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Damage Types: Am I missing something here?

Discussion in 'Dungeons of Dredmor General' started by RaustBD, Nov 22, 2011.

  1. RaustBD

    RaustBD Member

    Hey, just wondering, I used lucky pick and mushroom farmer with a horadric lutefisk cube to generate lutefisk and get a 500-lutefisk artifact: Binpor.png

    The damage bonuses add up to 6, but it's a wide variety of different elemental bonuses. I can easily craft myself a weapon that has a higher raw damage value, but should I? I just want to make sure that this uber-enchanted crude iron sword isn't somehow way better than any weapon I could make without me realizing it.
     
  2. Null

    Null Will Mod for Digglebucks

    Once you reach the point where you can bypass armor, then mundane damage is probably better because it scales to your melee power. Mundane damage is slashing, crushing, blasting and not piercing. Of course they are blocked twice as well though. A few special damage types in particular are good while others are pretty bad as they're resisted a lot. Once monsters have negative resistances then of course this will change a bit but at that point it'd just be trying to get one of each. Aethereal and Righteous for instance you really want as those are good damage types that nothing but boss monsters resist.

    So anyway most of the time high mundane damage is generally more valuable than high special damage as it's affected by melee power and gains bonuses from crit, but a few special types are quite useful because they can ignore armor completely, and are less affected by blocks than mundane damage.

    Procs that you get on your weapon though are almost always really useful, except for the powers of blasting and maybe cursing your enemies with weakness.
     
  3. Godwin

    Godwin Member

    Was I wrong in assuming that the Lutefisk gods bestows upon us mere mortals an item irrespective of the number of lutefisk tithed (as long as that number has reached a certain, unbeknownst to all but the Lutefisk god, number)?

    In other words: I thought once you trigger the reward, you get it. And it's not being buffed or influenced by instead tithing more lutefisk. Am I Kwrong?
     
  4. RaustBD

    RaustBD Member

    According to the wiki, the number of enchantments you get is determined by how much you've tithed at the point where the artifact is actually awarded, increasing for every 125 lutefisk you've given.
     
  5. Godwin

    Godwin Member

    Ok, but is it random at what point it's given? Meaning suppose this time it needs 250, if you give 375 do you still get the artifact that NEEDED 250 although you gave more? That's not clear to me from what you say.
     
  6. RaustBD

    RaustBD Member

    Basically, it's 100% chance when you give 500, and every 5 constitutes a 1% chance, so every lutefisk you've tithed increases the likelihood of getting an enchantment by .2%.
     
  7. Godwin

    Godwin Member

    Okay... lemme see if I got this straight:

    You get an item based on chance. Every 5 lutefisk is 1% chance. Additionally, the amount of lutefisk you have tithed so far determines the amount of enchantments on that item, with every 125 lutefisk tithed giving an additional enchantment (capped at 4 or not?).

    Is that it? Thanks for taking the time to explain :)
     
  8. RaustBD

    RaustBD Member

    That sounds pretty much correct. Of course, if the wiki's wrong, then all of this falls apart.
     
    Godwin likes this.
  9. Derakon

    Derakon Member

    Every time you tithe any amount of lutefisk, the game gives you a (total lutefisk tithed / 5)% chance of generating an artifact, with the amount of bonuses also depending on the total lutefisk tithed, but the level of the item depending on the dungeon level. Thus for best returns, you tithe 500 lutefisk in one shot, on as deep of a dungeon level as you can stand.

    You'll still end up getting something useless 90+% of the time though.