Re: Murkon's Refuge: Question about retraining characters
commie_bat, on host 132.216.67.72
Wednesday, April 10, 2002, at 11:13:47
Re: Murkon's Refuge: Question about retraining characters posted by Sam on Wednesday, April 10, 2002, at 10:10:23:
> > are you suggesting casting HEALTH on the first round? That sounds hopelessly inefficient. > > Not if, as you say, you have spell points to spare, and you're up against Murkon, and a paralysis in the first round means your top assassin can't touch him for the rest of the combat. A casting of HEALTH and ARMOR secure the positions of your melee fighters, and you're good to go from there. > > > Also, I don't see how one can avoid being paralyzed in an ambush... > > That's true, you can't. However, Murkon will never ambush you. > > > How much more chance do Assassins really have of striking critical hits? How does it vary with level, and is there a max? > > It varies with level. Assassins crit hit if a random number from 0-59 is < min(level,50). In other words, at level 50 and beyond, assassins crit hit five out of six times, not counting the possibility of the *weapon* crit hitting. If a crit hit doesn't happen, there's still a chance of paralysis happening. The exception is when you're fighting monsters with paralysis immunity. Those can't be paralyzed or critically hit at all.
All this still doesn't look good for my lone fighter, First Bat The Second, when he goes toe to toe with Murkon. He'll be vulnerable for the first round, till he can cast BODYARMOUR or some such thing.
Lately I've been paralyzed by all manner of lesser creatures, because it's just not always economical to cast armour spells at every fight when there are spellcasters to kill. Most frustrating.
^v^:)^v^ FB
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