ToME: the Tales of Maj'Eyal

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 Post subject: Fastest Yeek death ever
PostPosted: Sun Feb 13, 2011 3:13 pm 
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Archmage

Joined: Tue Dec 01, 2009 12:38 pm
Posts: 399
Location: Netherlands
Level 1 Yeek Archmage, on level 1 of the Underwater starter dungeon, the second creature I met did this to me:

Code:
[ATTACK] attacking with   orichalcum trident
[COMBAT DAMAGE] power(1.997776) totstat(57.600000) talent_mod(1.316228)
[ATTACK] to    martinuzz    ::    75.730428682127   16   0   ::   1
checkHit   21   -0.7
=> chance to hit   95
[ATTACK] raw dam   75.730428682127   versus   0   with APR   16
[ATTACK] after range   103
[PHYS CRIT %]   4
[ATTACK] after crit   154.5
[ATTACK] after mult   154.5
[LOG]   Yaech diver performs a critical strike!
[PROJECTOR] starting dam   154.5
[PROJECTOR] after difficulty dam   154.5
[PROJECTOR] res   0.85714285714286   0.99142857142857    on dam   154.5
[PROJECTOR] after resists dam   153.17571428571
[PROJECTOR] final dam   153.17571428571
[LOG]   Yaech diver hits martinuzz for #aaaaaa#153.18 physical damage#LAST#.
[LOG]   #{bold}#Yaech diver killed martinuzz!#{normal}#


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PostPosted: Sun Feb 13, 2011 4:29 pm 
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Sher'Tul

Joined: Tue May 11, 2010 11:51 pm
Posts: 1396
That's why I consider the watery dungeon the second dungeon, rather than the first.


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PostPosted: Sun Feb 13, 2011 6:06 pm 
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Archmage

Joined: Tue Dec 01, 2009 12:38 pm
Posts: 399
Location: Netherlands
Sometimes the watery dungeon is a piece of cake, sometimes it isn't, especially when you meet a diver with an ├╝ber weapon.
I didn't manage to get any Yeek, at all, through the Ritch tunnels as a first dungeon, I did manage to get one through the watery one.

<martinuzz heads off to get his next Yeek killed>


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PostPosted: Sun Feb 13, 2011 6:13 pm 
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Sher'Tul

Joined: Tue May 11, 2010 11:51 pm
Posts: 1396
They're both quite challenging, no doubt. The relative difficulty of each may be class-dependent.


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PostPosted: Tue Feb 15, 2011 12:16 am 
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Halfling

Joined: Thu Nov 09, 2006 5:11 pm
Posts: 105
Location: on the outside looking in
I was able to get a yeek slinger through the ritch dungeon first by using very defensive tactics (run away!) ensuring that the I's couldn't surround him. He was level 8 by the time he finished, and had a much easier time of the underwater dungeon.


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PostPosted: Tue Feb 15, 2011 12:22 am 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
I have a Yeek reaver doing well, she is approaching level 40.

I would seriously consider doing the tunnels first then doing the underwater cave. As Wombat points out doing it this way gives you a PC that can do the second system a lot more easily although I hated the Blind(5) and Pinned (5) messages I kept on getting in the underwater cavern :lol:.

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Regards

Jon.


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PostPosted: Tue Feb 15, 2011 12:21 pm 
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Thalore

Joined: Sun Nov 07, 2010 7:50 am
Posts: 188
madmonk wrote:
I have a Yeek reaver doing well, she is approaching level 40.

I would seriously consider doing the tunnels first then doing the underwater cave. As Wombat points out doing it this way gives you a PC that can do the second system a lot more easily although I hated the Blind(5) and Pinned (5) messages I kept on getting in the underwater cavern :lol:.

I think the pinned in underwater lair only happens on traps, no monsters did this...although mindhook and blind is bad...

On the other hand...ritch lair got the freaking annoying rush + pin...

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Why can't TOME 4 has a secret room where you can represent game bugs as, well, enemies you can crush like in Divine Divinity? That would be cool...


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PostPosted: Tue Feb 15, 2011 5:01 pm 
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Archmage

Joined: Tue Dec 01, 2009 12:38 pm
Posts: 399
Location: Netherlands
I've burned through another 20 or so yeeks, all archmages. I managed to get one more through the underwater dungeon (to be killed by the ritch queen somewhat later), and none at all through the ritch tunnels. What keeps killing me is the huge hordes of I's, which cause me to burn through all my mana/infusions/runes while backing up, and end up getting rush-pinned and killed before I can make it to the stairs to the previous level. Most deaths in the underwater tunnels are to mindslayers.
The two times I managed to make it to the underwater dungeon's boss, I found him to be somewhat of a pushover, compared to the overall difficulty of the rest of the dungeon.


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PostPosted: Tue Feb 15, 2011 5:10 pm 
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Sher'Tul

Joined: Tue May 11, 2010 11:51 pm
Posts: 1396
With the Ritch tunnels, the only real danger is being pinned/surrounded, so you need some way to escape (or prevent) that. I went with Anorithil for the Mindslayer unlock, and while I found the tunnels challenging, once I got to level 4, and could set up a Jumpgate by the stairs at the start of each level, I was always able to escape. Other classes with good escape/mobility might be able to do something similar.


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PostPosted: Tue Feb 15, 2011 10:02 pm 
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Archmage

Joined: Tue Dec 01, 2009 12:38 pm
Posts: 399
Location: Netherlands
Yay! The first next Yeek archmage I created, after making the last reply here, made it through the ritch tunnels, and through the underwater dungeon, mostly thanks to the RNG being kind to me for once, and not teleporting me into a room full of baddies when I was teleporting away from the bosses to recuperate. I guess the Eel-skin armor and the +30% blindness resist cloak I found early on helped as well. Most scary moment I had, was when I met a yeach mindslayer wielding the Trident of the Tides against me, one-hitting me down to 3 HP.
Level 11 now, let's see how far I can get this Yeek :D


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