireballing the boss right away, then you have an idea of how it works. Except that you don't have to explore the entire map first


Yeah, that's the kind of thing. Except everyone's poisoned and you don't have to spend mana on poisoning. But I can't remember the last time I even wanted to do this, let alone the last time I actually did it. I remember Darvin not being happy with the poison rework because it made this approach either more difficult or impossible using regular posion stuff and it was sort of vogue right before that. Not that it's not powerful, mind you.

And, err, when you're talking about a strat and something like "you have to be careful with your timing because the boss will heal up to 1/2 of his health and you'll lose some of the punch" comes up, and "the punch" consists of 3 wholy preppable clicks, something is deffinitely wrong :D

I mean, it's a whoopaz combo. Was whoopaz supposed to combo with anything? I'm pretty sure you weren't ment to be able to bring in 3 stacking whoopazes into a dungeon, and the Orb of Zot wasn't ment to read "take away 5/8 of a bossess health in 3 clicks".
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Re: The Orb of Zot

Postby Sidestepper on Tue Dec 10, 2013 1:47 pm

I think that we can file this under "unintended consequences." All the same, I'm not sure it's worth fixing. It is the logical result of how those two effects work.

Hmmm, I almost want to try lugging an Orb of Zot all the way to the top of VGT. It's hardly optimal, but oh my would that be a satisfying way to start the fight with Horatio.
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Re: The Orb of Zot

Postby Lujo on Tue Dec 10, 2013 2:44 pm

Sidestepper wrote:I think that we can file this under "unintended consequences." All the same, I'm not sure it's worth fixing. It is the logical result of how those two effects work.

Hmmm, I almost want to try lugging an Orb of Zot all the way to the top of VGT. It's hardly optimal, but oh my would that be a satisfying way to start the fight with Horatio.


I actually did that once. Well, I wasn't exactly lugging it around, but I did buy it from the shop. Needless to say it was super effective XD

As for if it's worth fixing, well, it's preppable and usable by any character. I mean, so is the Fabulous Treasure but that at least takes some game knowledge and more than 3 clicks to destroy everything... Maybe if zotted made you immune to being whoopazed?
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Re: The Orb of Zot

Postby FDru on Tue Dec 10, 2013 3:12 pm

Or make whupaz work based on current health rather than max. Seems like the most sensible fix... only might be annoying against lifestealers. But on the flipside it might not be so useless on already damaged monsters.
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Re: The Orb of Zot

Postby Lujo on Tue Dec 10, 2013 4:49 pm

FDru wrote:Or make whupaz work based on current health rather than max. Seems like the most sensible fix... only might be annoying against lifestealers. But on the flipside it might not be so useless on already damaged monsters.


I strongly support this, unless it breaks something else. I can't count the times when I've forgotten I had whoopaz, hit the boss and then was disapointed for wasting a small item/prep slot for no good reason. It'd make it more user friendly.
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