Talk:Hobopolis Strategy
What is the purpose of this page? It just repeats what is written in Advanced Hobopolis Mechanics, but less correct.--QuantumNightmare 03:24, 20 September 2008 (UTC)
The Advanced Hobopolis mechanics only shows what it does. This page is to show how to make your clan speedrun a hobopolis, to get the special hodgman items.--Eniteris 04:49, 20 September 2008 (UTC)
QN's quick guide to hobopolis: Stick runs: Have your clan read over the Advanced Hobopolis Mechanics page. Do all zones as optimally as you can, make scarehobos in the town square. Kill hodgman.
Coat runs: Have your clan read over the Advanced Hobopolis Mechanics page. Kill frosty and scratch, make scarehobos in the town square. Have a level 30+ kill hodgman.
All done.--QuantumNightmare 05:17, 20 September 2008 (UTC)
Doesn't tell you which one is better, or tattered scraps vs. divine poppers. If you kill frosty and scratch, you can bash Hodgman to death, but you loose your accessories, hat and pants. If you kill frosty and zombo, you can use the hobopolis outfit skills to kill Hodgman much quicker. I think. Also the hamster run. How many people will achieve maximum efficiency? Should you use phials, or just +elemental damage? Stuff like that, I think people want to know.--Eniteris 12:08, 20 September 2008 (UTC)
Yeah, I agree with QN, this page doesn't package up information in a convenient form, and it is actually riddled with misinformation and poor recommendations. Since it the page also serves no purpose, its information will likely not be corrected. I vote for deletion. --alacrity 23:27, 20 September 2008 (UTC)
Then can *someone* make a page on how to speed hobopolis?--Eniteris 00:23, 21 September 2008 (UTC)
Definitely. I have a good bit of experience at this so I'm writing up a page now. --Bale 19:15, 22 September 2008 (UTC)
- Tired of writing. I'll finish the guide later. There are still important thing to say about the differences between stick and overcoat runs. Lots of stuff necessary to explain hamster runs. Need to explain optimal party size for each type of run. It will be done tonight or tomorrow. --Bale 20:51, 22 September 2008 (UTC)
Do people really think that this guide should have information on creating scarehobos? Anyway, that's boring and time consuming so I think I'd leave that to another person. Lord knows I don't want to go into detailing the troubles with using Weapon of the Pastalord for creating scarehobos, and how to properly utilize it... --Bale 21:11, 22 September 2008 (UTC)
The things that Eniteris has added are only important for hamsters and should be marked that way. (I'll do that later if he hasn't fixed it.) I've been in a lot of stick and overcoat runs (as well as hamster runs) so I know what I'm talking about. --Bale 22:04, 22 September 2008 (UTC)
Should this page be linked from Hobopolis or [[Advanced Hobopolis Mechanics]]? --Bale 07:17, 2 October 2008 (UTC)
Tent Cooldowns
Todays update certainly made the cooldown phase a bit simplier, but I'm not going into Hobopolis again anytime soon so I don't intend to update it myself very soon. Especially since the whole section on killing Hodgman is probably going to need to be changed soon anyway. --Bale 05:04, 26 September 2008 (UTC)
TENT encounter rate
Is there *any* spading to even suggest that the tent encounter rate is effected by people going on stage? I have not seen any effect or spading for this and it is stated verbatim. --Darkness 02:20, 19 November 2008 (UTC)
Hamster availability?
Is it still possible to obtain the hamster now that Jick has patched the autoattack exploit? If so, can/should the page be edited to reflect this? Currently, it goes through the process of obtaining the hamster, but then mentions the patching of the exploit necessary to make it happen; there's no information on the page right now about how to get the hamster without the exploit. —Preceding unsigned comment added by WesternActor (talk • contribs)
Yeah, it's still avaliable. As far as I know the strategy is spectral jelly so you don't die and pufferfish spines for damage.--Ryo_Sangnoir 12:23, 3 May 2009 (UTC)
It involves buffing your initiative to the max, having as much HP as possible using Bludgeon/Bunker and Spirit of Ravioli + other HP+ passive skills (at least 7500 is recommended), get lucky and have your levitating potato block enough damage, and kill him by funkslinging pufferfish spines and using Spectral Jelly at around turn 5 to survive Oscus's aura. I don't know the exact details, so someone fill that in.--JohnAnon 23:25, 8 June 2009 (UTC)
5-Zone Overcoat Guide
In the overcoat section, there is a link to a no longer accessible guide on the AFH forums which should be removed. I have composed a basic guide to doing 5-zone coat runs for my current hobopolis series which can be found here http://goo.gl/Y0DPq0 and can be added to the page if others decide one should be on the main page, but there are still certain elements of EE and the AHBG which I need to improve in that guide to minimise turncount - it will result in people being able to finish all sidezones and get the coat, but is not perfect.
--Icy elemental (talk) 05:15, 16 August 2014 (UTC)
Optimal Exposure Esplanade
I've computed the optimal numbers of pipes for EE with the following script:
import random import numpy as np PIPE_TURNS = 180 PIPES = 30 FREE_RUN = False BIG_YODEL_FIRST = False BIG_YODELS = 6 YODEL_CHANCE = 0.04 NC_CHANCE = 0.05 + 0.30 TRIALS = 30000 turns_record = np.zeros((TRIALS,)) big_yodels_record = np.zeros((TRIALS,)) free_runs_record = np.zeros((TRIALS)) for trial in range(TRIALS): turns = 0 pipes = 0 icicles = 1000 frigid_air = 0 little_yodels = 0 big_yodels = 0 progress = 0 free_runs = 0 hobos = 490 + random.randint(0, 10) + random.randint(0, 10) while progress < 500: # make_pipes = ICICLE_COEFF * max(0, icicles - 1000) + PROGRESS_COEFF * progress < 300 make_pipes = pipes < PIPES # outcome = "" if big_yodels < BIG_YODELS and random.random() < YODEL_CHANCE: if make_pipes and not (BIG_YODEL_FIRST and big_yodels == 0): # outcome = "yodel little" progress += round(0.01 * icicles) icicles = round(0.95 * icicles) else: # outcome = "yodel crazy" big_yodels += 1 progress += round(0.1 * icicles) icicles = round(0.7 * icicles) elif make_pipes and random.random() < NC_CHANCE: if frigid_air < 5 and random.random() < 0.5: # outcome = "frigid air" frigid_air += 1 else: # outcome = "piping cold" pipes += 1 icicles += 10 else: # outcome = "hobo" if FREE_RUN and big_yodels < BIG_YODELS: free_runs += 1 turns -= 1 else: progress += 1 if random.random() > icicles / 1000: icicles = max(0, icicles - 1) # if trial == 0: print("{} {} {}".format(outcome, icicles, progress)) turns += 1 turns_record[trial] = turns big_yodels_record[trial] = big_yodels free_runs_record[trial] = free_runs # if trial == 0: print("trial 0: {} turns".format(turns)) # print("Up to {} yodels, coeffs {:.3f} {:.3f}, {} trials:".format(BIG_YODELS, ICICLE_COEFF, PROGRESS_COEFF, TRIALS)) print("Up to {} yodels, making {} pipes first, {} trials:".format(BIG_YODELS, PIPES, TRIALS)) print("average turns: {:.2f}".format(turns_record.mean())) print("average big yodels: {:.2f}".format(big_yodels_record.mean())) if free_runs_record.mean() > 0.5: print("average free runs: {:.2f}".format(free_runs_record.mean()))