Difference between revisions of "User:Hordes"
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===Pros=== | ===Pros=== | ||
− | : '''1. Specializing in a skill | + | : '''1. Specializing in a skill typically leads to less "wasted" XP.''' |
Usually, but not always, "wasting the least XP" is an efficient method of skill training. | Usually, but not always, "wasting the least XP" is an efficient method of skill training. | ||
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Let's say you could either have {6 Polearms, 6 Conjurations, 6 Ranged Weapons} or {10 <one skill>}. The former may sound more appealing, as you can take advantage of 3 skills at once. However... | Let's say you could either have {6 Polearms, 6 Conjurations, 6 Ranged Weapons} or {10 <one skill>}. The former may sound more appealing, as you can take advantage of 3 skills at once. However... | ||
− | * A. This can lead to skill waste. If you blast things with Conjurations before enemies get into melee range, then Polearms and Ranged Weapons skill aren't doing | + | * A. This can lead to skill waste. If you blast things with Conjurations before enemies get into melee range, then Polearms and Ranged Weapons skill aren't doing much. If you are wearing heavy armour, to make your melee more effective, then Conjurations skill isn't doing anything (it is very difficult to cast in plate armour!). |
* B. There's more than three skills in Crawl. For example, a Polearms user could go {8 Polearms, 5 Armour, 5 Shields}, and a caster could go {8 Conjurations, 6 Dodging, 2 Spellcasting}. Both will be more effective than the original 6/6/6 distribution, which invests no XP into defenses. | * B. There's more than three skills in Crawl. For example, a Polearms user could go {8 Polearms, 5 Armour, 5 Shields}, and a caster could go {8 Conjurations, 6 Dodging, 2 Spellcasting}. Both will be more effective than the original 6/6/6 distribution, which invests no XP into defenses. |
Revision as of 21:41, 10 June 2023
Specialization is a choice to invest XP in a few specific skills, rather than attempting to learn many skills at once. It is often essential, at least in one form or another.
Contents
Useful Info
More skill level means that skill is more powerful. Weapons will hit harder, attack faster, and are more accurate. Spells are stronger, less likely to fail, and higher level. Defensive skills will give more defense.
Strategy
In Crawl, the goal of the skill system is "to get the most benefit out of your XP as possible". Sounds simple, and it really is. Specialization is a tool used to achieve this goal. So, there isn't a true Pros and Cons with specialization - more so Pros and Caveats.
Pros
- 1. Specializing in a skill typically leads to less "wasted" XP.
Usually, but not always, "wasting the least XP" is an efficient method of skill training.
Let's say you could either have {6 Polearms, 6 Conjurations, 6 Ranged Weapons} or {10 <one skill>}. The former may sound more appealing, as you can take advantage of 3 skills at once. However...
- A. This can lead to skill waste. If you blast things with Conjurations before enemies get into melee range, then Polearms and Ranged Weapons skill aren't doing much. If you are wearing heavy armour, to make your melee more effective, then Conjurations skill isn't doing anything (it is very difficult to cast in plate armour!).
- B. There's more than three skills in Crawl. For example, a Polearms user could go {8 Polearms, 5 Armour, 5 Shields}, and a caster could go {8 Conjurations, 6 Dodging, 2 Spellcasting}. Both will be more effective than the original 6/6/6 distribution, which invests no XP into defenses.
- C. Investing in a skill you're already good at gives a more immediate benefit. A Polearms-based Fighter may need 4 levels of Conjurations before they can cast their first spell. Before you reach 4 Conjurations, you aren't getting much from that skill. Meanwhile, having 4 more levels of Polearms would help for a longer period of time.
- This point is most important in the earlygame, and becomes less important as you progress. Judge whether a skill would help in the short- or medium- term.
This is not to dissuade "hybrid" builds entirely, but to put them into perspective. (See the next point for more details)
- 2. There exists skill thresholds, and specializing allows you to reach these thresholds faster.
In Crawl, there exists quite a few skill thresholds.
- For weapons and destructive spells, this is when you can "comfortably kill things at <a certain level>".
- For casting in general, this is when a spell goes from "unreliably castable" to "castable".
- For defensive skills, this is when you receive the next point of AC / EV / SH.
Training skills too liberally will delay the threshold. E.g. going for {6 Polearms, 6 Conjurations, 6 Ranged Weapons} may prevent you from 'comfortably' killing things at all.
In other words, having one reliable way of killing things is better than 3 unreliable ways of killing things. If you want to go for a "hybrid" build, it is best to train one skill to a competent level, and then the next.
Of course, when things are 'competent' or 'comfortable' is very arbitrary - it depends on both the character and the player.
Caevats
- 1. Higher levels of a skill are more expensive. / The first few levels of a skill are cheap.
For each level of a skill, the next level is more expensive. Is it really worth the XP to train from 25 Fighting -> 27 Fighting? No matter how much you value extra HP, the benefit of 2 Fighting is small. It can be wiser to invest into Armour, Dodging, etc., which could all give you more benefit.
This concept isn't exclusive to the late game. For instance, training 14 <weapon skill> to reach mindelay may not be the wisest choice. You could, as an example, get {10 Weapon, 8 Fighting, 8 Armour} instead, which would be a stronger investment.
Other examples:
- Early on, you could invest a few levels into Evocations or Throwing. After all, 3 levels of Evocations can be more beneficial than 1 level of weapon skill. This ultimately depends on character build, and what wands you have found (Evocations won't help you without a wand!).
- If you are in heavy armour for the entire game, then Dodging skill might not seem appealing. But it's often worth it to train a few levels into Dodging, since they are so cheap. For the same reasons, light armour characters should consider a few levels into Armour skill.
- 2. "Avoiding wasted experience" is not always the most beneficial method of skill training.
Poison Magic is perhaps the best example of this. Spells like Olgreb's Toxic Radiance are great in the early game. But as enemy HP increases, and as more enemies have rPois, poison starts to wane. If you then find a great weapon and wear heavy armour, then you'd have "wasted" all that Poison Magic training.
Yet, this doesn't change that melee is (could be) the most beneficial thing you could train right now. Plus, all that Poison Magic wasn't useless - it got you past a good chunk of the game. And if you decide to stay in light armour, then OTR and other poison spells can remain useful.
Even in this example, you should be following the guideline of "train a killing skill until you can comfortably kill things, then train other things". At a certain point, you don't need to invest any more XP into Poison, and can afford to train other skills. At this point, you would train defenses and/or an alternate killing skill.