Difference between revisions of "User:Hordes"

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Djinn have +11 aptitudes in magic, but are forced to train all skills equally. This equates to training a single school at a -3 aptitude.<ref>Djinn split XP between 12 skills at a +11 aptitude. As XP cost = <code>2^(-apt/4)</code>, each skill costs <code>2^(-11/4) * 12</code> = 1.78x the XP of a single skill. This equates to a <code>-4 * log2(1.78)</code> = -3.32 aptitude.
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Djinn have +11 aptitudes in magic, but are forced to train all skills equally. This equates to training a single school at a -3 aptitude, but is often higher in practice.<ref>Djinn split XP between 12 skills at a +11 aptitude. As XP cost = <code>2^(-apt/4)</code>, each skill costs <code>2^(-11/4) * 12</code> = 1.78x the XP of a single skill. This equates to a <code>-4 * log2(1.78)</code> = -3.32 aptitude.
 
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However, say you wanted to cast a Conjurations spell. For Djinn, XP is put into both Conjurations AND Spellcasting; for Humans, XP has to be put into Conjurations OR Spellcasting. Therefore, it is more accurate to state "Djinn have a -3.32 aptitude in Conjurations, but get Spellcasting for free". If you were ''only'' training Conjurations, this would equal a -2 aptitude.</ref> But, since every school is trained at once, dual-school spells are very easy to train. For a dual-school spell, they have an effective +1 aptitude. Overall, a dedicated mage will not have trouble casting spells.
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However, say you wanted to cast a Conjurations spell. For Djinn, XP is put into both Conjurations AND Spellcasting; for Humans, XP has to be put into Conjurations OR Spellcasting. Therefore, it is more accurate to state "Djinn have a -3.32 aptitude in Conjurations, but get Spellcasting for free". If you were ''only'' training Conjurations, this would equal a -2 aptitude.
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As XP costs increase as you gain levels, Dj are usually more efficient than these numbers indicate. For example, a Kobold with {4 Spellcasting, 15 Conjurations} would have the same power as a Djinni with {12.8 Spellcasting, 12.8 Conjurations}, all else equal. The Kobold would need 70.25 skill points, but the Djinni would need 82.92 skill points. only 118% the amount of a Kobold. For reference, a Kobold with {12.8 Spellcasting, 12.8 Conjurations} would need 93.02 skill points.</ref> But, since every school is trained at once, dual-school spells are very easy to train. For a dual-school spell, they have an effective +1 aptitude, but again, this is often better in practice. Overall, a dedicated mage will not have trouble casting spells.
  
 
Tengu are a versatile, but frail species. Their aptitudes are good across the board, with impeccably good skill in Conjurations and Air Magic. With 2 [[auxiliary attack]]s, melee is also viable. However, Tengu are among the most fragile species in the game (-20% HP; unable to wear helmets/boots). Unlike [[Spriggan]]s and [[Felid]]s, Tengu do not get increased movement speed to compensate.
 
Tengu are a versatile, but frail species. Their aptitudes are good across the board, with impeccably good skill in Conjurations and Air Magic. With 2 [[auxiliary attack]]s, melee is also viable. However, Tengu are among the most fragile species in the game (-20% HP; unable to wear helmets/boots). Unlike [[Spriggan]]s and [[Felid]]s, Tengu do not get increased movement speed to compensate.

Revision as of 17:04, 8 November 2023

Relevant credentials: Hordes (greaterplayer) | Moriya (greaterplayer #2) | HorDDes (tournament)


User:Hordes/Guide

User:Hordes/Basics Guide

User:Hordes/Talisman

(The rest of the page is just writing stuff that's WIP)


Djinn have +11 aptitudes in magic, but are forced to train all skills equally. This equates to training a single school at a -3 aptitude, but is often higher in practice.[1] But, since every school is trained at once, dual-school spells are very easy to train. For a dual-school spell, they have an effective +1 aptitude, but again, this is often better in practice. Overall, a dedicated mage will not have trouble casting spells.

Tengu are a versatile, but frail species. Their aptitudes are good across the board, with impeccably good skill in Conjurations and Air Magic. With 2 auxiliary attacks, melee is also viable. However, Tengu are among the most fragile species in the game (-20% HP; unable to wear helmets/boots). Unlike Spriggans and Felids, Tengu do not get increased movement speed to compensate.

Note that Tengu are not small, so they don't get a bonus to the Dodging skill. It is true that Acrobatic and Evasive Flight grant EV, however, these bonuses are unaffected by armour encumbrance. Therefore, Tengu can wear heavy armour like any other species.


List of gods, sorted by "when you get the first strong perk". (IMO)

Gods that benefit you on first worship:

Gozag has gold distraction (maybe worth listing here?), Fedhas pacifies sleepcaps

Gods that benefit you at 1*:

IMO these gods don't provide good benefit at 1*, but provide some benefit: Ely Purification, Zin Recite, Makh heal on kill, WJC Lunge/Whirlwind, Dith stealth, Kiku Wretches (hard to use w/o good spell).

Gods that benefit you at 2*:

Gods that benefit you at 3* or more:

  • Kiku (Variable; based on skill training)
  • Vehumet (Variable; based on skill training)
  • Makhleb (3*; Lesser Servant)
  • Ru (3*; Draw Out Power)
  • WJC (3*; Serpent's Lash)
  • Zin (3*; Imprison)
  • Dithmenos (4*; Shadow Mimic)

Gods that hurt you on first worship:

  • Chei (Slow)
  • Jiyva (Eats items, usually comes late)
  • Xom (Xom)
  • TSO (Halo messes with stealth)

When you start with a melee-oriented background, you'll get a starting weapon of choice.

Simple Starting Weapon

Used by most weapon-wielding backgrounds.

  • Short sword1.png Short sword - Short Blades aren't great at regular combat, though they are good at stabbing. Uses dexterity instead of strength.
  • Mace1.png Mace - Maces & Flails are the strongest "strength" weapon, at least in terms of stats.
  • Hand axe1.png Hand axe - Axes have the ability to cleave. In addition to hitting a "main" target for 100% damage, they'll hit every monster adjacent to you for 70% damage. However, axes deal less damage than other weapons.
  • Spear1.png Spear - Polearms have reaching - they can attack from an extra tile away. Despite their worse stats, spears are the best option to fight single targets, due to their extra range.
  • Falchion1.png Falchion - Long Blades are similar to Maces; higher base damage, but no gimmick. They use dexterity instead of strength.
  • Glove1.png Unarmed Combat - Unarmed Combat is usually the weakest of the available "weapons". Certain species, like Trolls and Ghouls, receive special bonuses to Unarmed attacks. Unarmed can become strong at high skill, but that's a long while away.

Good Starting Weapon

Fighters and Gladiators start with a better ("good") starting weapon than other backgrounds.

  • Rapier1.png Rapier - Short Blades are good at stabbing, but weaker at plain combat. Rapiers are the only "good" weapon that stats below 1.0 attack delay, meaning monsters won't get a chance to hit you twice.
  • Flail1.png Flail - Maces & Flails have higher base damage, but no special gimmicks.
  • War axe1.png War axe - Axes can cleave, but deal less single-target damage. Great option for strong species, like Hill Orcs and Minotaurs.
  • Trident1.png Trident - Polearms can attack from a tile away. Like the spear before it, tridents are usually the best option against single targets.
  • Long sword1.png Long sword - Long swords are slightly more powerful than flails, though long swords use dexterity instead of strength.
  • Quarterstaff.png Quarterstaff - Quarterstaves deal more damage/turn than any other option, but they are two-handed, meaning you can't wear a shield with one. Because of this restriction, only Gladiators and Formicid Fighters can start with one. In addition, Staves are rarer than other weapon types.
  • Glove1.png Unarmed Combat - Unarmed Combat is usually the weakest of the available "weapons". Certain species, like Trolls and Ghouls, receive special bonuses to Unarmed attacks. Unarmed can become strong at high skill, but that's a long while away.

Strategy

  1. Djinn split XP between 12 skills at a +11 aptitude. As XP cost = 2^(-apt/4), each skill costs 2^(-11/4) * 12 = 1.78x the XP of a single skill. This equates to a -4 * log2(1.78) = -3.32 aptitude.
    However, say you wanted to cast a Conjurations spell. For Djinn, XP is put into both Conjurations AND Spellcasting; for Humans, XP has to be put into Conjurations OR Spellcasting. Therefore, it is more accurate to state "Djinn have a -3.32 aptitude in Conjurations, but get Spellcasting for free". If you were only training Conjurations, this would equal a -2 aptitude.
    As XP costs increase as you gain levels, Dj are usually more efficient than these numbers indicate. For example, a Kobold with {4 Spellcasting, 15 Conjurations} would have the same power as a Djinni with {12.8 Spellcasting, 12.8 Conjurations}, all else equal. The Kobold would need 70.25 skill points, but the Djinni would need 82.92 skill points. only 118% the amount of a Kobold. For reference, a Kobold with {12.8 Spellcasting, 12.8 Conjurations} would need 93.02 skill points.