Originally Posted by
anon123
I'll go around level 15, having done the pyramid already, and obtained +TCtr from blink dogs and the wand from VDDL. The armor is virtually never worth giving up the AMW (a bit more PV in exchange for the intrinsics?); with weapons I have slightly better luck. Of course you won't fight the golems at this point, but they might clutter the up staircase.
I keep the AMW in reserve, and I think it's a great artifact, but most of those intrinsics aren't needed for everyday usage. I have no problem probably swap it out for something with 9 or more PV as long as the DV loss isn't too bad. So pretty much any decent adamantium or eternium or dragon scale piece. Depends how deep you are in the game, too, I suppose. In the endgame I'd be more tempted to keep it on if I don't have something else to give death resist.
Originally Posted by
anon123
An interesting excerpt from the official changelog:
The internal mechanics for the melee and missile combat system have been rewritten to use different mechanics: attacks no longer need to surpass the DV of the opponent on a roll of 1d20 + bonusses but rather 1d(20 + bonusses) is rolled to surpass the DV value. This adds some randomness to combat (no longer will there be automatic hits in all cases). Also monster hit bonusses (at high levels) have been increased to counter the 'a DV of X is enough -- you'll never need more' effect observed in recent versions. Everyone still has a 5% chance to score an automatic hit (actually the chance is slightly higher, especially for extremely powerful monsters, but that's the baseline).
Interesting. That seems pretty consistent with what I've observed ingame.
Originally Posted by
anon123
Wow, is that so? I thought they only punched through armor a lot.
I'm pretty sure they do. I used to keep a list of all the monsters I found that always penetrated, but I can't find it ATM, but I believe molochs of all varieties are on it. I think there's maybe 20-30 monsters that always punch.
You can train with Garth, and of course you also have PoGAs and potions of willpower. To specifically resist confusion attacks you can wear a helm/rings of mental stability, or rings of the clear mind, all of which grant resistance (the intrinsic).
Morgia will also eventually train Wi up to around 25, which is more than enough for a non-caster.
Hoping to win with every class, doomed. Archer, Barbarian, Bard, Beastfighter, Druid, Elementalist, Farmer, Fighter, Monk, and ULE Priest down.