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Weapons Tests

 
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Z
wolf


Joined: 19 Jan 2005
Posts: 336

PostPosted: Sun Dec 18, 2005 11:57 pm    Post subject: Reply with quote

Adamant is better than valpurium? I thought that valpurium is better.

Justifier gives you additional bonuses, IIRC ESP, Haste, Polycontrol and Telecontrol. Haste means +25% speed IIRC, which is +25% damage.

Moreover, with limited access to SoEW I think it would be better to try to improve the Justifier than enchant a normal weapon to +16. Staff of wondrous apparently needs +9 to be on par with Justifier, but is more annoying and less accurate. But Turox might be an option.
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Slob
wolf


Joined: 31 Aug 2005
Posts: 358

PostPosted: Mon Dec 19, 2005 2:27 am    Post subject: Reply with quote

Thanks for posting that usefull information.

You also have to take into consideration the THV, and APC(speed) you'll find that valpurium is superior to adamant in these metrics.

The only way to figure out what is the best for sure is to code dive and and then figure out the average damage you are likely to do taking into account that misses do zero damage. A valpurium turox might do more damage on average than an adamant one if it misses less.
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Mort
giant mushroom


Joined: 11 Aug 2005
Posts: 17

PostPosted: Mon Dec 19, 2005 6:18 am    Post subject: Reply with quote

Did you test how much AStr it takes to wield these things? You won't be able to wield an adamant staff without artificial limbs.
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Slob
wolf


Joined: 31 Aug 2005
Posts: 358

PostPosted: Tue Dec 20, 2005 1:41 am    Post subject: Reply with quote

Actually you didn't read my post closely, I said valpurium might deal more average damage, i.e. 10 swings with a valpurium turox hitting 9 times for 30 damage is an average of 27, wherease 10 swings of a adamant turox hitting 8 times for 33 damage (more per hit) is and average of 26.4. I was not contesting the validity of anything you said, merely adding to it by pointing out that single hit damage is not what counts but rather average damage.

Also you started your post by talking about the justifier not being "the best" weapon. So you brought in the idea of finding the best weapon. Read your own post more clearly dude.
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Atomic
archangel


Joined: 12 Jan 2005
Posts: 1442
Location: In the fire

PostPosted: Thu Dec 22, 2005 1:52 am    Post subject: Reply with quote

That doesn't make sense, in most cases, that Adamant would be more damaging than Valpurium. I have a list of every material and all stats on them. According to it:

Code:

                              Strength       Flexibility   Density   Diety      Hardens         Int Req
adamant                            350            1              10000   Loricatus   ***         40
valpurium                          400            4              3000    Valpurus    ***         50


Hardness is strength, generally used for damage, and density determines weight, probably helps for damage of some weapons. Adamant obviously has a rediculously high density, the third highest in the game, and a good hardness, so it's no wonder it's excellent for blunt weapons. Well, maces, anyways. I would expect, however, that valpurium would be preferable for nearly all other weapons, particularly spears, where the primary material is very little of the weapon.

Also, I have one question: Why was meteoric steel used for Neerc Se'Ulb, rather than adamant? Not only is there a 200 point hardness difference, but there is a 3000 point density difference there. As Neerc is a mace, I would imagine density would make a big difference, as would hardness.

By the way, I will use this opprotunity to offer (again) my spoily materials list, which contains pretty much all the information you would ever want to know about every material in the game, from hardness, flexibility and density to the attached god, INT requirements (for hardening and CMing), and what a SoHM would do to it.
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SquashMonster
blink dog


Joined: 05 Feb 2005
Posts: 297
Location: The spot right next to the spot where I am.

PostPosted: Thu Dec 22, 2005 10:45 pm    Post subject: Reply with quote

Weight is a large factor in all damage calculations. You do more damage with an adamantine dagger than you do with a valpurium one. Valpurium weapons are all faster and more resistant to damage, but usually lose by a very small margin in raw damage because valpurium is less than a third as dense.

It makes sense. If I stab you with two identacle weapons, one of lead and one of aluminum, the lead one will do more damage, even though lead is soft and aluminum is fairly strong.
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Atomic
archangel


Joined: 12 Jan 2005
Posts: 1442
Location: In the fire

PostPosted: Thu Dec 22, 2005 11:01 pm    Post subject: Reply with quote

Hmm... it still doesn't make sense, at least as far as daggers, short swords and spears are concerned... I would think extra weight, especially with those, would make it more difficult to land an effective blow...
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Elohssa
giant mushroom


Joined: 27 Sep 2005
Posts: 14

PostPosted: Wed Dec 28, 2005 10:34 pm    Post subject: Reply with quote

I'm going for a shotgun pattern here, and I'm sorry as I'm gonna get, but I really do want some reactions:

True or explain?

The best weapon combination is by definition the one that frees up ringcloak slots for the all-important tele-control, poly control, fire res, invisibility, infravision, etc that are all critical to have at all times (because you only need to get caught slipping once). Therefore, the best generally available weapon combo is Vermis and Saal'thu, regardless of material or accuracy, or anything else, because it frees up 3 slots. Thankfully, they are effective weapons, but if they were banana peel whips with -15 enchantments, and actually healed monsters when you hit, I'd still try to work with them.

How do you fellas managed without them? Because I would love to try some other weapon groups, but I can't justify giving up permanent telecontrol and invisibility, as well as teleportitis. I recently got Seerc for the first time, but I couldn't single-hand it for lack of arm strength (32 is higher than I've ever hand, though I've made the high 20's). Seerc and Vermis might be acceptable, but without Vermis, how do I get poly and telecontrol, as well as fire resistance and invisibility. Telportitis is also a godsend, for those games where wands don't grow on trees.

How do you get past this limitation? Do you do without invisibility or something? Is there some trick I'm missing? I've tried using mystic dark frogs ( a little), but they're too fragile. The gods and fountains aren't reliable enough, there aren't enough blink dogs around, bitch, bitch, bitch.

Moan.
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Atomic
archangel


Joined: 12 Jan 2005
Posts: 1442
Location: In the fire

PostPosted: Wed Dec 28, 2005 11:35 pm    Post subject: Reply with quote

Invisibility? I rarely use invisibility, and it rarely bothers me. If you really need it though, get friendly with Cleptia. Teleportitis? You can buy scrolls in Attnam usually, though they are slow, but wands of teleportation are pretty damn common. Telecontrol? Blink dogs. You don't really need it constant until fairly late in the dungeon, which gives plenty of time for the dogs to spawn. Fire resistance should ALWAYS be from a cloak, if you can. Infravision is not nessasary -- there are only a couple invisible monsters, and they can also be detected via ESP. Poly control... you can usually tell when you're about to poly (just ate a rabbit or some such) and just toss the ring on then. Haste you can get from Cleptia (or wands).

It is quite possible to work around not having access to any of these. Flexibility in your playing style is pretty much a must in IVAN. You need to learn to survive when you DON'T have everything you need. Unlike games like ADOM, you can't just chill around mangling monsters hoping for one of them to drop something cool -- the only monsters that really carry good stuff are named, and only show up once.
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Atomic
archangel


Joined: 12 Jan 2005
Posts: 1442
Location: In the fire

PostPosted: Tue Feb 07, 2006 2:31 am    Post subject: Reply with quote

I'd just like to make a quick correction. According to the IVAN script files:

neercseulb /* meleeweapon-> */
{
StrengthModifier = 200;
FormModifier = 250;
DefaultSize = 100;
Possibility = 0;
CanBeWished = false;
BitmapPos = 0, 32;
WeaponCategory = BLUNT_WEAPONS;
IsMaterialChangeable = false;
DefaultMainVolume = 500;
DefaultSecondaryVolume = 500;
Adjective = "ancient";
NameSingular = "mace";
UsesLongAdjectiveArticle = true;
PostFix = "named Neerc Se-ulb";
ArticleMode = FORCE_THE;
MainMaterialConfig == MITHRIL;
SecondaryMaterialConfig == MITHRIL;
IsPolymorphable = false;
Alias == "Neerc Se-ulb";
Roundness = 35;
IsTwoHanded = true;
CanBeCloned = false;
CanBeMirrored = true;
CanBeBroken = false;
BaseEnchantment = 6;
AttachedGod = MORTIFER;
WieldedBitmapPos = 160, 192;
IsQuestItem = true;
}

What this basically means is, the weapon is mithril, cannot be cloned or broken, has a boosted ASTR requirement for single handed use, and weights a crapload. Mostly I brought this up for the mithril part; you thought it was meteoric steel.

On a side note Neerc se'Ulb is a freaking awesome weapon. I have a new favorite.
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Atomic
archangel


Joined: 12 Jan 2005
Posts: 1442
Location: In the fire

PostPosted: Tue Feb 07, 2006 11:22 pm    Post subject: Reply with quote

The reason Neerc weighs so freaking much is because of the volume. For referance, a normal mace:

Code:
Config MACE;
  {
    StrengthModifier = 125;
    FormModifier = 75;
    DefaultSize = 70;
    DefaultMainVolume = 300;
    DefaultSecondaryVolume = 500;
    BitmapPos = 0, 32;
    Possibility = 300;
    WeaponCategory = BLUNT_WEAPONS;
    NameSingular = "mace";
    MainMaterialConfig = { 5, IRON, STEEL, METEORIC_STEEL, MITHRIL, OMMEL_TOOTH; }
    SecondaryMaterialConfig == FIR_WOOD;
    MaterialConfigChances = { 5, 2000, 100, 25, 25, 5; }
    Roundness = 30; /* we count the handle, too */
    IsTwoHanded = true;
    AttachedGod = CRUENTUS;
    WieldedBitmapPos = 160, 192;
    EnchantmentPlusChance = 10;
  }


All the comments shown in there are dev's.

Basically. Neerc has a higher base damage than a normal mace because it's StrengthModifier is higher. In addition, not only are both handle AND head the same material (mithril), but there is more of them -- 500 units worth. Essentially, the weight of an item works like this: take Density(MainMaterial) / (MainVolume / 1000). Add the same formula for SecondaryMaterial and Volume.

So, since Neerc has Mithril for both primary and secondary materials, and mithril is heavier than wood, and also because it has 500 units of primary material as well as 500 of secondary (as opposed to a normal maces' 300/500), it's much heavier.

Also, just a quick side note: You are equally likely to find a mithril mace as a meteoric steel one.
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chaostrom
skeleton warrior


Joined: 02 Mar 2006
Posts: 411

PostPosted: Tue Mar 14, 2006 1:11 am    Post subject: Reply with quote

UPDATE: valpurium whips deal more damage than golden eagle feather whips, although less accurate without enchantments. I'll do some more testing soon.

Thanks to qalnor2 for this info.
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chaostrom
skeleton warrior


Joined: 02 Mar 2006
Posts: 411

PostPosted: Tue Mar 14, 2006 10:41 am    Post subject: Reply with quote

Right. After some testing, I have established the top 3 most damaging materials for whips.

1. pepsi
2. valpurium
3. golden eagle feather

If you're playing legit, then it is as follows:

1. valpurium
2. golden eagle feather
3. spider silk

although valpurium whips deal more damage, they are less accurate as well (without enchantments). Therefore, I suggest spider silk, until you have the INT requirements for golden eagle feather. I don't recommend valpurium whips unless you have SoEW aplenty. It only deals 1 more damage than golden eagle feather, and is less accurate (without enchantments).

Suprisingly, octiron whips are fairly accurate, with adamant and dragon hide doing equal damage (but poor accuracy). Phoenix feather isn't too bad, either.
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