Difference between revisions of "User:Hordes"
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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... | ||
:: 1. 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 anything. If you are wearing heavy armour, to make your melee more effective, then Conjurations skill is wasted (it is very difficult to cast in plate armour!). | :: 1. 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 anything. If you are wearing heavy armour, to make your melee more effective, then Conjurations skill is wasted (it is very difficult to cast in plate armour!). | ||
− | :: 2. There are more skills than offensive skills. For example, a Polearms user could go {8 Polearms, 5 Armour, 5 Shields}, and a caster could go {8 Conjurations, 6 Dodging, 2 Spellcasting}. | + | :: 2. There are more skills than offensive skills. 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. |
* There exists skill thresholds in ''Crawl''. 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. | * There exists skill thresholds in ''Crawl''. 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. | ||
: In other words, having one reliable way of killing things is better than 3 unreliable ways of killing things. Even if you want to go for a "hybrid" build, it is best to train one skill to a competent level, and then the next. | : In other words, having one reliable way of killing things is better than 3 unreliable ways of killing things. Even if you want to go for a "hybrid" build, it is best to train one skill to a competent level, and then the next. |
Revision as of 15:09, 9 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.
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 out of your XP as possible". Sounds simple, and it really is.
Usually, but not always, this means "wasting" as little XP as possible.
- 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...
- 1. 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 anything. If you are wearing heavy armour, to make your melee more effective, then Conjurations skill is wasted (it is very difficult to cast in plate armour!).
- 2. There are more skills than offensive skills. 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.
- There exists skill thresholds in Crawl. 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.
- In other words, having one reliable way of killing things is better than 3 unreliable ways of killing things. Even if you want to go for a "hybrid" build, it is best to train one skill to a competent level, and then the next.