Talk:Jammin'

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Without effect: hitting stuff with LTS for 119 damage. With effect: hitting for 230-300+ damage. --Prestige 00:09, 20 December 2008 (UTC)

in combat every round: You still have that stupid song stuck in your head. You're getting angrier with every passing minute.--Gotmilk 16:09, 22 December 2008 (UTC)

Maybe it amplifies effect of AT buffs?--Coolness 06:27, 2 January 2009 (UTC)

Seems to roughly double my attack damage. Fighting Ducks hitting for 264 normaly ~500 with jammin'--Capnsteve 16:32, 7 January 2009 (UTC)

"It just goes on ...and on ...and on ...and on." appears to be a reference to the Journey song "Don't Stop Believing" --Gadlo Jan. 14, 2009

Effect

Increases damage each round of combat. From limited spading the increased damage is doubled on critical hits, depends on your initial weapon power, and varies a bit from round to round. I'd guess it's increasing your weapon power each round of combat. --Starwed 21:57, 15 January 2009 (UTC)

Against various monsters with my muscle dropped down low enough to do minimal damage, using gremlin juice to ensure hitting. Base indicates base damage (factoring in passives, equipment, effects, etc). ! after a number indicates a critical, / indicates a fumble.

Modifiers Base 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
none 1 2 / 2 2 3 3 3 7! 3 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 6 6 6 6 6
twinkly weapon 4 8 8 9 10 12 12 13 14 15 16 16 17 22!
clown hammer,
twinkly weapon
4-6 10 / 9 13 / 19 17 14 19! 20 20 38!
none 8 16 16 19 21 24 25 27 29 30 32 33 34 / 36
none 8 16 16 21! 24! 24 25 27 29 30 32 33
none 8 16 16 21! 21 24 25 27 29 30 32 33 34 35

Appears to start out by doubling damage, then continues increasing each round with lessening increases. Will be adding more data later. --TechSmurf 19:44, 22 November 2009 (UTC)

A little more in-depth data. Using my turtle tamer with 1161 muscle, I tested barehanded damage at a variety of muscle levels against the stone age hippies. when you fight barehanded, crits only add an extra point, since the formula only has it affecting the weapon power portion, which is 1 when barehanded (and low enough muscle). However, crits were significantly higher, leading me to look at weapon percentage.

Fighting absinthe monsters (fixed at 125 defense) and a cool whip, I found the following:

  • At MUS 1161:
    • I got 2074, 2076, and 2078 damage on the first round, when I expected 1037, 1038, 1039.
    • I got 2503, 2505, and 2508 damage on the second round (using a seal tooth first round)
    • I got 2833, 2835, and 2838 damage on the third round (using seal teeth first two rounds)
    • I got 3111, 3114, and 3117 damage on the fourth round (ditto)

This corresponds with a multiplier of sqrt(round).

I then equipped an immense cyborg hand. Elemental damage remained normal (+3s). Bonus Weapon Damage is +5. On first round, I got even numbers, which is only possible if the bonus weapon damage is also being doubled. (Otherwise the number would be odd).

Finally, I tested a cool whip and ganger bandana.

  • Now at MUS 1221, I expected 1261, 1262, 1263
    • I got 2358, 2360, and 2362 on the first round. This is not 2*expected damage. However, if I add the 15% weapon damage the ganger bandana provides to the expected 100%, then these numbers do correspond to 115% of expected weapon damage without the ganger boost.

--Foggy 18:44, 15 November 2010 (UTC)