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The Wanderer

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Since: Dec 20, 2004
Posts: 147



(Msg. 1) Posted: Mon Jun 26, 2006 3:22 pm
Post subject: [vanilla] Unique-hunting - what depths?
Archived from groups: rec>games>roguelike>angband (more info?)

I seem to vaguely recall having run across this information in a spoiler
file once, but I haven't been able to find it again now that I want it.

Precisely how is monster generation handled, with respect to depth? Each
monster is listed as "usually appearing on" a particular level. What
determines how far out of depth (in each direction) a monster can
appear, and what are the odds of that happening? Specifically, how far
past the listed level can I safely dive without trashing my chances of
tracking down a given unique?

(My ultra-completist tendencies are probably going to be the death of
me; I've set myself the goal with every character of killing every
single unique, period, preferably before moving significantly beyond its
"usual" depth. This despite having never gotten past experience level
18... but at least it has the advantage of slowing my descent enough
that I'm unlikely to find myself unexpectedly in over my head.)

--
The Wanderer

Warning: Simply because I argue an issue does not mean I agree with any
side of it.

Secrecy is the beginning of tyranny.

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Eddie Grove

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Since: Mar 24, 2005
Posts: 230



(Msg. 2) Posted: Mon Jun 26, 2006 7:31 pm
Post subject: Re: Unique-hunting - what depths? [Login to view extended thread Info.]
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"pete mack" <pmac360.TakeThisOut@hotmail.com> writes:

> It's much easier to ignore the tough
> uniques until they are easier to kill. (That is true of all monsters,
> and it's the only way to actually win.)

It's the easy way to win, but not the only way to win.
I think my first ironman winner only delayed killing 2 uniques.

It is possible to win clearing every level, thus killing every unique
the first time you meet it. Surely there are lots of people who have
won playing that way. I might have done it once in Ey, and I know
someone who has done it in V and in NPP.


Eddie

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pete mack

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Since: Mar 24, 2005
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(Msg. 3) Posted: Mon Jun 26, 2006 7:48 pm
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Eddie Grove wrote:
> "pete mack" <pmac360 RemoveThis @hotmail.com> writes:
>
> > It's much easier to ignore the tough
> > uniques until they are easier to kill. (That is true of all monsters,
> > and it's the only way to actually win.)
>
> It's the easy way to win, but not the only way to win.
> I think my first ironman winner only delayed killing 2 uniques.

OK, I will rephrase: killing every unique at level is a challenge game.

> It is possible to win clearing every level, thus killing every unique
> the first time you meet it. Surely there are lots of people who have
> won playing that way. I might have done it once in Ey, and I know
> someone who has done it in V and in NPP.

My god. I would have thought it really is impossible in NPP. All
those terrifying Hydra pits...
I think I may have killed one Hydra of every type by now, but I
wouldn't count on it.
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Twisted

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Since: Dec 09, 2005
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(Msg. 4) Posted: Mon Jun 26, 2006 8:15 pm
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Eddie Grove wrote:
> It is possible to win clearing every level, thus killing every unique
> the first time you meet it. Surely there are lots of people who have
> won playing that way. I might have done it once in Ey

*does a double take*

*rereads from: line ... twice*

*rereads posting ... three times*

You? Played a *band and cleared every level? You?

*head explodes*
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Twisted

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Since: Dec 09, 2005
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(Msg. 5) Posted: Mon Jun 26, 2006 8:30 pm
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pete mack wrote:
> They will dribble in for the entire game. I've seen Morgoth summon
> Azog, which is like getting free Runes all around.

Actually, Shelob is ideal to leave alive for this purpose. Escort plus
frequently summons more. Harmless and escort/summons are harmless
(well, as long as you've killed Ungoliant and have perfect save). And
heals self and has enough HP (3500) to survive mana storms. She'll
stick around and keep replacing dead spiders. Catch is, you probably
want to be a mage -- then you have ranged weapons to fire over summons
at the big 'P'. (Depending on version, Shelob will need to survive and
replace either Morgy's manastorms or yours.) Also fairly easy to get a
perfect save as a mage, which prevents Shelob's "cause mortal" doing an
additional 100+ damage at an inconvenient time.
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Eddie Grove

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Since: Mar 24, 2005
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(Msg. 6) Posted: Mon Jun 26, 2006 9:43 pm
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"Twisted" <twisted0n3 DeleteThis @gmail.com> writes:

> Eddie Grove wrote:
>> It is possible to win clearing every level, thus killing every unique
>> the first time you meet it. Surely there are lots of people who have
>> won playing that way. I might have done it once in Ey
>
> *does a double take*
>
> *rereads from: line ... twice*
>
> *rereads posting ... three times*
>
> You? Played a *band and cleared every level? You?
>
> *head explodes*

In the past, I was young and foolish. What can I say?

Those who cut their teeth on the original rogue learned to clear
levels. Thankfully, I've managed to unlearn my worst habits.


Eddie
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Twisted

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(Msg. 7) Posted: Mon Jun 26, 2006 11:16 pm
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Eddie Grove wrote:
> In the past, I was young and foolish. What can I say?

Foolish.

Well, I guess it depends on your goals. Win as fast as possible? Win as
reliably as possible? Don't miss anything? (In preserve) minimize risk
of losing artifacts? Discover more of the game? Discover the later
parts ASAP? Fly by the seat of your pants for extra thrills? Play it
safe?

Obviously, for some of these you want to speed-dive, and for others,
taking it slower is best. Smile
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Wim Benthem

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Since: May 10, 2005
Posts: 59



(Msg. 8) Posted: Tue Jun 27, 2006 3:38 pm
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On 26 Jun 2006 20:30:48 -0700, "Twisted" <twisted0n3 DeleteThis @gmail.com> wrote:

>pete mack wrote:
>> They will dribble in for the entire game. I've seen Morgoth summon
>> Azog, which is like getting free Runes all around.
>
>Actually, Shelob is ideal to leave alive for this purpose. Escort plus
>frequently summons more. Harmless and escort/summons are harmless
>(well, as long as you've killed Ungoliant and have perfect save). And
>heals self and has enough HP (3500) to survive mana storms. She'll
>stick around and keep replacing dead spiders. Catch is, you probably
>want to be a mage -- then you have ranged weapons to fire over summons
>at the big 'P'. (Depending on version, Shelob will need to survive and
>replace either Morgy's manastorms or yours.) Also fairly easy to get a
>perfect save as a mage, which prevents Shelob's "cause mortal" doing an
>additional 100+ damage at an inconvenient time.

How do you prevent shelob's br_dark to do an additional 300+ damage
at an inconvenient time?

--
Wim Benthem
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Nick McConnell

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Since: Oct 20, 2005
Posts: 92



(Msg. 9) Posted: Tue Jun 27, 2006 7:58 pm
Post subject: Re: Unique-hunting - what depths? [Login to view extended thread Info.]
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On 2006-06-27 15:38:09, Wim Benthem <wbenthem DeleteThis @wxs.nl> wrote:

> On 26 Jun 2006 20:30:48 -0700, "Twisted" wrote:
>
> >pete mack wrote:
> >> They will dribble in for the entire game. I've seen Morgoth summon
> >> Azog, which is like getting free Runes all around.
> >
> >Actually, Shelob is ideal to leave alive for this purpose. Escort plus
> >frequently summons more. Harmless and escort/summons are harmless
> >(well, as long as you've killed Ungoliant and have perfect save). And
> >heals self and has enough HP (3500) to survive mana storms. She'll
> >stick around and keep replacing dead spiders. Catch is, you probably
> >want to be a mage -- then you have ranged weapons to fire over summons
> >at the big 'P'. (Depending on version, Shelob will need to survive and
> >replace either Morgy's manastorms or yours.) Also fairly easy to get a
> >perfect save as a mage, which prevents Shelob's "cause mortal" doing an
> >additional 100+ damage at an inconvenient time.
>
> How do you prevent shelob's br_dark to do an additional 300+ damage
> at an inconvenient time?

IMHO the Queen Ant is the best for this purpose

Nick.
--
Nick McConnell
FA + "Silence VII" DERo L:37 DL:47 A+ R+ !Sp w:Totila
FA*/A/NPP/O/Po/St/Un W/L H- D c-- f- PV+ s- d++ P++ M+
C-- S- I* So+ B+ ac GHB SQ? RQ+ V-/V+@ F:NPP notes, etc.
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pete mack

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Since: Mar 24, 2005
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(Msg. 10) Posted: Tue Jun 27, 2006 8:54 pm
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The Wanderer wrote:

> >> Precisely how is monster generation handled, with respect to depth?
> >> Each monster is listed as "usually appearing on" a particular
> >> level. What determines how far out of depth (in each direction) a
> >> monster can appear, and what are the odds of that happening?
> >> Specifically, how far past the listed level can I safely dive
> >> without trashing my chances of tracking down a given unique?

Out of depth means the monster's depth is deeper than the level depth.
Any other monster is considered in depth, so you will still see the
occasional fruit bat all the way down.

There is a 50% chance that a monster will be the deepest in 2 tries,
and a 10% chance of the deepest in 3 tries. This means that your odds
of seeing a monster of depth d are quite good up to about 2*d. (The
odds go down more to the fact that there are just more monster races to
choose from the deeper you go.)

In Greater vaults, you can see monsters up to 40 levels OOD. In lesser
vaults, the are more like 10 levels OOD.

> Part of my goal in this (but not all of it) is to get the experience and
> the drops as early in the game as possible, to toughen myself up against
> deeper challenges. I'd rather not go any deeper than I know I can
> survive until I'm no longer getting *anything* worth hanging around for
> at my current depth.

I understand; the point I was trying to make is that there is a rapidly
diminishing return. Level experience goes up exponentially until
around cl 40 or so. This means that going to cl 10 at dl 5 takes a
huge amount of work, while it takes no work at all at dl 19. (Just one
group of Clear Hounds and you can go up 3 or 4 levels. Like in my
post--I read ?Summon Monster at 300', got a pack of wolves, and went up
5 or 6 levels in no time at all.)

Wolves (500') are easier to kill than say, a pack of novice paladins,
and give several times more experience. The trick is to stay away from
the nasty monsters, and just find the deep monsters that are easy to
kill. (Another example: ancient dragons are easier to kill than
Wyverns and Basilisks, despite being from ~8 levels deeper in the
dungeon. So rather than killing a basilisk at 1400', you can get more
experience, a much better drop, for less effort, by an ancient White
dragon at 1700'. This is why the Rogue class is more powerful than it
appears, and the mage becomes powerful--they have the easiest time
avoiding fights compared to any others.



> To phrase my question more specifically: presumably, the greatest chance
> of a given unique (or other monster) appearing occurs at its listed
> depth. At what depth, relative to the listed one, does the chance of
> that creature being generated drop far enough that it's not worth
> looking there if you want to find that creature?

Like I said, once you reach their level, they stay common for a long
time. And if you go deeper, you can be waiting for several uniques at
once, rather than waiting for one at a time. It's better to think in
terms of probability of meeting a good monster per player turn, than to
think in terms of any one monster. You can end up waiting a long, long
time.


> There are reasonably extensive spoilers of this general nature about how
> items are generated, but I haven't seen any addressing monster
> generation.

You can read the function get_mon_num in monster2.c... But in any
case, there is only a gradual drop in probability, no fast cutoff.
(That's what I meant by "dribble.")


> >> (My ultra-completist tendencies are probably going to be the death
> >> of me.

Yes, they are.

> I don't hesitate to flee back to the town if I'm having too much trouble
> against a given unique (or even just a monster pit); I know it'll show
> up again later, and I'll presumably be better equipped to handle it
> then. I do, however, not want to risk inadvertently "skipping" a
> shallow-depth unique by diving past the point where it can be (or, at
> least, has a reasonable chance of being) generated - both because I want
> the kill list of my eventual winner to include every single unique the
> game has to offer, and because the experience and drops of a given
> unique will be proportionally less valuable the stronger I am when I
> make the kill.

You have a long way to go til you get a winner. Until you can break
the habit of clearing levels, you are unlikely to get there. All it
takes is one boneheaded mistake. (aka YASD aka Death by boredom.)


> The trade-off of waiting to kill tough critters until you're stronger is
> that you'll get less experience from doing so at a higher level (an
> effective incentive to take on tougher challenges earlier, and of course
> the entire reason why experience received scales with level) and that
> the equipment you pick up in the process of becoming stronger means that
> there will be less of a chance of something they drop being useful to
> you. The trade-off of *not* waiting is that you can die more easily -
> but sometimes it's worth the risk.

Strategic play makes up for a huge amount of bad fighting tactics.


> As far as "hard" - in my Angband career thus far I've yet to use any
> potions but healing types or any scrolls but Identify/WoR, and I don't
> generally use a wand/staff/rod unless I happen to have found it this
> trip and thought it might be worth carrying back to town. Part of the
> reason is simple parsimony - I prefer to preserve consumables for later
> use when I might need them more, which often means I never use them at
> all - and part of it is an effect of the paucity of item slots and
> weight capacity, such that I rarely bring anything but spellbooks/food/
> WoR/digger/emergency healing with me when leaving town. I'm well aware
> that this will probably make the game vastly harder.

Most players don't carry a lot of stuff:

But you are guaranteed to die if you don't carry:
* Some form escape. (Staff of Teleportation. Later, scrolls of
Teleportation and especially Teleport Level. Also good are wands and
rods of teleport other, and the same spells from spellbooks.)
* Some way to handle confusion, cuts, stunning and blindness.
* Some way to do a lot of damage. (Enchant your long bow and dagger
early!)

Other things that are worth carrying early:
* Scrolls of Phase Door.
* !Hero (You need this, for both fear attacks and to improve your odds
when fighting uniques. It makes a huge difference against, say,
Bullroarer or Brodda.)
* Any form of detection or illumination. (Except treasure.) Being
able to see down hallways and accross rooms makes a huge difference.
So does detecting that Basilisk before he clobbers you. And of course
stepping on traps really can hurt.
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Twisted

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(Msg. 11) Posted: Tue Jun 27, 2006 11:16 pm
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Wim Benthem wrote:
> How do you prevent shelob's br_dark to do an additional 300+ damage
> at an inconvenient time?

Eh? This must either be a variant, or a recent change. ISTR Shelob
being from around statgain depth, and not much of a threat aside from
sheer volume of summons and CAUSE_4.
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Twisted

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(Msg. 12) Posted: Tue Jun 27, 2006 11:19 pm
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Nick McConnell wrote:
> IMHO the Queen Ant is the best for this purpose

Thought of that one too. High HP, lots of summons (even more than
Shelob), but doesn't selfheal, so will eventually succumb to the
crossfire.

If recent vanillas have made Shelob more dangerous (and presumably
deeper), the Queen Ant may well emerge as the winner for those playing
those versions, though Shelob would remain a better choice for earlier
ones.

Queen Ant also isn't especially interesting for the drop in depth (has
none, IIRC), and as for exp, killing her escort/summons and leaving her
to show up again would work better. So you aren't even foregoing an
earlier-game opportunity for advancement by leaving her alive.
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pete mack

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Since: Mar 24, 2005
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(Msg. 13) Posted: Tue Jun 27, 2006 11:25 pm
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Twisted wrote:
> Wim Benthem wrote:
> > How do you prevent shelob's br_dark to do an additional 300+ damage
> > at an inconvenient time?
>
> Eh? This must either be a variant, or a recent change. ISTR Shelob
> being from around statgain depth, and not much of a threat aside from
> sheer volume of summons and CAUSE_4.

>From V 3.0.6:

N:330:Shelob, Spider of Darkness
I:120:35d100:30:120:80
S:1_IN_4
S:HEAL | BLIND | SLOW | CONF | SCARE
S:CAUSE_3 | CAUSE_4 | BR_DARK | BR_POIS

3500/6 *4/7 = 333
3500/6*6/7 = 500

I don't think I'd want to mess with Shelob while also fighting Morgoth.
No major threat, but I'd certainly teleport her away.
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Twisted

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(Msg. 14) Posted: Wed Jun 28, 2006 1:53 am
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pete mack wrote:
> >From V 3.0.6:
>
> N:330:Shelob, Spider of Darkness
> I:120:35d100:30:120:80
> S:1_IN_4
> S:HEAL | BLIND | SLOW | CONF | SCARE
> S:CAUSE_3 | CAUSE_4 | BR_DARK | BR_POIS
>
> 3500/6 *4/7 = 333
> 3500/6*6/7 = 500
>
> I don't think I'd want to mess with Shelob while also fighting Morgoth.
> No major threat, but I'd certainly teleport her away.

Yuck. What'd they go and do that for? What depth is this version of
Shelob at, anyway? Maybe change the name and restore the old Shelob at
its old depth? This is more like a mini-Ungoliant than the thing Sam
fought off after it attacked Frodo.
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Twisted

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(Msg. 15) Posted: Wed Jun 28, 2006 9:29 am
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The Wanderer wrote:

> Utter and complete tangent which I hope doesn't go anywhere: since I'm
> thinking of challenge games from another context recently, is it even
> remotely feasible to play without equipping a light source?

Almost certainly not with a warrior (not enough wands of light/scrolls
of light and recharging/staves of illumination).

With a spellcaster, maybe. Then I expect tedium to ne the result
however.
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