Talk:Disco Combos
Spade out those combos!
Possible combos of 2:
Disco Eye poke -> Disco Dance of Doom
Disco Eye poke -> Disco Dance II
Disco Eye poke -> Disco Face Stab
Disco Dance of Doom -> Disco Eye poke
Disco Dance of Doom -> Disco Dance II
Disco Dance of Doom -> Disco Face Stab
Disco Dance II -> Disco Eye poke
Disco Dance II -> Disco Dance of Doom
Disco Dance II -> Disco Face Stab
Disco Face Stab -> Disco Eye poke
Disco Face Stab -> Disco Dance of Doom
Disco Face Stab -> Disco Dance II (sign your posts)
possible combos of three
The largest combo so far found is three moves, so I made a list of all possible combinations of two or three moves, and removed the combos already confirmed as having an effect. Feel free to remove any you confirm as having no effect, and feel free to remove any you confirm as having an effect, as long as you either post something saying both what combo it is and that it has an effect on the talk, or just put it directly on the disco combos page if you know enough about wiki formatting, so that your spading doesn't go to waste. Run-on sentences aside:
key:
- poke = Disco Eye poke
- dance = Disco Dance of Doom
- dance 2 = Disco Dance II: Electric Boogaloo
- stab = Disco Face Stab
poke -> stab
poke -> poke -> stab
poke -> dance -> stab
poke -> dance 2 -> dance
poke -> dance 2 -> dance 2
poke -> dance 2 -> stab
poke -> stab -> poke
poke -> stab -> dance
poke -> stab -> dance 2
poke -> stab -> stab
dance -> poke -> poke
dance -> poke -> dance
dance -> poke -> dance 2
dance -> poke -> stab
dance -> dance -> poke
dance -> dance -> dance 2
dance -> dance -> stab
dance -> dance 2 -> poke
dance -> dance 2 -> dance
dance -> dance 2 -> dance 2
dance -> dance 2 -> stab
dance -> stab -> poke
dance -> stab -> dance
dance -> stab -> dance 2
dance -> stab -> stab
dance 2 -> poke -> dance
dance 2 -> poke -> dance 2
dance 2 -> poke -> stab
dance 2 -> dance -> poke
dance 2 -> dance -> dance
dance 2 -> dance -> dance 2
dance 2 -> dance -> stab
dance 2 -> dance 2 -> dance
dance 2 -> dance 2 -> dance 2
dance 2 -> dance 2 -> stab
dance 2 -> stab -> poke
dance 2 -> stab -> dance
dance 2 -> stab -> dance 2
dance 2 -> stab -> stab
stab -> poke
stab -> dance
stab -> dance 2
stab -> stab
stab -> poke -> poke
stab -> poke -> dance
stab -> poke -> dance 2
stab -> poke -> stab
stab -> dance -> poke
stab -> dance -> dance
stab -> dance -> dance 2
stab -> dance -> stab
stab -> dance 2 -> poke
stab -> dance 2 -> dance
stab -> dance 2 -> dance 2
stab -> dance 2 -> stab
stab -> stab -> poke
stab -> stab -> dance
stab -> stab -> dance 2
stab -> stab -> stab
Team Spade, go!--Doran Draco 15:46, 14 February 2007 (CST)
Team spade results
- poke -> poke -> dance 2 = disco inferno
ie the same result as using only one poke.
- poke -> dance 2 -> poke
similarly yields disco inferno after the second step, probably rendering the later steps useless.
- The sequence dance dance poke dance2 gives no result however, when by hte above theory it should also be disco inferno. (can soumone double check a longer sequence like this for me please with a different combo)
Teffania 07:25, 15 February 2007 (CST)
It occurred to me that perhaps the Tango of Terror could also be a chainable move. If anyone can confirm this, I'll factor it into the list (unless someone else gets to it first).--Doran Draco 11:14, 15 February 2007 (CST)
Necessary
This page is probably unnecessary and should probably be merged into Disco Bandit, Disco Eye-Poke, Disco Dance of Doom, and Disco Dance II: Electric Boogaloo similar to how Turtle Tamers can stack their Headbutt, Kneebutt, and Shieldbutt attacks. Most of which has already been done, apparently. Just a thought. --TheDotGamer 20:22, 13 February 2007 (CST)
The TT -Butt skill model wouldn't innitially work here as that there is no in-game mechanic that indicates the disco combos available. --Dantose 20:27, 13 February 2007 (CST)
Once, when I followed a boogaloo with a face stab, I got the mesage "FATALITY" in huge, red letters. It might also be worth noting that when this happened, my opponent was defeated. I haven't been able to repeat the results --Munkel 23:25, 13 February 2007 (CST)
I have not made a successful blindness from just a "Dance + Poke". The only times I have been able to get it to work is from "Dance II + Dance + Poke". In those cases, I did get 2 turns of blindness. Does the formula need editing, or is the application of the effect probabilistic?--Al Khowarizmi 08:02, 14 February 2007 (CST)
Format
We need to have a format for showing combos. I suggest using something like the format used for recipes:
![]() |
Disco Eye-Poke | Disco Dance of Doom | Disco Dance II: Electric Boogaloo |
![]() |
Disco Concentration |
--Starwed 03:40, 14 February 2007 (CST)
- I went ahead and converted this page to use the above format. Really, this page should have a simple table for the combos, and the individual combo pages should use the recipe style. But at least it looks slightly better right now. ^_^ --Starwed 05:51, 14 February 2007 (CST)
- Looks very nice. Would anyone object to replacing the PlusSign with a Disco Ball instead? Seems a bit more appropriate. (And I'm sorry Jeff, but I don't know)--Toffile 09:09, 14 February 2007 (CST)
- We already use the disco ball for Superhuman Cocktailcrafting, but I agree that we should be putting these recipe style tables on the individual pages and having one table here.--Dehstil (t|c) 11:49, 14 February 2007 (CST)
- Can we replace the plus with the chintzy disco ball pendant image? I don't imagine people confusing the ingredients of advanced cocktailcrafting with those of the combo skills.
- Just an example.--GoldS 12:33, 14 February 2007 (CST)
- Ah, yeah, that probably makes the most sense.--GoldS 12:37, 14 February 2007 (CST)
I went ahead and moved the combo pages to the recipe format. Now this page should be converted to a table, but I'm feeling a bit lazy right now. ^_^ Plus, I'm not quite sure what the table should look like. --Starwed 09:26, 4 March 2007 (CST)
Many months later, I finished the job. Hopefully this page is more friendly on the eye now. :) Any further improvements to be made? --Starwed 16:51, 23 December 2007 (CST)
Required Class
- Out of curiosity, do these effects work only for DB's, or will it work for any class as long as they have the skills permed?--Jett 08:48, 14 February 2007 (CST)
- I'm willing to bet it's DB only, like TT Butt combos, judgeing purely from the wording of the update. - JohnDoe244 07:25, 15 February 2007 (CST)
- You're probably right, but can we get confirmation?--DoctorWorm 18:50, 3 March 2007 (CST)
- As an AT, I have tried to chain my permed DB dances and do not get the chain effects (or any notice of my attempt whatsoever.) Gulper 10:18, 23 May 2008 (CDT)
Effects apparently work on the NS
Unlike other buffs which the Naughty Sorceress repels, if you are successful in hitting her with both/all skills in their appropriate order they seem to stick. I wasn't sure where to add this in the page or if it was appropriate so I decided to post it here. I have been successful in both Disco Inferno and Disco Blindness against her. The only other buffs that I am aware of that will work when fighting her are the buffs the Sweet Nutcracker periodically grants. Would this be more appropriate on the Naughty Sorceress' wiki page? --Gezmo 04:10, 17 February 2007 (CST)
- The reason those combos work is because at the Beginning of Battle, she dispels all effects. After that, she most likely doesn't dispel effects that you receive during combat (from chaining and from the Sweet Nutcracker. However, it might be interesting to see if she dispels the effects of chaining when she does the "dispel bad effects" move shown on The Naughty Sorceress. --Coolguy00001 12:41, 17 February 2007 (CST)
Bleeding + physical resistance!
Despite the fact that the Disco Bleeding effect is supposed to be a physical attack (that is, physical bleeding), I do have confirmation that it does more than 1 damage against physically resistant monsters (at least the Ancient Protector Spirits from the new L11 quest, even though the pokes/dances/stabs themselves only do 1 damage.
Example:
You're fighting an ancient protector spirit
You follow up your eye-poke with an extremely adept boogaloo, dealing 1 damage. You're on fire! You acquire an effect: Disco Inferno (duration: 1 Adventure)
It continues to bleed from its face, taking 15 damage.
Perhaps this can be added in, somehow? Kawa 04:28, 27 June 2007 (CDT)
It should probably be noted that doing a the same combo twice doesn't
give 2 turns of the buff. Still only one turn--Linkman95 03:06, 1 July 2007 (CDT).
-That is no longer the case. A single move can be stacked.--Xclockwatcher 11:22, 20 September 2007 (CDT)
-They changed that back today, didn't they? (please comfirm) (yesterday it still worked) --Mercantilia 04:50, 30 October 2007 (CDT)
-It seems they have changed it back to a no-stacking system, my combos are refusing to stack :'(--Xone01 13:25, 30 October 2007 (CDT)
I have 700+ turns of "concentration" stacked up and can no longer perform that combo at all. "Inferno" (and I assume all the others) I can only use once. --Snikrepkire 14:59, 30 October 2007 (CDT)
Chaining Combos?
I have a question regarding Chaining comboes together. For example, if I do a Dance II into a Eye Poke, it will Blind the opponent. If I follow that up by another Dance II, does this trigger Disco Inferno as well? Or does one combo's effect taking place "clear" the combo stack of anything it's got? This information (whichever way it is) should probably be included in notes in the article. --Wildfire393 14:35, 31 October 2007 (CDT)
Storing abilities
Used to be able to perform multiple combos to keep it as buffs. Now am no longer able to trigger any combo while the combo is already active.--Myst44 04:20, 3 November 2007 (CDT)
Combo Effects
I added a summary of each effect to the "recipes". People who haven't memorized them all and use this page as a reference will find it more useful, and they don't have to visit each individual description page to figure it out.--Packynix 17:05, 14 December 2007 (CST)
New Combo's?
It seems that Suckerpunch could be a new element to combos, someone should test it though. Im not very good at that.--Coolness 19:16, 18 February 2009 (UTC)
Buff-keeping loopholes
Is it possible to keep Disco Inferno and etc if you activate the combo's effect in battle, then flee the fight using a Tattered scrap of paper or another method to escape combat without using up an adventure? Yes or no, it's probably worth pointing out on the page. - Fatmus 01:04, 13 November 2009 (UTC)
New Combo's
break: Break It On Down
pop: Pop and Lock It
run: Run Like the Wind
break->pop->run: gain a little substat.
break->run->pop: stun for some(maybe 3) turns and continually deal damage.
pop->break->run: Rave Nirvana
pop->run->break: Rave Concentration
run->break->pop: acquire some item (glowstick on a string, teddybear backpack, candy necklace), maybe like pickpocket?
run->pop->break: No effect?
--Peter50216 09:51, 18 February 2010 (UTC)
- It's important to note, the order for the rave combos are randomized per ascension. --TimRem 17:01, 19 February 2010 (UTC)
Given that, does it make any sense to list particular "recipes" for those combos on the page?--Harlock the Bard 19:07, 21 February 2010 (UTC)
The item drop combo seems to be an 100% pickpocket. If my 2 steal attempts failed following them with this combo was always successful. If one of the steals succeeded the combo does just some dmg. I think the page should say it is 100% effective, it never failed in 380 adventures in the island war. Granted in some instances the pickpocket was successful, but i think over successful 100 uses is a good estimate here.--Jijineiro 15:59, 22 February 2010 (UTC)
- It fails against island war heroes--Jijineiro 18:12, 24 February 2010 (UTC)
- You don't even have to fail steal attempts first. You can start the fight with the item drop combo, and it should work. At least, I've yet to fail in 30 tries. --F91 18:02, 22 February 2010 (UTC)
- Also fails against the Wine Racks monsters, even after two pickpocket tries. It gives the message "Your savage beatdown fails to knock loose any treasure. Lame!"--Stopmikeandjim 14:49, 6 March 2010 (UTC)
It isn't as simple as being a 100% pickpocket. It will not knock loose any pickpocket only items, only those the monster could drop anyway. Some items are conditional on the monster being killed, these won't drop (I suspect non pickpocket items like the clockwork key work like this, actually being conditional on the monster being killed). It doesn't seem to allow getting items from sea monsters, either. —Preceding unsigned comment added by Darzil (talk • contribs) on 03:46, 2010 April 29
Combo Patterns?
Are the new combos truly randomized each ascension, or are they always of the form:
- 1->2->3 = Rave Nirvana
- 1->3->2 = Rave Concentration
where 1, 2, and 3 are randomized, but once you know what they are, the other combos all follow from that? --Bobson 00:38, 23 February 2010 (UTC)
I wondered if the patterns might be keyed on the number of turns to learn a skill --EdibleMan 18:28, 2 April 2010 (UTC)
Nirvana | Concentration | Knockout | Bleeding | Unnamed combo #1 | Unnamed Combo #2 | Turns to learn | User |
---|---|---|---|---|---|---|---|
pop run break | break run pop | run pop break | break pop run | pop break run | run break pop | pop:7 break:10 run:5 | --EdibleMan 18:28, 2 April 2010 (UTC) |
pop run break | break pop run | run break pop | pop break run | run pop break | break run pop | pop:4 break:5 run:7 | --Baltar 03:09, 9 April 2010 (UTC) |
run break pop | run pop break | pop run break | break pop run | pop break run | break run pop | pop:6 break:7 run:4 | --Parmeisan 17:43, 12 April 2010 (UTC) |
run pop break | pop run break | break pop run | run break pop | pop break run | break run pop | not recorded | --Professor Why 23:23, 19 May 2010 (UTC) |
Looks completely random, not based on consistent patterns and not based on turns-to-learn. --Baltar 03:09, 9 April 2010 (UTC)
Disco "Practice"
So, the last disco combo (the one that gives you stats, which I will unofficially refer to as Disco Practice), from what I can see, gives 3-4 stats the first use per battle, 2-3 stats the second use, 1-2 stats the third use, and no stats for the fourth or more uses. In all cases the smaller number was more common (it took my like 10 tries to get 2 stats on the third use), but what you got earlier didn't seem to affect what you got next (for instance, you could get 3-3-1, or 4-2-1, or 3-2-2), so what you get on the next Practice can be the same as what you just got.
So yeah, no dancing forever with a starfish.--Bingo the Wallaby 01:06, 25 February 2010 (UTC)
- If this testing took place today, note that today is a Myst stat day, so you likely only actually are getting 3 for first, 2 for second, 1 for third, 0 for fourth+ --RoyalTonberry 01:12, 25 February 2010 (UTC)
- Good call. I forgot about that. It does look more like 3-2-1 today.--Bingo the Wallaby 03:07, 26 February 2010 (UTC)
Unnamed Combo 1
The pickpocketing from the ravers at the Dance Club only works for me with a pop/break/run combo, not a break/pop/run combo like it says on this page. Maybe this combo is randomized per ascension. --thePOMPANO 20:52, 09 March 2010 (UTC)
- ...It already says that on the page.--Toffile 02:02, 10 March 2010 (UTC)
The page says that all of the rave combos are performed with break, then pop, then run; and the page has a note at the bottom that says these are randomized. I modified the header to the rave combos section to make this less misleading.--Thepompano 23:47, 10 March 2010 (UTC)
Those pesky filthworm glands can be dislodged by the combo, in case anyone wondered, which is handy to know (" Your savage beatdown seems to have knocked loose some treasure. Sweet! You acquire an item: filthworm hatchling scent gland")--Noskilz 01:45, 25 April 2010 (UTC)
grease monkey script for rave combos?
Anyone have a grease monkey script that can one click execute a particular rave combo? Wouldn't be much an issue to manually do it if it wasn't for the lag:/--Judge Omega 21:14, 23 March 2010 (UTC)
- Sounds more like a KoLmafia task. --Club (#66669) (Talk) 22:13, 23 March 2010 (UTC)
- KolMafia recently added a Disco Combo helper for browser use. It is disabled by default, so to use it: Preferences -> Browser -> "Add Disco Bandit Helper to fights". It also keeps track of Rave Combos as you learn them. --Bale 01:01, 24 March 2010 (UTC)
Multiple rave combos
If you perform too many Rave Combos against the same opponent, you see the following message:
- "As your opponent groans in pain, you feel pretty good about the extra dance practice you're getting. You're starting to get tired of beating up on this same dude. Why isn't he dead yet?"
--Baltar 03:00, 9 April 2010 (UTC)
At some point between 7 May and 10 June 2010, it appears that a limit of one of each type of Rave Combo per combat was imposed. I noticed this because it ruined a simple strategy (continuous Rave Knockout) against the Demon of New Wave. --Professor Why 08:34, 15 June 2010 (UTC)
During RO Combo
If you perform a combo and rollover comes during that combo as soon as you log in the fight will be over but you will still have the combo effect.....Is that something we should add?--User:Icon315/sig
- Rollover is a special case of "free runaway", no? --Club (#66669) (Talk) 21:36, 4 May 2010 (UTC)
- This is a common technique in higher-end Oxy and Teet runs, it does not require disco combos, it just requires you entering a combat, then letting rollover hit. Rollover automatically kicks you out of the combat, you do not lose a turn. It's a free runaway, essentially. Nothing to do with disco combos. --RoyalTonberry 22:02, 4 May 2010 (UTC)
Pickpocket Combo Message
I'm not sure where this message belongs, but fighting a BRICKO bat after failing to pickpocket normally, I used the pickpocket combo and received the following:
--TimRem 02:29, 25 June 2010 (UTC)
Rave section of table and rave combo pages should be improved
If you follow this as a guide for discovering the order of skills for rave combos you can blow a bunch of adventures expecting to see results:
- The randomize notice is not very prominent as it is and even though the skills for each are in an unordered list, you can easily assume that you need to put them in the order listed. I'd suggest that the skills cells be replaced by one cell spanning the whole column reading something like "Break It On Down, Pop and Lock It, Run Like the Wind in a random order. The order is set once per ascension."
- A similar notice should be applied to the individual combo pages. The random note there is easily missed and you can make the false assumption that the ltr order of the combo table is the way to go.
- The combos that don't yield effect notices in-game should have a note here saying so. It's true that most of the disco combos also don't yield effect notices in-game, but the order of those is known so it's not such a problem.
I'd make the changes myself, but I'm new here and I don't want to get into a fight with revertophiles as can happen on some other public wikis that shall remain nameless. --Moke 20:39, 12 August 2010 (UTC)
Rather old, but here are the messages that do not seem to be elsewhere for the rave combo's that don't have a link:
- Rave Knockout: no special text displayed upon completion
- while knocked out:
- "Your opponent seems to be temporarily unconscious, so you take the opportunity to kick them in the ribs a couple times (doing X damage). Just a couple, though -- you wouldn't want to be a dick about it."
- X = 9-16 (may need more spading, limited run)
- Rave Bleeding: no special text displayed upon completion
- following rounds after completion of combo:
- "He bleeds from various wounds you've inflicted, for a further Y damage."
- Y = 20-29 (may need more spading, limited run)
- Rave Steal:
- on success:
- "Your savage beatdown seems to have knocked loose some treasure. Sweet!"
You acquire... something.
- on failure:
- "Your savage beatdown fails to knock loose any treasure. Lame!"
- if daily limit exceeded:
- "You're getting tired of this same old song and dance."
- Rave Stats:
- You gain Z Strengthliness.
- You gain Z Roguishness.
- You gain Z Wizardliness.
- "As your opponent groans in pain, you feel pretty good about the extra dance practice you're getting. You're starting to get tired of beating up on this same dude. Why isn't he dead yet?"
rave stats
You complete your rave combo with a series of disjointed robotic movements, which confuse your opponent into dropping their guard. With a shout of "Not responsible!" and several quick jabs totaling 15 damage, you give them cause to regret their mistake.
You gain 1 Strengthliness. You gain 2 Smarm. As your opponent groans in pain, you feel pretty good about the extra dance practice you're getting. You're starting to get tired of beating up on this same dude. Why isn't he dead yet?
there's a message for rave stats not shown on the page, shouldn't this be somewhere? --SilentKnight 11:13, 5 November 2010 (UTC)
Used this combo for a few hundred adventures in my just-finished DB-BHY run. Noticed a couple things... You can only use it once a combat, like the Notes says about all Rave Combos. Also, I always got (one Muscle OR one Mysticality) substat and 2-3 Moxie substats; i.e. I got 1 Muscle and 2-3 Moxie, or 2-3 Moxie and 1 Myst. Never Muscle and Myst in the same combo. Unfortunately, I did not keep track of the 2-vs-3 moxie ratio, so I don't know if both can normally happen, or the 3s were a result of my +10% Moxie moon sign occasionally causing a rounding up of the fractional .2 moxie. This could be easily determined by a DB in a non-moxie moon sign; Bad Moon probably isn't necessary, as I never saw Muscle or Myst get more than one substat point from the combo. I'll check it out next time I do a DB run, if noone beats me to it; I don't want to change the page until I'm certain of the gains the combo gives. --Terion 05:39, 20 August 2011 (CEST)
Agree w/Terion. It's only once/combat. Agree it's Moxie and Muscle or Moxie and Myst. Agree w/Terion it's always 1 off stat and 2-3 mainstat. I am also Moxie Moon sign. However, given that Moon Signs always round up, I am changing to reflect these things. --Top1214 21:28, 19 November 2011 (CET)
Rave Steal
Is it known if this selects the item from all the available items, each weighted equally? Or does it favour items with higher drop rates, like pickpocket? --Shademaster00 00:48, 25 May 2011 (UTC)
- Grabs one pickpocketable item from the monster with equal probability: http://kolspading.com/forums/viewtopic.php?f=3&t=94 --RoyalTonberry 01:25, 25 May 2011 (UTC)
Rave Steal suddenly not working?
For some reason, Rave Steal is now giving me a message of "You're getting tired of this same old song and dance." Those are combats where pickpockets weren't successful. (Full message of a sample combat here http://puu.sh/2hk6f) RegalStar (talk) 01:56, 14 March 2013 (UTC)
- Disco Combos#Notes: "The "Rave Steal" combo can be used 30 times per day after the Nemesis quest is completed. After the 30th use you get this message:
- You're getting tired of this same old song and dance." --Yatsufusa (talk) 06:58, 16 March 2013 (UTC)
Disco Combos removed
But what about Rave Combos? Do we need a new page for that? (Or just rename this one and purge the disco content?)--Hastifer (talk) 14:47, 22 October 2013 (UTC)
- If Rave Combos are still a thing, I'd like to keep this page and create a Rave Combos page with the stuff from here that's still true. --Yatsufusa (talk) 18:25, 22 October 2013 (UTC)
- Rave Combos still work fine the pages need to be split.--Ganomex (talk) 21:21, 11 December 2013 (UTC)
- Rave combos --Darkcodelagsniper (talk) 13:50, 12 December 2013 (UTC)
- Rave Combos still work fine the pages need to be split.--Ganomex (talk) 21:21, 11 December 2013 (UTC)