• Samurai running out of ya (arrows)

    From Yosemite Sam@21:1/5 to All on Thu Jul 21 14:33:47 2022
    I'm thinking of carrying four wakizashi (short swords) to throw.
    Daggers only go to basic.

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  • From Janis Papanagnou@21:1/5 to Yosemite Sam on Fri Jul 22 01:49:10 2022
    On 21.07.2022 23:33, Yosemite Sam wrote:
    I'm thinking of carrying four wakizashi (short swords) to throw.
    Daggers only go to basic.

    Wakizashis are heavier and have no to-hit bonus; in practice I
    miss a lot and thus get bored using them in the first place.
    I'd prefer carrying a few daggers that stack and I can enchant.
    But Samurai are anyway melee fighters; getting Snickersnee or
    Excalibur and two-weaponing any of those with another longsword
    or sabre is very effective. (I would spend my skill slots for
    longsword, two-weaponing, and sabres, and possibly bow and/or
    basic daggers.)

    In reply to your subject: Samurai running out of ya (arrows)...
    There's so many arrow traps (visit the mines) and also creatures
    with bows that you should be able to easily replenish your quiver.

    Janis

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  • From B. R. 'BeAr' Ederson@21:1/5 to Janis Papanagnou on Fri Jul 22 06:46:31 2022
    On Fri, 22 Jul 2022 01:49:10 +0200, Janis Papanagnou wrote:

    On 21.07.2022 23:33, Yosemite Sam wrote:
    I'm thinking of carrying four wakizashi (short swords) to throw.
    Daggers only go to basic.

    Wakizashis are heavier and have no to-hit bonus; in practice I
    miss a lot and thus get bored using them in the first place.

    About the only thing I use the starting wakizashi of Samurai for, is
    fighting corroding monsters before encountering corrosion resistant
    weapons like elven daggers. (Even in corroded state a wakizashi is a
    bit more effective than early bare-handed combat, those reducing the
    over-all probability of receiving splash-hits...)

    I'd prefer carrying a few daggers that stack and I can enchant.

    Same here.

    But Samurai are anyway melee fighters;

    Nevertheless, I prefer fighting from distance even with Samurai. Only
    to spare (breaking) ya, I sometimes let (few, weak) monsters approach
    me without using ranged attacks.

    On crossroads, I usually go first to the top one or two level(s) of
    the mines, to get daggers as replacement for the shrinking stack of ya.

    getting Snickersnee or Excalibur and two-weaponing any of those with
    another longsword or sabre is very effective.

    Yes.

    I would spend my skill slots for longsword, two-weaponing, and sabres,
    and possibly bow and/or basic daggers.

    Longsword and two-weaponing, IMHO, are really the most important. Basic
    dagger often comes somewhere between basic and expert two-weaponing for
    me, though. This depends a bit on strength, armor, number of ya left,
    and the like. Instead of saber, advancing shuriken is worth considering
    later in the game. (Especially after the quest.)

    In reply to your subject: Samurai running out of ya (arrows)...
    There's so many arrow traps (visit the mines) and also creatures
    with bows that you should be able to easily replenish your quiver.

    With two-weaponing, switching to bow becomes a nuisance. Therefore, I
    seldom advance bow with samurai and switch to daggers as soon as possible. (Although expert bow can be /really/ awesome.) Normal arrows being less effective than ya, I seldom bother with them. There's also the risk of multishot hitting peaceful monsters. Samurai with basic dagger don't have
    this (dis)advantage... ;-)

    BeAr
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  • From Janis Papanagnou@21:1/5 to B. R. 'BeAr' Ederson on Fri Jul 22 09:47:22 2022
    On 22.07.2022 06:46, B. R. 'BeAr' Ederson wrote:
    On Fri, 22 Jul 2022 01:49:10 +0200, Janis Papanagnou wrote:
    [...]

    About the only thing I use the starting wakizashi of Samurai for, is
    fighting corroding monsters before encountering corrosion resistant
    weapons like elven daggers.

    Same here. Keeping the initial katana uncorroded is important in
    early game. (In practice, though, I nonetheless often end with a
    rusty katana due to sloppy play and hope for an artifact.)

    [...] Instead of saber, advancing shuriken is worth considering
    later in the game. (Especially after the quest.)

    That was never a factor in my [Samurai] games; they are far too
    rarely appearing to consider training them or spending skill slots.


    In reply to your subject: Samurai running out of ya (arrows)...
    There's so many arrow traps (visit the mines) and also creatures
    with bows that you should be able to easily replenish your quiver.

    With two-weaponing, switching to bow becomes a nuisance. Therefore, I
    seldom advance bow with samurai and switch to daggers as soon as possible. (Although expert bow can be /really/ awesome.) Normal arrows being less effective than ya, I seldom bother with them. There's also the risk of multishot hitting peaceful monsters. Samurai with basic dagger don't have this (dis)advantage... ;-)

    While in my games it depends on how fast I get my melee weapons
    to a good state I use and enhance bow at times because expert
    bow is so effective even with ordinary arrows. Misguided missile
    weapons is rarely an issue for me if I avoid shooting them in
    the dark.

    Janis

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  • From B. R. 'BeAr' Ederson@21:1/5 to Janis Papanagnou on Fri Jul 22 19:08:45 2022
    On Fri, 22 Jul 2022 09:47:22 +0200, Janis Papanagnou wrote:

    [...] Instead of saber, advancing shuriken is worth considering
    later in the game. (Especially after the quest.)

    That was never a factor in my [Samurai] games; they are far too
    rarely appearing to consider training them or spending skill slots.

    The only considerable source is the Quest. But it tends to provide
    more than enough. /If/ I train them, then to Expert. And I get a
    stack of several dozen shuriken to blessed erodeproof +7, which makes
    a fierce impact even in the later game. With enough luck and blessing,
    breaking them is not a real issue.

    The difference between our preferences is (obviously) linked to our
    playing style: I prefer ranged attacks, while you tend to do more
    hand-to-hand combat.

    [Multishot]
    Misguided missile weapons is rarely an issue for me if I avoid shooting
    them in the dark.

    I never got used to "throw[number]". It didn't work as expected when I "trained" my muscle memory for the current shortcut layout of Nethack. Accidentally killed minetown guards from attempts on this shortcut are legend... ;-) And I don't really know, if it works now, reliably.
    Must be years, since I last tried.

    BeAr
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  • From Pat Rankin@21:1/5 to B. R. 'BeAr' Ederson on Fri Jul 22 13:58:11 2022
    On Friday, July 22, 2022 at 10:08:50 AM UTC-7, B. R. 'BeAr' Ederson wrote: [...]
    I never got used to "throw[number]". It didn't work as expected when I "trained" my muscle memory for the current shortcut layout of Nethack. Accidentally killed minetown guards from attempts on this shortcut are legend... ;-) And I don't really know, if it works now, reliably.
    Must be years, since I last tried.

    Throwing a specific number only works for gold, everything
    else always throws 1. You're confusing that with <count> t (or
    <count> f; for number_pad, n <count> t or n <count> f).

    Throwing/shooting doesn't allow a repeat count but specifying
    a number in the command repeat count position can be used to
    impose a maximum number of missiles for multi-shot. That is
    mainly useful if you might kill your target in mid-volley and want
    to avoid hitting other monsters behind it with the remainder of
    the volley.

    t2x throws 2 if x is '$', otherwise object selection tells you that
    the 2 is being ignored when you specify x and you'll throw 1;
    2tx throws at most 2 x even if skill+role+race would allow more;
    it will throw less (1 in this instance) if your stack size is less
    or the random multi-shot amount picks less [put another way,
    you can't use that to force 2 missiles unless you would have
    thrown/shot at least 2 anyway].

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  • From Janis Papanagnou@21:1/5 to B. R. 'BeAr' Ederson on Sat Jul 23 02:20:24 2022
    On 22.07.2022 19:08, B. R. 'BeAr' Ederson wrote:
    On Fri, 22 Jul 2022 09:47:22 +0200, Janis Papanagnou wrote:

    [...] Instead of saber, advancing shuriken is worth considering
    later in the game. (Especially after the quest.)

    That was never a factor in my [Samurai] games; they are far too
    rarely appearing to consider training them or spending skill slots.

    The only considerable source is the Quest. But it tends to provide
    more than enough. /If/ I train them, then to Expert. And I get a
    stack of several dozen shuriken to blessed erodeproof +7, which makes
    a fierce impact even in the later game. With enough luck and blessing, breaking them is not a real issue.

    The difference between our preferences is (obviously) linked to our
    playing style: I prefer ranged attacks, while you tend to do more hand-to-hand combat.

    This is not true and I cannot see where you derive that from. Usually
    it depends on the class played (and also on the stage of the game).
    With extremely proficient two-weapon melee fighters like Samurai the
    melee capabilities are outstanding. Nonetheless I use bow/arrows (as
    I wrote) if it fits for a specific game. My shuriken deprecation is
    primarily because I rarely get enough of those at stages of the game
    where they are most useful. Other classes are even more ranged-attack
    centric; e.g. Rogues (with daggers), also Rangers, just to name two
    obvious ones. But back to Samurai; if you can kill [in Nethack] every
    monster in one turn, tough monsters in two turns, ranged attacks are
    not important any more. A different issue in Slashem, where you will
    see a lot monsters that are a lot more dangerous. OTOH, in Slashem
    you can two-weapon two even more powerful artifacts than in Nethack,
    which, at least to a certain degree, alleviates the tough monsters
    induced situations a bit. Nonetheless, even buffed up characters that
    are two-weaponing fully enchanted artifacts will use ranged attacks
    to their advantage; I regularly use, for example, frag grenades.

    Janis

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  • From B. R. 'BeAr' Ederson@21:1/5 to Pat Rankin on Sat Jul 23 08:09:55 2022
    On Fri, 22 Jul 2022 13:58:11 -0700 (PDT), Pat Rankin wrote:

    On Friday, July 22, 2022 at 10:08:50 AM UTC-7, B. R. 'BeAr' Ederson wrote: [...]
    I never got used to "throw[number]". It didn't work as expected when I
    "trained" my muscle memory for the current shortcut layout of Nethack.
    Accidentally killed minetown guards from attempts on this shortcut are
    legend... ;-) And I don't really know, if it works now, reliably.
    Must be years, since I last tried.

    Throwing a specific number only works for gold, everything
    else always throws 1. You're confusing that with <count> t (or
    <count> f; for number_pad, n <count> t or n <count> f).

    Throwing/shooting doesn't allow a repeat count but specifying
    a number in the command repeat count position can be used to
    impose a maximum number of missiles for multi-shot. That is
    mainly useful if you might kill your target in mid-volley and want
    to avoid hitting other monsters behind it with the remainder of
    the volley.

    t2x throws 2 if x is '$', otherwise object selection tells you that
    the 2 is being ignored when you specify x and you'll throw 1;
    2tx throws at most 2 x even if skill+role+race would allow more;
    it will throw less (1 in this instance) if your stack size is less
    or the random multi-shot amount picks less [put another way,
    you can't use that to force 2 missiles unless you would have
    thrown/shot at least 2 anyway].

    Just tried (with the force_invmenu set and number_pad:2, as always):

    Clicking <1> on the number pad results in movement down-left (no matter,
    what the numlock state is). The same goes for clicking <1> on the main
    part of the keyboard. Therefore, no following command will ever register
    the <1> as a counter.

    Clicking <f><1> immediately fires the quivered item (multishot; not just 1) down-left, regardless of the numlock state. (True again, for <1> on the
    number pad and the main part of the keyboard.)

    Clicking <t> opens the selection menu. Clicking <1><d> (with d being the starting ya of the Samurai while wielding the bow as Expert): With numlock
    on, nothing happens when clicking <1> either on the number pad or the main keyboard. With numlock turned off, clicking <1> on the number pad selects
    the "list everything" entry. Clicking <1> on the main part of the keyboard (again) has no function.

    Clicking <t><d> immediately shoots (from the selection menu), as is to be expected.

    The only 2 ways to get a number of ya selected from the throw-menu is by pre-selecting the menu entry <d> by either mouse or cursor keys. (Both
    ways being interruptive to game flow.) IMHO, entering <t><1><d> should
    turn the selection counter for /all/ shown menu items (visibly) to 1 after hitting the key <1> on either the number pad or the main keyboard. Whether
    this selection count is shown behind every entry or in an additional line, would, IMHO, be just a secondary interface decision.

    No version of t2x or 2tx works for me with either gold or any other item.

    And I just tested with number_pad:1 and got the same results for every
    point mentioned above. This testing was done on a pristine v3.66 in
    Wizard mode, btw.

    As for the entered number always being just a /maximum/ for the selection algorithm: I'm well aware of this. ;-)

    BeAr
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  • From B. R. 'BeAr' Ederson@21:1/5 to Janis Papanagnou on Sat Jul 23 08:20:57 2022
    On Sat, 23 Jul 2022 02:20:24 +0200, Janis Papanagnou wrote:

    On 22.07.2022 19:08, B. R. 'BeAr' Ederson wrote:
    On Fri, 22 Jul 2022 09:47:22 +0200, Janis Papanagnou wrote:

    [Shuriken]
    That was never a factor in my [Samurai] games; they are far too
    rarely appearing to consider training them or spending skill slots.

    The only considerable source is the Quest. But it tends to provide
    more than enough. /If/ I train them, then to Expert. And I get a
    stack of several dozen shuriken to blessed erodeproof +7, which makes
    a fierce impact even in the later game. With enough luck and blessing,
    breaking them is not a real issue.

    The difference between our preferences is (obviously) linked to our
    playing style: I prefer ranged attacks, while you tend to do more
    hand-to-hand combat.

    This is not true and I cannot see where you derive that from.

    Let's see. ;-)

    Usually it depends on the class played

    Shuriken is only worth considering with Samurai. It is the only class
    capable of reaching Expert and the only class with a guaranteed (high)
    number of these items. (Because of the Quest.)

    With extremely proficient two-weapon melee fighters like Samurai the
    melee capabilities are outstanding.

    So true.

    My shuriken deprecation is primarily because I rarely get enough of those
    at stages of the game where they are most useful.
    [...]
    if you can kill [in Nethack] every monster in one turn, tough monsters in
    two turns, ranged attacks are not important any more.

    And that's, where we differ (as I wrote). You turn mostly to melee when
    your character is proficient enough. I don't. Therefore, you do not regard enhancing Shuriken worth enhancing late in the game, while I do.

    Please note: I don't think one approach to be better than the other! They
    are just different, to a degree.

    BeAr
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  • From Pat Rankin@21:1/5 to B. R. 'BeAr' Ederson on Sat Jul 23 00:21:50 2022
    On Friday, July 22, 2022 at 11:09:57 PM UTC-7, B. R. 'BeAr' Ederson wrote:
    Just tried (with the force_invmenu set and number_pad:2, as always):

    Menu selection counts are broken in Windows GUI interface.
    If you're using that then you should have said so.

    For other interfaces, including 'tty' as implemented by the
    so-called console version on Windows, 't' works just as I said.
    Even with these options set as you indicate, although I would
    never choose either of those so dispute "as always".

    'f' doesn't allow specifying a count with the selection because
    the item to select as the missile is already decided--that's the
    whole point of having 'f' plus 'Q' as an alternative to 't'.

    Both 't' and 'f' allow using the command repeat count as a way
    to limit the multi-shot amount, even with Windows GUI. Anyone
    who uses number_pad has to be aware that the first digit of a
    repeat count must be preceded by the 'n' prefix. Do you perform
    multi-turn searches by holding down the 's' key instead of using
    something like n9s? n2tx is comparable.

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  • From B. R. 'BeAr' Ederson@21:1/5 to Pat Rankin on Sat Jul 23 10:39:33 2022
    On Sat, 23 Jul 2022 00:21:50 -0700 (PDT), Pat Rankin wrote:

    On Friday, July 22, 2022 at 11:09:57 PM UTC-7, B. R. 'BeAr' Ederson wrote:
    Just tried (with the force_invmenu set and number_pad:2, as always):

    Menu selection counts are broken in Windows GUI interface.
    If you're using that then you should have said so.

    My original mentioning of that problem in this thread wasn't a bug report. We've already been digging through this issue a couple of years ago.

    Both 't' and 'f' allow using the command repeat count as a way
    to limit the multi-shot amount, even with Windows GUI. Anyone
    who uses number_pad has to be aware that the first digit of a
    repeat count must be preceded by the 'n' prefix. Do you perform
    multi-turn searches by holding down the 's' key instead of using
    something like n9s? n2tx is comparable.

    It is just necessary, to burn this into the muscle-memory. But this isn't
    your concern. ;-) It is a bit difficult, though: The only command I use
    the counter with, is resting. With searching, I don't hold the <s> key
    pressed. But I usually don't use the counter, either. Most hidden things
    are revealed up to the third search. Pressing <s> a couple of times in a
    row is therefore (statistically) more efficient than a numbered sequence.
    Only when something important isn't revealed by this method (a door-less
    room or the like), I sometimes switch to numbered searches.

    With shooting (<f> as well as <t>), the usual approach is allowance for
    an unlimited number of projectiles going off. Therefore, hitting <f> or
    <t> first is burned in. Only when peaceful/tame monsters are further down
    the line of shooting, consideration for limiting multi-shots is required. Playing nearly always petless, this situation is /really/ rare. Therefore,
    it is hard to remember /pre/fixing <f> or <t> with an <n> counter.

    Changing the (Windows GUI) throwing menu selection process to also permit sequences like <t><1><d> to limit multi-shots, would therefore be a good
    thing to implement, IMHO...

    BeAr
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  • From Janis Papanagnou@21:1/5 to B. R. 'BeAr' Ederson on Sat Jul 23 18:08:59 2022
    On 23.07.2022 08:20, B. R. 'BeAr' Ederson wrote:

    The difference between our preferences is (obviously) linked to our
    playing style: I prefer ranged attacks, while you tend to do more
    hand-to-hand combat.

    This is not true and I cannot see where you derive that from.

    Let's see. ;-)

    Usually it depends on the class played

    [...]

    My shuriken deprecation is primarily because I rarely get enough of those
    at stages of the game where they are most useful.
    [...]
    if you can kill [in Nethack] every monster in one turn, tough monsters in
    two turns, ranged attacks are not important any more.

    And that's, where we differ (as I wrote). You turn mostly to melee when
    your character is proficient enough.

    (I was speaking of Samurai in this context. And it's still not true
    generally; see below: Rogues.)

    I don't. Therefore, you do not regard
    enhancing Shuriken worth enhancing late in the game, while I do.

    This is true. (I elaborated on the Why and When I do This or That.)
    If there's not enough objects of that type, skill slots are wasted.
    I wonder that you seem to have a different experience here; are you
    really finding so many shurikens in your games? (I certainly don't.)


    Please note: I don't think one approach to be better than the other! They
    are just different, to a degree.

    Oh, I wasn't implying any valuation.

    I give you an example; with Rogues I generally start to throw daggers immediately. Why? Because I can find abundances of daggers, missiles
    that don't go out of supply, skills (skill-slots) that are not wasted.
    Later when I get a decent melee artifact weapon the daggers are still
    in my quiver, and they get used before creatures get adjacent. The
    first weapon type that gets #enhanced (until Expert) is the daggers.
    Rogue with multi-shot enchanted daggers is an awesome killer-machine.

    With Samurai it's different; in typical games my experience is that
    you advance your game better with longswords (or later sabres). The
    problem is that you must decide where to spend your skill-slots for.
    For me it starts with longswords (for obvious reasons) and at some
    time with two-weaponing (or sabres), depending on how a game evolves.

    In both cases the games may evolve differently and that may lead to
    different decisions concerning bias on melee or ranged, but in most
    cases that's how it is most effective - and that is what counts.

    Janis

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  • From B. R. 'BeAr' Ederson@21:1/5 to Janis Papanagnou on Sat Jul 23 21:06:54 2022
    On Sat, 23 Jul 2022 18:08:59 +0200, Janis Papanagnou wrote:

    And that's, where we differ (as I wrote). You turn mostly to melee when
    your character is proficient enough.

    (I was speaking of Samurai in this context. And it's still not true generally; see below: Rogues.)

    I don't. Therefore, you do not regard
    enhancing Shuriken worth enhancing late in the game, while I do.

    This is true. (I elaborated on the Why and When I do This or That.)
    If there's not enough objects of that type, skill slots are wasted.
    I wonder that you seem to have a different experience here; are you
    really finding so many shurikens in your games? (I certainly don't.)

    Samurai is the only role able to get to Expert in shuriken and therefore
    the /only/ role I #enhance Shuriken. (As I already wrote.) And I don't
    think, I ever encountered a Samurai Quest, that didn't result in a stack
    of /at least/ 60 to 80 shuriken. (Usually a lot more than 100. Which is
    more than ever needed, when protected against easy breaking by blessing
    them and sufficient luck.)

    Please note: I don't think one approach to be better than the other! They
    are just different, to a degree.

    Oh, I wasn't implying any valuation.

    I give you an example; with Rogues I generally start to throw daggers immediately. Why? Because I can find abundances of daggers, missiles
    that don't go out of supply, skills (skill-slots) that are not wasted.
    Later when I get a decent melee artifact weapon the daggers are still
    in my quiver, and they get used before creatures get adjacent. The
    first weapon type that gets #enhanced (until Expert) is the daggers.
    Rogue with multi-shot enchanted daggers is an awesome killer-machine.

    As I wrote:
    | You turn mostly to melee when your character is proficient enough.

    Ranger (especially in the beginning) is /no/ proficient melee fighter. Therefore, your decision to lean more to ranged weapons with this role.
    This matches what I think to have been deduced from your game reports
    about differences between your playing styles and mine.

    One of my favorite roles is one that's the least favorite of many others: Archeologist. - Probably, because I'm used to being (over-)protective to
    my player characters. You, OTOH, seem to be a lot more pragmatic. ;-)

    BeAr
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  • From Janis Papanagnou@21:1/5 to B. R. 'BeAr' Ederson on Sun Jul 24 15:58:36 2022
    On 23.07.2022 21:06, B. R. 'BeAr' Ederson wrote:
    On Sat, 23 Jul 2022 18:08:59 +0200, Janis Papanagnou wrote:


    I give you an example; with Rogues I generally start to throw daggers
    immediately. Why? Because I can find abundances of daggers, missiles
    that don't go out of supply, skills (skill-slots) that are not wasted.
    Later when I get a decent melee artifact weapon the daggers are still
    in my quiver, and they get used before creatures get adjacent. The
    first weapon type that gets #enhanced (until Expert) is the daggers.
    Rogue with multi-shot enchanted daggers is an awesome killer-machine.

    As I wrote:
    | You turn mostly to melee when your character is proficient enough.

    I think you misread or misinterpreted. Is there any reason you don't
    wield a melee weapon if you're doing ranged fighting daggers? Do you
    consider it melee at the moment you wield a melee weapon, even if you
    throw daggers? The point is that at some instant of time your foes are adjacent; because of the weight (and other necessary loot) you cannot
    carry too many daggers, and with multi-shot they are gone at some point.
    The funny thing in Nethack is that even an adjacent foe can be fought
    with a thrown ranged weapon - IMO that should be made impossible, if
    only for balance reasons -, so with a supply of daggers large enough
    you can continue that way. But what if you are running out of daggers?
    With other missile weapons (with those that break) the situation can
    be even more challenging since your supply gets reduced. Nonetheless
    I also use darts, for example. In any way, these factors are to be
    considered. There are of course more considerations with melee; may
    these missiles rust/corrode (and unstack), may [highly enchanted]
    missiles be picked up and used by [intelligent] opponents against
    you? And hordes and specifically hordes of mixed species may impose
    more decisions to make beyond a plain "sword or missile" philosophy.
    What I certainly do is to switch to melee when there's no advantage
    (damage wise) any more, so that I can spare me the turns to collect
    my missiles - while even then still using missiles when appropriate.


    Ranger (especially in the beginning) is /no/ proficient melee fighter. Therefore, your decision to lean more to ranged weapons with this role.
    This matches what I think to have been deduced from your game reports
    about differences between your playing styles and mine.

    You are right that Rangers have a setup different to many other roles.
    OTOH, Rogues are not really different WRT the setup; IMO their melee
    weapon is just a red herring to distract the player from their best
    weapon choice, the daggers.


    One of my favorite roles is one that's the least favorite of many others: Archeologist.

    I consider Archeologist to be a very difficult class, and statistics
    seem to support that. I very much like that role, though. Especially
    if I can reach the quest with a lot loot and a guaranteed co-aligned
    altar. Incidentally that crazy game full of artifacts I posted about
    was an Archeologist (Arc Hum Mal Law), my fifth Slashem Arc ascended.

    - Probably, because I'm used to being (over-)protective to
    my player characters. You, OTOH, seem to be a lot more pragmatic. ;-)

    I don't understand what exactly you mean here by "(over-)protective".
    And I also don't understand what you mean here by "more pragmatic", specifically as a supposed difference to the "protective" thing.
    For me those two characteristics are not mutually exclusive. Mind
    to explain?

    Janis

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  • From Janis Papanagnou@21:1/5 to Janis Papanagnou on Sun Jul 24 16:21:32 2022
    On 24.07.2022 15:58, Janis Papanagnou wrote:

    I think you misread or misinterpreted. Is there any reason you don't
    wield a melee weapon if you're doing ranged fighting daggers? Do you
    consider it melee at the moment you wield a melee weapon, even if you
    throw daggers? The point is that at some instant of time your foes are adjacent; because of the weight (and other necessary loot) you cannot
    carry too many daggers, and with multi-shot they are gone at some point.
    The funny thing in Nethack is that even an adjacent foe can be fought
    with a thrown ranged weapon - IMO that should be made impossible, if
    only for balance reasons -, so with a supply of daggers large enough
    you can continue that way. But what if you are running out of daggers?
    With other missile weapons (with those that break) the situation can
    be even more challenging since your supply gets reduced. Nonetheless
    I also use darts, for example. In any way, these factors are to be considered. There are of course more considerations with melee; may
    these missiles rust/corrode (and unstack), may [highly enchanted]
    missiles be picked up and used by [intelligent] opponents against
    you? And hordes and specifically hordes of mixed species may impose
    more decisions to make beyond a plain "sword or missile" philosophy.
    What I certainly do is to switch to melee when there's no advantage
    (damage wise) any more, so that I can spare me the turns to collect
    my missiles - while even then still using missiles when appropriate.

    I forgot one aspect; I spoke of daggers and darts because they can be
    thrown without further action or turn. While I also use crossbows and
    bows in principle (as written) I do that not that often. Even less so
    in Slashem where there's additional risks associated with two-handed missile-launchers (that bows and weapons are in that variant). Often
    I prefer even Basic daggers to Skilled bow/arrows because of that.

    For specific stages in the game I also want missiles (Medusa's eels),
    or fighting a tough quest nemesis from a boulder fort, so I carry them
    with me even when I play a melee fighter role.

    Janis

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  • From B. R. 'BeAr' Ederson@21:1/5 to Janis Papanagnou on Sun Jul 24 19:12:45 2022
    On Sun, 24 Jul 2022 16:21:32 +0200, Janis Papanagnou wrote:

    I forgot one aspect; I spoke of daggers and darts because they can be
    thrown without further action or turn. While I also use crossbows and
    bows in principle (as written) I do that not that often. Even less so
    in Slashem where there's additional risks associated with two-handed missile-launchers (that bows and weapons are in that variant). Often
    I prefer even Basic daggers to Skilled bow/arrows because of that.

    For me, this depends on the killing efficiency. I don't like switching
    from melee weapon to bow, especially with a two-weaponing character.
    Therefore, with two-weaponing I usually combine daggers and the like.
    For all other cases, the x-command works well enough.

    For specific stages in the game I also want missiles (Medusa's eels),
    or fighting a tough quest nemesis from a boulder fort, so I carry them
    with me even when I play a melee fighter role.

    If I happen to encounter throwing trash-weapons nearby, I use them. Else
    I often throw just stones on any water monster (from safe distance). I certainly do not use my high-end projectiles, when they may land in some
    pool of water. (Re-acquiring them is just too messy, even when erodeproof.) Exception are the Elemental Planes, of course. Certain loss is discounted
    for, in this case.

    BeAr
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  • From B. R. 'BeAr' Ederson@21:1/5 to Janis Papanagnou on Sun Jul 24 19:03:44 2022
    On Sun, 24 Jul 2022 15:58:36 +0200, Janis Papanagnou wrote:

    As I wrote:
    | You turn mostly to melee when your character is proficient enough.

    I think you misread or misinterpreted.

    Likewise. ;-)

    Is there any reason you don't wield a melee weapon if you're doing ranged fighting daggers?

    Where did I write that I don't?? Of course I'm usually wielding at least
    one melee weapon.

    The difference I tried to point out is, that I think I'm taking more precautions with melee-proficient, well-protected characters to not
    get hostile monsters into melee distance in the first place. This
    includes #enhancing at least one ranged weapon to the role-specific
    maximum. With most classes dagger. With Samurai quite often dagger
    /and/ shuriken.

    You said, you wouldn't bother with the latter, because your Samurai
    (+/- the sole relevant role) is melee-proficient enough to fight his
    way through, when he is ready for (or even finished with) the Quest.
    (And for tough opponents, there are always wands and the like, to kill
    them from a distance.)

    because of the weight (and other necessary loot) you cannot carry too many daggers, and with multi-shot they are gone at some point.

    Some in the main inventory, some inside a BoH, others in stashes throughout
    the dungeons. Although I usually only start stashing away my main throwing weapons, after a sufficiently large stack (several dozen) has been enchanted
    to a reasonable maximum (+6 or +7).

    Multi-shot or not: The throwing weapons are recollected. If the number
    from main inventory and BoH (combined with wand usage, maybe spells and
    of course some melee) is exhausted while the way to recollect the throwing weapons is blocked, than orderly retreat to the stashes is called for.

    More of a problem with my kind of playing is, that monsters acquire my well-enchanted throwing weapons. Getting them thrown back has to be
    accounted for. (You also pointed that out.)

    The funny thing in Nethack is that even an adjacent foe can be fought
    with a thrown ranged weapon - IMO that should be made impossible, if
    only for balance reasons

    The conduct "never hit with a wielded weapon" would be a lot harder to
    achieve. Apart from that: Why do you consider this "unbalanced"? Most
    ranged weapons do less damage when thrown than melee with a decent
    weapon, let alone an enchanted artifact weapon. There isn't even a
    real-life problem here. At sword-fighting distance it is well possible
    to throw a couple of daggers or shuriken in one swing.

    But what if you are running out of daggers?

    As written above: Do melee, use wands/spells, acquire replenishment for
    the quiver. I do not abstain melee, as you seem to be reading from my
    texts. The (IMO existing) difference between our fighting styles is not
    a severe one, but one of a modest layer of prioritization.

    I guess, my playing style is still influenced from around 1992, when I
    started playing Nethack (v1.4f). I used to play Ninja (a lot!) more
    often than any other role, because it was the only one I managed to
    survive at least a few levels. It was a very weak fighter class, but
    was equipped with a solid stack of shuriken for fighting from afar.

    One of my favorite roles is one that's the least favorite of many others:
    Archeologist.

    I consider Archeologist to be a very difficult class, and statistics
    seem to support that. I very much like that role, though. Especially
    if I can reach the quest with a lot loot and a guaranteed co-aligned
    altar. Incidentally that crazy game full of artifacts I posted about
    was an Archeologist (Arc Hum Mal Law), my fifth Slashem Arc ascended.

    Digging for gold and early-game identification of gems come handy, when suitable shops can be found. Archeologist sometimes equip really fast.

    - Probably, because I'm used to being (over-)protective to
    my player characters. You, OTOH, seem to be a lot more pragmatic. ;-)

    I don't understand what exactly you mean here by "(over-)protective".
    And I also don't understand what you mean here by "more pragmatic", specifically as a supposed difference to the "protective" thing.
    For me those two characteristics are not mutually exclusive. Mind
    to explain?

    Let's say you are a well-equipped, melee-proficient not burdened XL=30
    Samurai being approached by a wumpus about 4 fields away. You probably
    go 2 fields in its direction, but wait for the wumpus coming to the
    adjacent field, to get the first blow. I, OTOH, would use my throwing
    weapons, although the wumpus doesn't really pose any melee-danger for
    a character as described. (= Over-protective vs. pragmatic.)

    BeAr
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