miaomix

u/miaomix@lemm.ee
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I gave it a try with good ol' Huntress. What does Culling enchant do, anyway? It does do a helluva lot of extra dmg. Eldritch on melee is goated as always. Wand of Spirit is too good for pulling aggro.

Man, I really forgot a lot of vanilla mechanics.

Got a discord or something for strategy discussion (or bug reporting maybe)? You could open a channel on the PD discord server.

on Paladin or Priest? · c/pixeldungeon · 2 pts · 1y

Definitely depends on what you get. A good weapon with range, speed, or enchantment will give you excellent value out of Holy Weapon and Smite.

But I get it. With Runes on, typically you get best value out of wands and artifacts. I can see why you rate Priest over Pally.

I think the 5-14 stat is just what the unidentified ring states. I don't know why it's not the same as the identified +0 stats.

ETA: I took a closer look, it seems like the scaling is fractional. At 10 STR, max dmg goes up by 2.5 per upgrade (rounded), then at 11 STR, it 3.5.

I'm assuming it means that you can't copy casts from Unstable Spellbook, which aren't "real" scrolls. Makes sense, since "Inscribed" talents work the same way (right now).

Sheep stone and Swifthistle seed do work, as mentioned. Hourglass if you had it yeah. Just kiting a mob into it would work, I don't think Disint traps destroy equipment anymore.

Was about to say Aquablast, but it does use (1/8th of) Levitation.

Telekinetic Grab spell made from a thrown weapon.

on Stone of Disarming · c/pixeldungeon · 3 pts · 1y

Bomb ID was never intended behavior, so the dev removed it. That's all there is to it.

You have so many low cost ways to dodge or disable traps. Levitation, any teleporting item (fadeleaf, blink stone, etc.), aqua blast, trap reclamation, chain. Even blast wave over traps is possible at +1 or above. Losing one way to help identify equipment really isn't a big deal. Stone of Disarming is arguably the least creative and interesting way to play around traps. Also, the main draw of the monster house secret room isn't the meager skeleton drop.

Bombs not working on barricades is a bug, which is fixed in the non-beta 2.5.3 release.

Oh, I see the vertical separators now. Maybe a 1 or 2 pixel padding would make it easier to see?

I feel like either vertical space or horizontal separators between rows, would better signal that you're supposed to read left-right, then up-down. With the current layout, my eyes are drawn downwards first and see Floors 10 ➡️ 9 ➡️ 8 ➡️ 6. Horizontal separators, for example, would break that flow and tell me to look right and see Floor 7.

That would make Transmutation an interesting way to roll for high-energy upgraded Trinkets, which I suppose isn't too OP, since you're not guaranteed to have Transmutation.