Talk:Tapered Threads

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The outfit components given here are inconsistent with information elsewhere on the wiki.

The buckler is not listed as belonging to this set, while the duct tape sword is.--Starwed 00:56, 4 July 2007 (CDT)

The shield isn't part of the outfit hence why it's not listed here on the page. --Xsmootx 02:25, 12 July 2007 (CDT) (3:24AM EST)

That was the point; previously, this page listed the buckler as being part of the outfit. It's been fixed since my original comment. --Starwed 20:05, 12 July 2007 (CDT)

Outfit effect: I am getting +6 to all attributes wearing this outfit. I have not spaded if there are additional benefits or effects. --MalLardo 18:18, 25 July 2007 (CDT)

  • Are you sure that isn't from the duct tape dockers? --Quietust (t|c) 18:35, 25 July 2007 (CDT)
  • Indeed. This one isn't obvious, though... I was thinking the dev team might've made it + meat drops ('cos duct tape is sticky...), but who knows... Or they might've forgotten. --Zan 13:53, 22 August 2007 (CDT)

Does NOT increase meat drop...tested it in the Beanbat Chamber using a proven method.--Mis2027 08:51, 10 October 2007 (CDT)

Combat Initiative

I'm still spading, but I think the outfit effect is +Combat Initiative. There's 2 reasons I think it is:

  • It's the only useful effect left for all classes that none of the duct tape items give (+spell damage, +melee damage and -fumble/+crit isn't useful for everyone)
  • I got the jump on a monster I believe I have negative init chance for (reason I'm cautious is cause I spaded it's base init myself and it really needs more data)

Maybe some more people can try this theory, cause I only have one level 19 char with this outfit and so limited in choices for initiative investigations.--MoreCurious 07:50, 27 September 2007 (CDT)

For high level characters, you can spade initiative by using the run away %. Getting the jump counts your main stat, but running away doesn't. --Starwed 08:01, 27 September 2007 (CDT)
Ah, good idea. I just realized I can still put an antique spear in off-hand (the weaken on successful hit doesn't make a difference for getting the jump). Unless I'm off ~25% on base init for the sabre-toothed ferret, I should never get the jump on it, if the outfit has no +Init. Fyi: Talk:The Hippy Camp (Bombed Back to the Stone Age)#Base combat initiative. --MoreCurious 11:23, 27 September 2007 (CDT)

Ok, I think I confirmed it:

Following formula and assumed base init of 75 for sabre-toothed ferret:

  • (100 - 75) + -120 + MAX(0, 339-250-15) = 25 - 120 + 74 = -21% (i.o.w. impossible)
  • result: 3 jump, 4 not jump.

cavewomyn hippy:

  • (100 - 50) + -120 + MAX(0, 339-251-15) = 50 - 120 + 73 = 3%
  • result: 3 jump, 3 not jump.

caveman hippy: (100 - 55) + -120 + MAX(0, 339-240-15) = 50 - 120 + 84 = 14%

  • result: 5 jump, 2 not jump.

Makes me believe it has at least +20% init, based on ferret data. I'm trying to confirm by using wreath of laurels for hat, but outof adventures :p. No antique spears have been harmed in spading. --MoreCurious 12:38, 27 September 2007 (CDT)

How well do we know the monster base initiatives? That should be confirmed before doing any spading based on these numbers.--QuantumNightmare 13:22, 27 September 2007 (CDT)
I linked the data I used to obtain these base initiatives above (discussion page of stone age hippycamp). The sample isn't big, but not meager either. I should be able to have my DB up to Stone age level, in a few days. But if you have a char with the outfit, by all means try some known monsters.--MoreCurious 13:53, 27 September 2007 (CDT)
Everything in green at the HCO init guide is known for sure. (Unless there are NS13 changes, of course...). Particularly useful for spading are Dire Bunnies(45) and Beanbats(60), since those are single-monster zones. --Starwed 15:06, 27 September 2007 (CDT)

I can actually update this.

Running away is affected by your initiative modifiers; it does not however use any of your stats...it's solely monster initiative and player initiative bonuses. This was at least alluded to on the HCO site, and I've also been able to see that in action, comparing three different level characters (dramatically different).

My turtle tamer is unable to runaway from bunnies at -50% modifiers. At -45% (-50 for pegleg, +5 for 1-ball), I runaway 5% of all attempts. Using this information, I tested with:

  • With tapered threads, pegleg, tap shoes, and Yendor: I'm at -80% + tapered modifier, and cannot run away. (0 in 300 attempts)
  • With tapered threads, pegleg, tap shoes, Yendor and 1-ball: I'm at -75%, and can run away. (6% in 135 attempts)

Tapered threads have a +30% initiative. --Foggy 12:33, 19 April 2008 (CDT)