Talk:Angel hair wisp
Level Requirement?
I've been getting this when summoning the spirit:
You concentrate, and summon a mass of writhing angel hair. A chill permeates the air as Shashuu's spirit enters it.
"I live..."
http://images.kingdomofloathing.com/adventureimages/angelwisp.gif
He smacks you with his curmudgel. Ouch! Ouch! Eek! Ugh! Argh! Oof! You lose 31 hit points.
Shashuu hisses "You are... weak. You do not deserve my help."
The message "He smacks you with his curmudgel." appears to be combat text that can change.
Adventuring at the F'c'le with Mind Control @ 11
Level 9 / Muscle: 69 (59) /Mysticality: 99 (76) / Moxie: 79 (57)
--EdibleMan 05:49, 14 April 2008 (CDT)
(Previous message occurred for the first two summons at the F'c'le). Have now adventured at the Goatlet for two turns with the same stats/outfit and the Mind Control Device turned down to 1. I get the normal summoning text. --EdibleMan 06:00, 14 April 2008 (CDT)
Perhaps the name should be expanded to Angelhair wisp?--Rutherfoo 12:59, 14 April 2008 (CDT)
2 things that may just be weird incidents or may be inaccuracies in the article: within a single combat, i was hit by a monster the same turn as i summoned the Angel wisp and it did not leave and the turn after, i fumbled (but was not hit by the monster) and the wisp still stayed, i beat the combat with it present. this runs counter to the message the article says happens when you miss a monster. i've only seen that particular message when hit by a monster. Edited to add: I've been hit a few times for low damage where the wisp didn't disappear and others for a whole lot more damage where it does, maybe the amount of damage you can take before it disappears changes as its level goes up? --Glitterboy
I think it will Hit you the first couple of summons untill it gets used to you. Either that or it as to do with how powerfull the enemy you are facing is, or it's only the first day that it does this. I had 2 quests left so I faced the Bonerdagon with it and the first time it bit me, so I healed and tried again, and Shoshii bit me in the foot again. so I was out of adventures. Next day: summon Shoshii inthe haunted Pantry, and He does nothing, untill I defeat
I think there are three posibilties as to why sometimes it hits you. It could be the first two summons, first day, or if the enemy is way more powerfull for you to defeat normally. For instance, I was level 7 and I just unlocked the haert of the cyrpt, so I used the shimmering tendrils, and then faced the Bonerdagon, and summoned Shoshii, and he bit me. the same thing happened the next time I summoned him, which, was also against the Bonerdagon and it was my last adventure of the day. Shoshii bit me again, and I lost horribly.the next day, I adventured in the Haunted pantry and he did not bite me, but gave substat boosts. However, I can't give any further information Because after the last summon, I found some Quasi-etheral Undead Macaroni bits and used them.--Jack 10:32, 10 August 2008 (CDT)
- Late, LATE addition, I know, but seriously guys. Have you summoned anything else? You're getting hit messages from the enemies you're fighting because summoning uses up your turn. So getting bitten by the Bonerdagon, getting curmudgeoned by the curmudgeonly pirate, etc. The Angel Hair Wisp is not doing anything to you. Except ditching you because you got hurt badly. But everyone knows that bit now. --Lukarnis 14:44, 28 June 2009 (UTC)
Stat gains
OK, here's some basic spading, with no +ML or stat gain effects active, except where noted. Please add to this if you can, collecting data on non-statdays. The reason I'm also recording how many myst points I get is to determine if the wisp is adding to myst stats only, or stats overall.
Wisp level | Enemy | Expected total substats |
Total substats with wisp |
Muscle substats |
Myst substats |
Moxie substats |
---|---|---|---|---|---|---|
1 | fluffy bunny | 1 | 1 | 0 | 1 | 0 |
1 | beanbat | 5-6 | 7 | 2 | ||
1 | beanbat | 5-6 | 9 | 4 | ||
1 | beanbat | 5-6 | 7 | 5 | ||
2 | beanbat | 5-6 | 7 | 3 | ||
2 | beanbat | 5-6 | 7 | 2 | 4 | 1 |
2 | beanbat | 5-6 | 7 | 3 | 1 | 3 |
2 | beanbat | 5-6 | 7 | 0 | 5 | 2 |
3 | beanbat | 5-6 | 9 | 3 | 5 | 1 |
3 | beanbat | 5-6 | 7 | 0 | 5 | 2 |
3 | beanbat | 5-6 | 7 | 1 | 5 | 1 |
3 | beanbat | 5-6 | 7 | 1 | 3 | 3 |
3 | beanbat | 5-6 | 7 | 1 | 4 | 2 |
3 | beanbat | 5-6 | 7 | 1 | 3 | 3 |
3 | beanbat | 5-6 | 7 | 0 | 3 | 4 |
4 | K.G. mad scientist | 10 | 16 | 4 | 8 | 4 |
4 | K.G. mad scientist | 10 | 16 | 5 | 10 | 1 |
4 | K.G. mad scientist | 10 | 16 | 7 | 6 | 3 |
4 | K.G. mad scientist | 10 | 16 | 4 | 7 | 5 |
4 | K.G. mad scientist | 10 | 16 | 1 | 10 | 5 |
4 | K.G. mad scientist | 10 | 16 | 6 | 8 | 2 |
4 | K.G. mad scientist | 10 | 16 | 5 | 11 | 0 |
4 | K.G. mad scientist | 10 | 16 | 5 | 9 | 2 |
4? (uuuoooo) | Mechamech | 30 | 48 | 24 | ||
4? (uuuoooo) | Mechamech | 30 | 48 | 19 | ||
4? (uuuoooo) | Random Encounters | 26-27 | 42 | 16 | ||
4? (uuuoooo) | Protagonist | 25 | 40 | 22 | ||
5 | grass elemental | 15 | 24 | 5 | 12 | 7 |
5 | grass elemental | 15 | 24 | 6 | 10 | 8 |
5 | grass elemental | 15 | 24 | 7 | 9 | 8 |
5 | grass elemental | 15 | 24 | 7 | 12 | 5 |
5 | grass elemental | 15 | 24 | 8 | 8 | 8 |
5 | weremoose | 15-16 | 24 | 5 | 14 | 5 |
5 | weremoose | 15-16 | 24 | 4 | 14 | 6 |
5 | weremoose | 15-16 | 26 | 5 | 12 | 9 |
5 | weremoose | 15-16 | 26 | 6 | 12 | 8 |
5 | fluffy bunny | 1 | 1 | 0 | 0 | 1 |
6 | hellion | 13 | 21 | 5 | 12 | 4 |
6 | K.G. mad scientist (w/ Orange Tongue) |
10+3 | 19 | 5 | 8 | 6 |
6 | K.G. mad scientist +20 ML |
15 | 24 | 6 | 12 | 6 |
6 | K.G. mad scientist +20 ML |
15 | 24 | 8 | 8 | 8 |
6 | fluffy bunny +20 ML |
5-6 | 8 | 3 | 1 | 4 |
6 | beanbat | 5-6 | 8 | 1 | 4 | 3 |
7 | beanbat +3ML | 6 | 10 | 4 | 4 | 2 |
7 | beanbat +7ML | 7 | 11 | 3 | 8 | 0 |
7 | beanbat +11ML | 8 | 13 | 1 | 9 | 3 |
7 | beanbat +15ML | 9 | 15 | 5 | 5 | 5 |
1 | beanbat +3ML | 6 | 9 | 2 | 6 | 1 |
1 | beanbat +7ML | 7 | 10 | 3 | 6 | 1 |
1 | beanbat +11ML | 8 | 12 | 5 | 5 | 2 |
1 | beanbat +15ML | 9 | 13 | 4 | 7 | 2 |
2 | lonely construct +1 ML | 75-76 | 116 | 34 | 53 | 29 |
One interesting thing is, the wisp did not add any stats to the fluffy bunny fight. Its effect must scale. --Prestige 01:58, 16 April 2008 (CDT)
If the boost were Myst only, then my stat gain would have 10/0/14, which is impossible for a pastamancer.--Foggy 10:51, 16 April 2008 (CDT)
It might be worth noting how many times he's been summoned. the stat gain seems to be decreasing.--Foggy 10:57, 16 April 2008 (CDT)
- Combat stat gains are rounded up on stat days, so to calculate base stat gains on a stat day take floor(stats/1.25). Anyways... would be useful to record non-myst substats as well. We can then calculate how many myst stats would have appeared without the wisp active, and compare to the actual myst gains.-QuantumNightmare 13:16, 16 April 2008 (CDT)
- OK, I added columns to the table for all 3 stat types. --Prestige 18:59, 16 April 2008 (CDT)
So is anybody forming a theory on how these stat gains work? Looks to me like the wisp gives a number of extra stats that scale according to the number you would have gotten. Actually, it looks like a straight up 60% bonus. Tomorrow I'll test with +ML and +stats from fights bonuses. --Prestige 01:42, 21 April 2008 (CDT)
- OK so my testing indicates that the (approximately) 60% bonus applies to all stats from monster level, including added ML. The bonus stats from a knob goblin mad scientist with +20 ML are the same as those from a grass elemental. I hope someone with better math skills than I can figure out the specific details of the formula. For instance, why did beanbats always give 7 or 9 stats at 1 to 3 pounds, but 8 stats with a 6-pound wisp? Also, it's clear that the wisp is not adding only myst substats. But does anything indicate its bonus is weighted toward myst or any other stat?--Prestige 03:14, 22 April 2008 (CDT)
Spading Method
I don't have a stat ghost available, but the following test would come in very handy for spading this thing:
All pirates belowdecks have 140ML, so they will provide a constant 35 stats. Kill a belowdecks pirate with +0ML, recording the total statgain with the spice ghost. Then start adding +ML in steps of +4ML, which will ensure that you always know the exact base statgain of the monster you are killing. Adjusting the MCD will help make sure you get the right steps of +ML. Record the level, +ML used, and overall statgain at the end of combat.
Every time your stat ghost gains a level, return back to +0ML and begin the test over again. This will provide well-controlled data for every level stat ghost, and we will be able to compare a static monster stat gain to the bonus provided by the combat ghost.--QuantumNightmare 00:57, 1 May 2008 (CDT)
- I've updated this method to use belowdecks monsters, instead of beanbats. Higher base ML = more accurate results.
Combining brb's data on the AFH site as well as prestiges data here:
- 1 pound: +50.00% to +55.55%
- 6 pound: +65.00% to +65.71%
- 7 pound: +67.50% to +67.56% --QuantumNightmare 23:03, 3 May 2008 (CDT)
- Yeah, I'll do belowdecks in the future. My spading multi was only like level 6 and still hasn't opened the pirates area. --Prestige 23:09, 3 May 2008 (CDT)
- Oh. Then in the meanwhile, you can test under what conditions the stat ghost doesn't appear: is it based on muscle/myst/moxie, and how is it related to monster attack/defence? You can get static monsters by looking up the NS13 monster guide, picking a monster with 19 or less attack/defence, and using +ML.--QuantumNightmare 23:14, 3 May 2008 (CDT)
- What do you mean by "doesn't appear"? Do you mean the conditions under which the ghost will abandon the player after getting hit? Because I'm certainly interested in spading that. --Prestige 23:25, 3 May 2008 (CDT)
- That's what I meant. First: do you need to actually get hit? Try running as much +ML as you possibly can, and adventuring in the highest level zone you have access to. Then, try and force the monster to miss you the first round: Bottle of black cat tonic gives 25% dodge, the Navel ring of navel gazing gives 50% dodge, and the Levitating Potato gives 1.5*weight dodge. Together you should be able to fight a monster that would normally cause the ghost to reject you: but you can block it's first attack, use a gas balloon, and then attempt to kill it. I'm curious whether the rejection happens based on damage, or based on monster_ML - player_moxie. Depending on what happens here, either start adjusting your moxie/+ML or start adjusting your equipment.--QuantumNightmare 00:26, 4 May 2008 (CDT)
- OK, my stats: Mus 58(51), Myst 88(77), Mox 76(52). 66 hit points. Against Poop Deck monsters with +20 ML (ML 140 total). When I was hit (for between 49-58 HP) the ghost abandoned me each time. When I avoided getting hit, I got the ghost stat gain as usual. With the same character, I went up against a lonely construct (ML 300) and when I managed to win, I got the stat gain. Conclusion: you have to get hit for the ghost to reject you. Tomorrow I'll start working on the amount. --Prestige 03:57, 4 May 2008 (CDT)
At 11 lbs, the stats given by the wisp seem to be around ML/4 (80% increase). I tested at MLs between 100 and 200, mostly multiples of 20. I've got the raw data somewhere if someone wants to find more detailed and exact formulas (eg. rounding etc.). Note that after reaching 11 lbs (or was it 10 lbs?) you no longer get the 'get stronger' message, although the vowels increase normally. The stat gain doesn't seem to increase.--Ekeinos2 03:08, 9 May 2008 (CDT)
- I'd like to see the raw data for statgains. The formula we have up now is correct up to 7 pounds, but I haven't seen any data on heavier ghosts. Be good to confirm with what you have.--QuantumNightmare 01:00, 10 May 2008 (CDT)
Eh... My hair wisp is on level 11. If it's needed i can do some spading too.--Hrag 06:45, 1 June 2008 (CDT)
Rejection on damage
- Can you get hit later on during combat, or does it only reject you on the first round?--QuantumNightmare 10:52, 4 May 2008 (CDT)
- I got hit for 22 damage out of 99hp and I lost it. I'm pretty comfortable to say you can only lose it on the first round of combat, as I've had a monster miss me on the first round because of my navel ring and then hit me on other rounds.--Shima 14:20, 4 May 2008 (CDT)
With 68 max HP and a level 3 wisp: Rejected upon taking damage: 14, 15, 14, 14. Not rejected on: 10, 12+10+10+12 (in a single combat), 12, 11. Conclusions: Rejection occurs on single hit over a certain amount, not cumulative damage taken in one combat. Also, rejection can happen later, not just on the first round. Tomorrow, I will test with a much higher max HP to see if the threshold is a flat number of scales with player HP. --Prestige 22:19, 8 May 2008 (CDT)
- Good to see confirmation of a rejection later on in a combat. This might be a percent... rejection occurred upon taking 14 or more damage, which is 20% of your max HP. The rejection above also occurred just above 20% of max HP. I've got no data to contribute, but that might be a good number to scale a test around.--QuantumNightmare 22:38, 8 May 2008 (CDT)
- With 175 HP, level 3 wisp, and basically the same base stats as last time: Rejected at: 19, 14, 13 damage. Not rejected at: 10, 11, 12 damage. Looks like it takes a flat amount of damage. The only other thing I can think of is, it may vary according to ghost weight.--Prestige 04:21, 9 May 2008 (CDT)
- Interesting. Now with a level 4 wisp, I got rejected on 14 damage but not 13. Is the threshold 10+(wisp level)? --Prestige 09:27, 10 May 2008 (CDT)
- Yep, level 5 wisp, safe on 14, rejected on 15. --Prestige 02:49, 12 May 2008 (CDT)
i don't think abandoning is on 10+wisp level damage, though i don't have figures right now that were triggered. I think it's more about comparing your level or stats with ML and abandoning when hit by such monster. The round doesn't matter - it's just that usually if you get hit - you get hit on 1st. i had an occasion when wisp abandoned on 2nd round, while on 1st... i don't remember, but i think it was monster missing. (struck 06:46, 1 June 2008 (CDT))
Also about when wisp is blocking enemy - mine only started when her name was Shaaaaasheeeeee (thus level = 7)... --Hrag 14:55, 13 May 2008 (CDT)
- Based on the pattern described on the main page, "Shaaaaasheeeeee" would be level 9, not level 7. --Quietust (t|c) 14:59, 13 May 2008 (CDT)
- Something seems to be different when being hit by monsters in Hobopolis. I was taking 40-50 damage a hit in the town square (from normal hits generating OOF POW BAM messages) with a low level wisp, and it was not abandoning me. This is inconsistent with the formula of 10+(wisp level) - has anybody else noted this? --Skin Deep 07:45, 7 August 2008 (CDT)
Third ability
According to Jick, all the summons gain new abilities at level 5 and 10. Apparently the blocking starts at level 5, so to those who have a wisp at level 10, be on the lookout for a new effect. --Prestige 04:21, 9 May 2008 (CDT)
- I have a Level 10 Angel Hair Wisp on my current run. The only effect I've noticed is that he seems to block much more often now than he used to. Just for the heck of it, I summoned him for the fight against my shadow. The wisp blocked the shadow during the first two rounds of combat, then abandoned me when the shadow hit for 145. In fact, it might be that the Level 10 ability is to always block during the summoning round. I'll try to keep track of whether that's the case before I ascend. --ElroyJetson 17:09, 13 August 2008 (CDT)
- I'm pretty sure I have a level 10, his name is Shaaaaaashoooooo. I sometimes get attacked during the summon round so I don't think that's it. Mikachu 15:42, 2 December 2008 (UTC)
Summon message
Anyone else receiving a space in the word "permeates" (to appear as "perm eates") during the summon message? Typo? --Lukarnis 15:02, 18 August 2009 (UTC)