Armor strength requirements too low?

Everything about ToME 4.x.x. No spoilers, please

Moderator: Moderator

Post Reply
Message
Author
ekolis
Halfling
Posts: 94
Joined: Thu Oct 31, 2002 11:34 pm
Location: Cincinnati, OH, USA
Contact:

Armor strength requirements too low?

#1 Post by ekolis »

I noticed that an iron mail armor requires Str 14 and Armor Training lvl 2... but Armor Training lvl 2 already requires Str 19, making the strength requirement of the armor itself irrelevant! I don't recall the strength requirements of steel or other types of mail armor, but somehow I doubt they're particularly relevant either!
The Ed draws near! What dost thou deaux?
> eat sandvich
OM NOM NOM... YOMMY SANDVICH!

donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: Armor strength requirements too low?

#2 Post by donkatsu »

Stat requirements go up as material quality improves, so stralite mail armor for example requires 38 strength. That's still not really relevant, but not for the reason you stated.

I still think that the "hoard every +stat item you find in case you ever need to temporarily pump your stats to meet equip/talent requirements" is one of the sillier and more tedious minigames still left in ToME. Those requirements really do need to check your base stat and not count temporary boosts.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Armor strength requirements too low?

#3 Post by Zonk »

donkatsu wrote:Those requirements really do need to check your base stat and not count temporary boosts.
Or force you to unequip the item when your stats go below the minimum.(And I say that as someone who hates most of the stat requirements). Isn't it already supposed to work like that?
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Grey
Loremaster
Posts: 3517
Joined: Thu Sep 23, 2010 10:18 pm
Location: London, England
Contact:

Re: Armor strength requirements too low?

#4 Post by Grey »

Yes, it already works like that. Personally I think only artifacts should increase base stats - it's a bit weird to get serious stat gains from ego items and to have a whole meta-game of collecting certain stat-increasing items.
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Armor strength requirements too low?

#5 Post by edge2054 »

Maybe I'm not following but why do you think it currently works like that Grey?

The canWearObject function calls getStat() with no extra arguments, meaning it pulls the raw stat plus any increases via inc_stats.

That said I think it would be a fairly trivial change and I would be for it but there's a few things to consider.

Skeletons and Ghouls stat increase talents use inc_stats. It was changed away from using the incStats method to prevent these increases from cramping the maximum a player could invest at any given level.

A few hybrid classes have sustains that use inc_stats to help them equip gear inspite of having a multitude of stats to invest in.

As to artifacts vs. egos I generally agree and have been nerfing (though not completely removing) stat increases on egos as I've gone through them.

donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: Armor strength requirements too low?

#6 Post by donkatsu »

Zonk wrote:
donkatsu wrote:Those requirements really do need to check your base stat and not count temporary boosts.
Or force you to unequip the item when your stats go below the minimum.(And I say that as someone who hates most of the stat requirements). Isn't it already supposed to work like that?
It most certainly does not work like that as of b38.

Post Reply