evasion overpowered?!
Posted: Thu Aug 30, 2012 6:42 pm
So, the following build got me to Remgard (without save-reload):
Level 20, IF(1), Evasion (4), 9 of the level-ups into AD , 10 into AC;
Equipped with QSD (ap=3, AC+20), Jewel (attack ap -1), Villain's Leather armour (move ap -1), 2x Villain's ring (AC +50, AD +6-12, HP+8), Gloves of Swift Attack (AC +15), Coward's boots (move ap -1) gives
AC 191%, AD 16-22, 5 attacks or 3 attacks+flee.
Since the fleeing always works with evasion 4 and mobs only attack if they would otherwise move into you, reasonably careful play allows you to take on even the toughest monsters. It just takes some time (to kill the HP 300+ mobs with high DR you have to do the attack-flee-dance about 11 times, similarly for the high BC and high DR mobs on the way).
I haven't completed everything in 0.6.11 (getting to Remgard with that careful play took a good 2 hours and having to take care even against seemingly easy monsters [mountain wolf] makes quests painful), but I think this shows what is possible with 4 points in Evasion (you really won't get hit if you don't want to).
The only sticky situation occurred when fighting a brute (I think) and having one generated right behind me. If that had been a tougher monster or before the attacked monster was down to its last few hitpoints, that would have been it. Also, switching weapons/equipment on the way would have made sense (e.g. when fighting high DR mobs, a more hard-hitting weapon may have been better), but I was too lazy. Also note that this made no use of Legendary or Extraordinary items and only 13 bonemeal potions were used on the way.
Finally, on the way I of course could have levelled up, but chose not to do so (and dying sufficiently often would, I believe, get me down into the proper level 20 range).
Anyway, I'll wait what 0.7 brings to tone down evasion (quickfix: allow only 3 points in evasion so that their is still some risk - alternatively make evasion reduce the risk exponentially, every skillpoint reduces the risk by 3/4 of the current risk giving Evasion 1 = 15%, Evasion 2 = 11.25% (current 10%), Evasion 3 = 8.43% (current 5%), Evasion 4 = 6.33% (current 0%) ...
Level 20, IF(1), Evasion (4), 9 of the level-ups into AD , 10 into AC;
Equipped with QSD (ap=3, AC+20), Jewel (attack ap -1), Villain's Leather armour (move ap -1), 2x Villain's ring (AC +50, AD +6-12, HP+8), Gloves of Swift Attack (AC +15), Coward's boots (move ap -1) gives
AC 191%, AD 16-22, 5 attacks or 3 attacks+flee.
Since the fleeing always works with evasion 4 and mobs only attack if they would otherwise move into you, reasonably careful play allows you to take on even the toughest monsters. It just takes some time (to kill the HP 300+ mobs with high DR you have to do the attack-flee-dance about 11 times, similarly for the high BC and high DR mobs on the way).
I haven't completed everything in 0.6.11 (getting to Remgard with that careful play took a good 2 hours and having to take care even against seemingly easy monsters [mountain wolf] makes quests painful), but I think this shows what is possible with 4 points in Evasion (you really won't get hit if you don't want to).
The only sticky situation occurred when fighting a brute (I think) and having one generated right behind me. If that had been a tougher monster or before the attacked monster was down to its last few hitpoints, that would have been it. Also, switching weapons/equipment on the way would have made sense (e.g. when fighting high DR mobs, a more hard-hitting weapon may have been better), but I was too lazy. Also note that this made no use of Legendary or Extraordinary items and only 13 bonemeal potions were used on the way.
Finally, on the way I of course could have levelled up, but chose not to do so (and dying sufficiently often would, I believe, get me down into the proper level 20 range).
Anyway, I'll wait what 0.7 brings to tone down evasion (quickfix: allow only 3 points in evasion so that their is still some risk - alternatively make evasion reduce the risk exponentially, every skillpoint reduces the risk by 3/4 of the current risk giving Evasion 1 = 15%, Evasion 2 = 11.25% (current 10%), Evasion 3 = 8.43% (current 5%), Evasion 4 = 6.33% (current 0%) ...