Talk:Combat Frequency

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SC/DB Intrinsic Modifiers? AND Immateria

I know this may sound crazy, but I'm somewhat 86% sure about this: Disco Bandits have passive non-combat increase and Seal Clubbers have passive combat increase... As a DB, the 4 Immaterias and the F-F-Fantastic! aventures appeared to me in 15 turns, that's fast. --Fernando Bono 12:06, 10 June 2006 (CDT)

  • On a recent radio show, Jick confirmed that +/- % combat modifiers DO affect the Immateria adventures in the Airship, meaning they are not superlikely. However, I don't recall whether he included the S.O.C.K. in this list, though I suspect it is also a normal adventure. Superlikely adventures generally only show up in areas with a lot of other non-combat adventures so RNG screwage doesn't make you waste fifty adventures trying to get it. --Quietust 11:16, 13 October 2006 (CDT)

Increment still 5% ??

Are the new combat/non-combat increasers confirmed to be at 5%/each? Else someone should change that. -- NitraMo SA IA 16:00, 13 March 2006 (CST)

I think the increment holds for items already described. Can't speak to new items if they're found.--Mis2027 21:07, 14 August 2007 (CDT)

Mechanic

Needs clarification - is it a pure increase, or a multiplicative one, like with gravy fairy? In other words, would a 50/50 split in combat encounters and noncombat encounters + moose of the musk = 55/45, or 52.5(or 50*1.05)/47.5

The modifiers each act as simple arithmetic...there's a base rate for an area, and you simply add or subtract in increments of 5% depending on these items/effects.--Mis2027 21:07, 14 August 2007 (CDT)

Odds of specific combats or non-combats ?

Once the combat/non-combat has been decided, does each different type of adventure have the same chance of happening (at least in most cases)? --Sors 16:23, 11 July 2006 (CDT)

Adventure / Monster Queues

"September 06 - The adventure and monster queues are now 5 units long rather than 3. If you don't know what this means, don't worry about it... :)" This needs to be looked into.--Dehstil (t|c) 16:57, 13 September 2006 (CDT)

What about the Spookyraven Gallery key? It seems every time I ascend, it comes up almost immediately. Can anyone confirm?--Gihorn 4:54 am, 23 Feb 2007

  • The Gallery key is an automatic, immediate find once you meet the prerequisite (reading the appropriate book). --Hellion 16:36, 22 February 2007 (CST)

Non-Turn-Consuming Superlikelies

I believe Jick stated on the 25/01/07 radio show that the amorous turtles are superlikelies. Someone verify if he did and put that in here if so. -Madalin

The amorous turtles look to me like oyster eggs or the lab key -- non-turn consuming super-likely adventures. Same for the Fernswarthy quest milestones. (PS, sign your posts with --~~~~ and add comments at the bottom).--DirkDiggler 18:43, 28 January 2007 (CST)

Do Seal Clubbers have an intrinsic +5% Combat Freq

So some time back someone wondered if Seal Clubbers have a +5% combat frequency. I think they do...during some testing with a Seal Clubber and Turtle Tamer, I found that the Seal Clubber had a noticeable increase in combats over 725 adventures. This I think deserves to be further spaded out, regardless of what was said on the radio show.--Foggy 15:06, 13 August 2007 (CDT)

Foggy, just to be sure, this is besides the Musk of the Moose effect?--Mis2027 21:07, 14 August 2007 (CDT)

Yendorian Finery and +5 ML

See Talk:Yendorian Finery for a full discussion of the impact of the +5 ML effect of the ring of aggravate monster in predicting combat frequency.--Mis2027 21:07, 14 August 2007 (CDT)

F-F-Fantastic / S.O.C.K.

Having done a whole pile of ascensions, I'm pretty sure this isn't superlikely, despite the page saying it's thought to be/could be. It just took me 23 turns on this run, and regularly takes in excess of 15/16... and 23 isn't the most it's taken. According to the table, the statistical chance of it taking that long, so regularly, is ridiculously tiny if it were superlikely... Neil Senna 18:51, 23 August 2007 (CDT)

Maximum modifier cap?

I recall hearing on the radio that the maximum combat frequency modifiers that work is 25% either way. Now, the maximum raw value of -combat is now 29%, but is the actual effect 25%? Also, if the effect is only -25%, does the -(-combat) effect of +ML take place before or after tha cap--Supernova163 09:30, 16 October 2007 (CDT)

Adventure Floors

Is this page the correct place to write up the adventure floors that Quantum NightMare has discovered? It's such an incredibly important mechanic that it should be mentioned on the wiki somewhere. --Bale 21:50, 14 October 2008 (UTC)

  • Well, I personally believe the answer to that question is yes. I have revamped the page and might do a little more tomorrow. I have basically added all the stuff on the Quantum NightMare thread, but done so in a manner that is least confusing to the end-user. At the moment the only other change I think the page needs is that the superlikely/schedualed sections need to go below the list of modifiers, as they are less important. Tell me what you guys think. --Zamiel 18:50, 16 November 2008 (UTC)
    • Nice, good to see people trying to make these results more user friendly. One suggestion: when I updated this page, I kept the superlikelies that have been confirmed separate from the superlikelies that haven't. Larva, screwdriver, maps.... those all haven't been confirmed. Actually the only confirmed spooky forest encounter is A Three-Tined Fork as a 25% superlikely in the until it is encountered once.-QuantumNightmare 18:58, 16 November 2008 (UTC)


  • It says that there's no effect in areas that are all combat/noncombat. But what about the Thugnderdome? It's a 100% base combat rate, but with the hobo code binder equipped, there's a code adventure there...does that mean we'd have to have some +noncombat to get it, and it breaks the "no effect if..." rule? --Jimfromtx 06:02, 19 November 2008 (UTC)
    • I don't believe so. I fuzzily recollect doing my Thugnderdome hobo code earlier in the run (i.e., unlikely that I'd set the quartet), and there isn't a note on the adventure page saying it's necessary to fiddle with combat rate. --BagatelleT/C 23:56, 19 November 2008 (UTC)
      • Then is the encounter percentage for the code there really low? Cause I've gotten some codes within the first 10, but I spent about a day's worth of adventures there, with the binder equipped, of course, and got no code whatsoever...any tips for getting it? --Jimfromtx 04:34, 21 November 2008 (UTC)
        • If the encounter rate is a flat rate (I don't think this has been proved yet, though it looks likely), every adventure gives the same chance of hitting the code. Because it's random, there will be variation in how many adventures you see in different zones before getting the desired adventure. As for tips, you can always get on your knees and pray to the RNG. --BagatelleT/C 14:49, 22 November 2008 (UTC)

December 08 Revamp

I previously mentioned here that I thought the order of things on the page were wrong. I have finally followed up on this, completely rewriting the page in the process. I believe now that things are in the logical order. In addition to rewriting a crapload of stuff, I created a subsection, Advanced Mechanics, as I think this was needed to separate out the technical jargon. I did remove the non-combat quest adventures part; not only was it not even close to being all-inclusive, the information there should be self-evident to any speed ascender. Anyways, let me know what you guys think. --Zamiel 14:04, 23 December 2008 (UTC)

    • Not sure if this is worth pointing out specifically, but from the first of the 2 aforementioned posts by Jick, there was this phrase: all BM adventures have to be superlikelies because of the conditionals they need. Perhaps we don't need to re-list all the BM-only adventures, but a note and a link to their page might be in order. --Hellion 22:40, 20 February 2009 (UTC)
      • SilentOunce, to quote Jick: "none of the quest adventures in the Spooky Forest are superlikelies exept the Larva" =)--Zamiel 22:25, 25 February 2009 (UTC)

Well guys, I did a pretty big edit today. I won't call it a Feburary revamp or anything, but it was substantial. I removed a lot of stuff that was cluttering the page (I don't think we need to document which adventures ARNT superlikelys), added azazel info, and rewrote some stuff that was wrong. The big thing was delay; I think it looks nice now and is more straightforward. I know that that my new delay edits aren't really documented anywhere. However, it is common knowledge among the speed ascenders, extrapolated from this thread: http://forums.kingdomofloathing.com:8080/vb/showthread.php?t=159362 Um, that's about it for now.--Zamiel 22:25, 25 February 2009 (UTC)

Still max of 25%?

With the addition of squid ink and the underwater items, is it possible to reduce combat by over 25%? It seems that it can.--Inspector Gadget 19:54, 9 March 2010 (UTC)

Scheduled Quest Adventures

Todo: work out rules for The Palindome quest adventures. --Club (#66669) (Talk) 00:02, 18 May 2010 (UTC)

More than 5 modifiers (arcade game equipment)

Based on http://spreadsheets.google.com/ccc?key=0AiN2RsnWpqlUdHd1dW8xSkEyeEZfUHZqYWxHNHdrMlE#gid=1 the effect of a sixth modifier is 1% in the appropriate direction. Sea-only modifiers are not included for counting modifiers past the first five. --Lostcalpolydude 19:52, 28 July 2010 (UTC)

Demon Names and "annoying FedEx quest" adventures

Jick just confirmed that demon name/ear trumpet, FedEx and Bad Moon adventures use the superlikely system: http://forums.kingdomofloathing.com/vb/showpost.php?p=3744429&postcount=16 --Koutetsu 07:44, 25 August 2010 (UTC)


Song of Solitude and Disquiet Riot

Any reason why these were listed as "buff" not "non-combat skill"? They can't be cast on other players, they can't be shrugged off and the wiki page for their skill description lists them as "noncombat skill" not "buff". I've changed them on the assumption that buff was a typo. --JohnDoe244 13:44, 26 December 2012 (CET)

Celestial Camouflage and Celestial Saltiness

I noticed coffeesphere and chocolatesphere from Avatar of Jarlsberg had been added to the list but Celestial Camouflage and Celestial Saltiness hadn't, so I added them into the table with footnotes about their acquiring in hardcore as no one had mentioned it here; I apologise if I missed a protocol and someone wants to move them.

--Icy elemental (talk) 23:03, 7 March 2013 (UTC)

Hot Dog Stand Effects

Neither the Scaredy Dog nor the Dog Breath effects are currently listed under the effect list yet. (Or is that just because the values aren't completely spaded yet?) --Kyrial 2:25 9 August 2013 (CST)

Could someone add the umbrella cocoon configuration into a -10% one?

I haven't any idea how to do the format. Pride of, ignorance?

Cap?

  1. there is discussion above about an absolute cap. is this a thing?
  2. can you get to 400% modifier (and therefore -100% combats: 25 + 5 * 75.) --Evilkolbot (talk) 09:53, 13 October 2022 (UTC)