Talk:Clockwork Apparatus
Upload that image and localize it, please. --jin 13:50, 12 Jun 2005 (Central Daylight Time)
Ok. -Carados 21:53, 7 Jul 2005 (Central Daylight Time)
Tattoo Image Reference
The tattoo image is the insignia of the Galactic Empire from Star Wars. Cheesedude 20:50, 9 September 2007 (CDT)
Change: HP restore max 14 --> 15
FUMBLE! Suddenly, a pair of strange mechanical arms pop out of your belt-buckle. They bandage your wounds, wipe the sweat off of your brow, and hand you a refreshing glass of iced tea before retracting. You gain 15 hit points. You gain 14 Mojo Points.
I have yet to determine the max gain for MP.
Change: Glove damage max 15 -> 20
FUMBLE! You trip, and while you're laying on the ground a boxing glove emerges from a hidden compartment in your coat and punches your opponent for 18 damage.
Versus Malevolent Hair Clog @ Detuned Radio level 6, if that means anything. --Doomsday Forte 07:55, 28 January 2008 (CST)
Oooh, just got 20 against a Possibility Giant. Detuned Radio 10 as well. --Doomsday Forte 07:36, 30 January 2008 (CST)
im removing the part that says:
- As of August 2007, this is the only outfit that requires a shirt; this may be because to get the equipment normally (without visiting the Mall or Flea Market), one must adventure in The Gnomish Gnomads' Camp, which is also the only place to get the skill Torso Awaregness, which permits shirt-wearing.
this is untrue because in bad moon you can get the That's My Favorite Kind of Contraption adventure to get the Torso Awaregness skill.--Qbr12 10:23, 9 February 2008 (CST)
Deleveling Data
So, the biggest problem here is that it's difficult to induce the yellow dog fumble specifically. While Clumsy guarantees a fumble, the method I use requires you to still be able to hit the monster to see how much damage you do. The only other effects that increase fumbles are either Wartime or weapons, both of which don't help with this.
So I took a Disco Bandit ZombieBomb through Menagerie Level 3, where the ML was just right. Below are the starting damage and ending damage (as well as a few Level II examples).
- Booze Giant:
- 3 to 8 (ML -5)
- 3 to 7 (ML -4)
- 3 to 8 (ML -5)
- Spectral
- 10 to 13 (ML -3)
- Portly
- 2 to 7 (ML -5)
- 5 to 9 (ML -4)
- Grass Elemental
- 14 to 18 (ML -4)
- Carn Moxie Weed
- 13 to 18 (ML -5)
I also tried to measure how much damage the gremlins were doing after the yellow dog message. For this, I did use clumsy and a barehanded approach. However, regardless of the number of yellow dog messages, damage was consistently 21-25. (Damage Absorption was solely whatever is on the Apparatus...255 (80+80+80+15 for the shirt). Assuming the Monster Damage formula is accurate, then deleveling 3-5 would result in 0.3 to 0.6 less damage. Moxie is high enough to void out that part of the equation, so it would be extremely unlikely for five or more deleveling messages to be insufficent to affect damage if Monster Defense were affected.).
Likely meaning: The yellow dog message delevels 3-5 Monster Attack, but not defense. --Foggy 21:43, 13 March 2009 (UTC)
A:74->70->65->60->56->51
D:69->65->60->57->53->49
A:79->76->71->67->64
D:74->70->66->63->59
Heal | 167 |
---|---|
Delevel | 182 |
Damage | 173 |
Stagger | 157 |
Deleveling affects both attack and defense, and all actions seem to be equally likely. --TechSmurf (talk) 03:08, 9 July 2014 (UTC)