Talk:The Bounty Hunter Hunter's Shack/Retired

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Average Number of Adventures

I've found a few problems with this section, mathematically speaking. It seems to assume that non-combats which can be skipped (without using an adventure) can be ignored. But skipping these adventures (which is always a good idea) changes the effective combat rate, because it gives you a "reroll" on the combat-or-non-combat decision. Say you have a zone with 50% combat rate, and two non-combat adventures, one of which can be skipped. If you always skip it, then the actual probability of combat is 1/2 plus 1/4*1/2 (1/4 probability of getting the skippable non-combat, then 1/2 of getting a monster the second time around) plus 1/4*1/4*1/2 (you could get the skippable non-combat twice) plus 1/4*1/4*1/4*1/2, and so on -- it'll actually come out to be 1/2/(1-1/4) or 2/3.

For an example of how this affects bounties, take the Haunted Pantry. The creator of the table takes the combat rate of 81.5%, the 2 out of 5 monsters that drop the bounty, and gets a probability of 0.815*2/5 or 0.326 of getting one per adventure, for an expected 13/0.326 = 39.88 adventures. But actually, one of the three non-combats can be skipped, so the effective combat rate is .815/(1-.185*1/3) or about 0.869, so the probability of a bounty on an adventure is more like 0.347, and the quest takes an expected 37.42 adventures.

I'm admitting the possibility I could be wrong here, though -- am I understanding the mechanics of non-combat adventures correctly? I know it's possible to reject a non-combat and get a combat the next adventure. But will it come up a second time once I reject it? I've never had that happen to me, but it is a fairly unlikely event in general (in the Haunted Pantry example, it has a 0.38% chance of happening) so that doesn't mean much.

Also, it would be nice to add the numbers for bounty hunting with On the Trail. --DarkerLine 06:00, 24 December 2008 (UTC)

  • The table seems to have been generated just after NS13 hit, so it's entirely possible it hasn't been updated with the latest optimisations. I think it also ignores Adventure Queue effects (yes, it is possible to get a rejected non-combat again). As far as I know, OtT hasn't been spaded out exactly yet, so it might not be possible to add it to the table in a meaningful manner. --BagatelleT/C 17:53, 24 December 2008 (UTC)
    • Some aspects of on the trail have been spaded, including a lot of the standard bounty monsters. --Flargen 18:23, 24 December 2008 (UTC)
  • For the Sleazy Back Alley calculation, would it be safe to exclude all the one-time (including the gender-changing) and conditional adventures (as that would yield an absurd expected number that isn't at all helpful?). In which case, .8*.25x + .2*.333x = 8 where x is the number of number of adventures if non-combats could not be avoided, and y = x - .2*.666x = 26 actual expected adventures used. Even with all these assumptions, this result is far higher than the current value. Any reason for that? --(preceding unsigned comment by T4kato made at 22:33, October 21, 2010)
    • 26 is the number I have for my new table (see the link at the bottom), this old table has a few screwy things.. I think they're just from old non-combats or poorly-spaded numbers (does not account for uneven encounter rates in degrassi knoll and the airship) I'm not gonna enter the new data for a few days, there was talk of some new bounty hunter content, I want to see what the devs have to say about it before a revamp. --SilentKnight 07:28, 22 October 2010 (UTC)

I did some math for the expected number of adventures, assuming that the table in the On the Trail article is correct. But tables scare me. I don't know how to put any of this in the article.

Outskirts of Cobb's Knob: 27.85, 26.04 with -10% combat, 14.20 with Trail. The "Fun" House: 40.00, 28.18 with Trail. The Sleazy Back Alley: 44.16, 40.26 with -10% combat, 20.57 with Trail, 19.97 with both. Degrassi Knoll: 59.67, 53.03 with +10% combat, 21.23 with Trail, 18.87 with both. The Bat Hole (Entryway): 42.00, 19.77 with Trail. The Haunted Pantry: 37.42, 34.51 with +10% combat, 22.39 with Trail, 20.65 with both. The Spooky Forest: 30.00, 25.71 with +10% combat, 16.14 with Trail, 13.83 with both. Fernswarthy's Tower: 42.00, 17.05 with Trail.

Laboratory: 40.00. Treasury: 40.09, 35.86 with +10% combat, 22.65 with Trail, 20.26 with both. South of The Border: 36.21, 30.79 with +10% combat, 17.94 with Trail, 15.26 with both. Orcish Frat House before level 9: 34.00. Orcish Frat House after level 9 (conjecture): 40.00, 35.79 with +10% combat. The Hippy Camp before level 9: 33.00, 21.75 with Trail. The Hippy Camp after level 9 (conjecture): 38.82, 34.74 with +10% combat, 25.59 with Trail, 22.89 with both. The Obligatory Pirate's Cove: 42.52, 36.34 with +10% combat, 19.64 with Trail, 16.78 with both. Whitey's Grove: 42.33, 37.38 with +10% combat, 18.91 with Trail, 16.70 with both. The Dungeons of Doom: 40.01, 35.91 with +10% combat, 17.58 with Trail, 15.78 with both.

The Goatlet: 40.00. The Penultimate Fantasy Airship: 37.50, 15.00 with +20 ML, 16.71 with Trail, 9.31 with both. Lair of the Ninja Snowmen: 40.00. The Castle in the Clouds in the Sky: 36.49, 33.39 with +10% combat, 16.26 with Trail, 14.88 with both. Wine Racks: 40.00, 23.47 with Trail. The Haunted Gallery: 37.05, 34.77 with +10% combat, 17.85 with Trail, 16.76 with both. The Valley Beyond The Orc Chasm: 40.00, 17.13 with Trail. The Hole in the Sky: 48.78, 20.48 with Trail.

Obviously, a good bit of these numbers match the ones already in the article.--DarkerLine 01:11, 25 December 2008 (UTC)

Post-NS13

Wait, is there any reward difference for the high, the mid, and the easy-level? --Macoronikevin 17:20, 9 November 2008 (UTC)

  • No, unless you count not wasting turns beating up monsters way below your level. --BagatelleT/C 17:45, 9 November 2008 (UTC)

Are we sure it's always one low-level item, one mid-level, and one high-level? Ninja Snowmen aren't exactly high-level, though they are on the border. Soon we'll see, I guess, if there are days with more than one low-level.--DaemonStryker 12:32, 27 June 2007 (CDT)

I have tested completing a bounty, then ascending. You can do another bounty after ascending, even on the same day.--Krazybob 18:44, 25 June 2007 (CDT)

But when you ascend you lose all your filthy lucres.--Mikachu
No, they're not lost; they go into hagnk's along with everything else. --Sparksol 05:39, 6 July 2007 (CDT)

While my drop rate was almost 100% on bloodstained briquettes, I fought at least 1 BBQ team that did not drop.--Benjiboi 20:21, 25 June 2007 (CDT)

I was doing the haunted pantry one with the shredded can labels and I fought one can that did not drop a label. I needed about 4 or 5 more labels at that point. So either there was an error of some kind, or the bounty item does not always drop. This is the first time a monster has not dropped a bounty item for me and I've been doing it since it was implemented, I've also done some 40 item bounties, so it's hard to say if there's a chance that the item won't be dropped. --OMGWTFLOL 10:43, 4 July 2007 (CDT)

I get 100% on the burned-out arcanodiodes, having faught 5 of them and got it all 5 times, Also, you HAVE TO HAVE ONE RO of completion of the quest to get another one the following day i didnt finish getting the arcanodiodes before RO, then had to do the same thing the following day, (contrary to the wiki) i kept my two arcanodiodes from the following day. and couldnt get a second bounty for today

The next day if you're still not done, you can drop it, and chose from the current bounties. I really don't know about the items though (did I not get any yesterday?) Nagyss 00:18, 26 June 2007 (CDT)

so if that clears anything up good times.. --kincody 00:11, 26 June 2007 (CDT)

Q: If you don't finish a bounty before rollover, can you continue on that same one after rollover or do you have to take a new one? --Jonrock 01:14, 26 June 2007 (CDT)

I didn't finish before rollover, but the next day I had the same quest and still had the items I had gotten before. Art Vandelay 02:26, 26 June 2007 (CDT)

Based on the Fun House and Lair of the Ninja Snowmen requirements, I'd guess that the bounties are based on 40 adventures modified by the frequency of the target. Clowns show up half the time on average, with no noncombats to interfere (assuming no clover adventures), where Ninja Snowmen are 100% of the adventures in that location. Of course, just because it's average doesn't mean it'll complete in 40 adventures. The random number generator will make a difference.--Dornbeast 10:00, 26 June 2007 (CDT)

It seems that if you take a bounty, collect a few but not all items required and then give up on the bounty the collected items disappear? Can anybody verify? --Ion42 02:02, 28 June 2007 (CDT)

  • This appears to be verified by forum discussion. --Jonrock 01:52, 29 June 2007 (CDT)

Upon purchasing an item, the following message is displayed: "Thanks for your patronage, Bounty Hunter!" I couldn't work out where exactly to put this message on the page... --Tim teh pwner 11:50, 30 June 2007 (CDT)

  • If it's established that you still have the bounty quest after rollover, can you still accept a new bounty quest the next day? --Coogi Hat July 1, 2007 12:10 PM EST

I changed "11" and "13" into links to their respective pages. --Blazingthunder 09:27, 2 July 2007 (CDT)

Are they ever going to scale the filthy lucre awards. I mean, I think it would be better if the high-level bounties gave 3 lucre, the middle gave 2, and the low gave 1. It would give more incentive to try the harder ones. Also, as it is right now, you have to do the bounty hunter adventure 345 days to get the book, the dog, and the outfit. Almost a full year! That could be knocked down to 115 days if they were scaled and people might not get bored with trying to get it. I don't know, just my thought. -- duckyguy 10:28, 11 July 2007 (PST)

  • I think the fact that it takes up to a year of constant bounty hunting to get all the items is something the developers were well aware of, and fully intended it to be a long term goal for players. Otherwise, well, it would be easier. And it's not. --Psynn 13:27, 11 July 2007 (CDT)

Just in case noone else has tried this before, it seems that you can take a bounty for creatures that you can't fight (for instance if you take a bounty for oily rags under a muscle sign, you can't fight the gnollish gearheads which makes the bounty impossible to collect.) uncle 11:45, 15 July 2007 (CDT)

So if you clear out all the monsters in the DoD to earn the Extinctionist Trophy, does that mean you can not get "6 worthless pieces of yellow glass from kobolds in The Dungeons of Doom" from the Bounty-Hunter Hunter? Or do the kobolds magically reappear for 6 adventures? Duckyguy 16:08, 19 July 2007 (PST)

  • The Extinctionist trophy doesn't kill off all the monsters from the DoD; it's just a little thing that says 'i just spent several hundred turns farming in the DoD and all i got was this silly trophy' kind of trophy. =P Jzkqm 17:30, 18 August 2007 (CDT)

maybe, if you come to the BHH with the bounty-hunting rig, the prices are reduced? --Shualdon 10:40, 29 July 2007 (CDT)

The Travoltan Trousers don't work for a discount.--Falconinthedive 17:35, 3 October 2007 (CDT)

I've seen some potentially interesting behavior. I will start keeping records to determine whether it's selective memory on my part or a quicker way to finish bounties. If I repeatedly visit the BHH, I seem to get the monster that drops the quest item within the next 4 combat adventures. That doesn't help much for quests that require > 10 items, but for things like triffid barks and callused finger bones, it makes the quest very short. Has anyone else seen similar behavior? --Sirosis 10:58, 27 August 2007 (CDT)

Random question that I can't test at the moment: If you start a bounty, collect some of the items, forfeit the bounty, and then re-start the bounty, do the items you've collected still count toward your total? --TheArchivist 19:53, 20 September 2007 (CDT)

  • Nope. You need to start again from scratch. --TechSmurf 21:01, 20 September 2007 (CDT)

Probably just a glitch of some sort, but on my bounty today in Castle in the Sky, I pickpocketed 2 of my pacifiers. This has never happened before, and I have done about 100 hunts so far. The giants did NOT drop a second one when killed - still just the one per mob. Screenshot: http://i68.photobucket.com/albums/i14/TailsPrower/l_7a8e1191f443142e545c3bcdaa962a9b.jpg I think this is strange, is all. It happened on both my 2nd and 4th pacifiers, though. --KhayPrower 06:57, 7 February 2008 (CST)

Has anyone else noticed that the day after the airship bounty, it's almost always the castle bounty? This may just be selective memory kicking in, but it'd be nice to have confirmation.--Zomguberclubber 13:34, 20 July 2008 (CDT)

Over-Adventuring

  • do the items stop dropping once you reach your target? if not, can you get N lucre for N times your target number? --Evilkolbot 12:24, 4 July 2007 (CDT)
    • They stop dropping.--Ryo Sangnoir 12:27, 4 July 2007 (CDT)
    • See Note #2 on the page. --Jonrock 13:58, 4 July 2007 (CDT)

Pre-NS13

The BHH has three slots to fill from 21 items, 4 of which are icy peak furs. Assuming each slot is filled randomly and there is no preference, the probability of picking something other than an icy peak fur (IPF) for the first slot is 17/21, or just under 81%.

If the first slot is not filled with an IPF, there are 20 items left, 4 of which are IPfs, and the possibility of picking something else is 16/20, or 80%.

If we have failed to fill either of those slots with an IPF, there are 19 items remaining, 4 of which are IPFs, and the probability of picking something else for the third slot slot is 15/19, about 79%.

The probability of failing to pick an IPF for either of the first two slots is (17/21) x (16/20), or a little less than 65%, and the probability of picking something other than an IPF for all three slots is (17/21) x (16/20) x (15/19) which is just over 51%. Your chance of the BHH buying at least 1 IPF on any given day is thus a little less than 49%. --RyokoYahagi 13:37, 21 April 2006 (CDT)

Number of items required for each bounty

Did anyone notice that the number of items required for each bounty sems to be inversely proportional to the chance of encountering in the given zone the monster that drops it? Just something interesting to mention. --MaxVance 22:37, 20 July 2007 (CDT)

  • Yep, it seems like a bounty is supposed to take about 40 adventures each time. Like for example there are only goats in the goatlet (except for semi rare adventures, etc.), so it requires 40 of the item. There 2 two monsters in the Wine Cellar, one of which drops the item, so after 40 adventures, you'd expect 20 encounters with the item-dropping monster, so the bounty requires 20 items. And so on and so forth. --JRSiebz (|§|) 22:45, 20 July 2007 (CDT)
  • has anyone found a way to make the The Valley of Rof L'm Fao quest for sammich crusts go any faster, I mean to say other than spending a filthy lucre for a filthy lucre hunting down the spam witches, with "on the trail" from the oder extractor?

It follows from that that the bounties for a smaller number of items will, on average, have a wider variance in turns-to-complete than the bounties for a large number of items. e.g. a bounty for 40 billy idols will always complete in exactly 40 turns. A bounty for 5 burned-out arcanodiodes may complete in 20 turns or it may take 60+. (I just had it take 72, actually... ouch.) Using combat modifiers in zones with noncombats are the only exception to this rule, and it's probably worth it to take advantage of that. --Harry Crimboween 07:55, 31 July 2007 (CDT)

Reduced Turns?

I noticed something weird... as you have fewer lucre, the chances of completing a bounty shoot up higher... I finished today's bounty, the 3 triffid bark, in 10 adventures, and with only 2 lucre in inventory. Conversely, my main character takes around 50 adventures on average now to get any bounty, and he has around 44 lucre. Any verification from others? --Argus 20:27, 1 September 2007 (CDT)

  • No, just RNG screwage. I've had bounties take as few as 18 or as many as 80 turns, sometimes within a couple days of each other. As Harry Crimboween stated above, there's going to be a huge variance on the triffid bark, as well as other hunts that require few items. --Deusnoctum 02:06, 5 September 2007 (CDT)
  • I know this is most likely RNG screwage/suckage but, I have been noticing higher turn counts (except on billy idols) for the last week. Ranging 55-69.--RockClimb 10:34, 6 September 2007 (CDT)
  • I admit that it could be RNG suckage, but I believe I've notice an increase in the number of adventures required as well. It used to only take me about 20-30 adv to get a lucre and now it takes 45-55. I have 16 lucre now. I recently started using my Jitterbug. It's maxed out so my item drops have increased dramatically, but the bounty hunter drops have decreased.--Bpage 18:26, 17 September 2007 (CDT)
  • I throw my weight behind the theory that bounties take longer depending on how many lucre you have. 70+ adventures to fight 5 mechs? Really? And I had all the immateria before I started the bounty? YES. I have 155 lucre. I have noticed that my bounties have been taking longer as I've acquired more lucre. Let's figure out how to test this, because it is real. --Mailbox head 19:37, 20 November 2007 (CST)
  • I'd have to disagree; I have a fair amount of lucre (~60ish) and have seen little to no consistent variance on the number of turns it has taken to get the bounties. For instance, I completed a triffid hunt today in under 25 turns. I'll start keeping more accurate records though. --Method 15:30, 20 February 2008 (CST)

Update: 8 white lints (knights in whiteys grove): 30 adv. 17 receipts (cobb treasury): 20 adv. 20 greasepaint tubes (fun house): 32 adv. 20 corks (winecellar): 29 adv. I admittedly got lucky with the cobb treasury beancounters, but overall things appear pretty steady so far. I'm now at 65 lucre.--Method 13:07, 28 February 2008 (CST)

The fastest way for the 5 burned-out arcanodiodes is to just use +20 monster level with reduced combat frequency to get Random Lack of an Encounter and click the "Investigate the crew quarters" you can get it in like 10-15 adventures --Icehero0003 16:16, 3 March 2009 (CDT)

Update

This trivial update included making a bounty completion counter appear. I.e. You acquire an item: Shredded can label (1 of 20) or something like that. I can't edit wiki pages so... Plz?--Antoids

Retirement?

I believe I heard Jick say on yesterdays(5/1) radio show that the bounty hunter hunter will no longer be with us as of June 1, but i didn't hear the details. Is this true? and why?--Cinder Chicken 21:38, 2 May 2008 (CDT)

I'd have to figure he's joking. If true and there's not an exact duplicate of all rewards immediately available, Jick would be brutally assaulted in ways so horrid and perverse that not even a Japanese person could think them up. --Flargen 23:07, 2 May 2008 (CDT)
If I recall it was a mention of the bounty hunter getting changed, and he jokingly said it would be removed. Change theories, more than one lucre per day, adding bounties to zones without them, new items.Wojo

As 2010 approaches, should this section not be removed? The Bounty Hunter is still around, going as strong as ever despite the economy! =P --Skittius 03:32, 07 Nov 2009 (EST)

If it was on the article then yes. But things on the talk page, no matter how incorrect they may be, stay until such a time as the talk page gets archived (at which point they get moved to an archive). --Lordebon 14:27, 7 November 2009 (UTC)

A guide?

Looking at how many notes are on this page, it seems practical to have a page on how to collect lucre efficiently. The Oxygenation forums seem to have a guide [1] (last updated 14 Aug 2007) that Tuga might be willing to let us consult. Comments? Bananas? --Irregular 22:43, 2 May 2008 (CDT)

Just reading the first page of that, it provides some helpful tips, but the limitations of the intended audience (HC ascenders) is a constraint. A good article here should include HC, regular, and casual tips. At one point I read a guide for two a day lucre based on chaining two-day causal runs. Unfortunately I can't find it again. --Club (#66669) (Talk) 16:23, 13 May 2008 (CDT)
Writing it for HC includes all viable audiences, since any advice for HC applies to any other ascension type except BM. A 2-day casual run sequence is more of a speed guide that just happens to comment about how you should have at least 40 extra turns a day on average to play around with. It may be interesting to read such a guide, but the lucre part is really just coincidental. --Flargen 16:33, 13 May 2008 (CDT)

That sounds like a yes to me, so I'll look into mocking something up. --Irregular 19:40, 13 May 2008 (CDT)

Should a note be added about how efficient spooky putty is for bounties of 6 or less parts? --Noinamg 18:59, 18 April 2009 (UTC)

I added for Spooky Putty stats - though if anyone has any suggestions on how to tidy up the table a bit, feel free to edit-away! Aelfinn 20:33, 7 May 2009 (UTC)

Firstly, thanks for adding this. But what's going on with the sleazy back alley? The page says it takes longer with putty than without. --Campboy 14:16, 10 May 2009 (UTC)

This guide states The Penultimate Fantasy Airship should be done with +10% combat. Since the non-combat yields 100% chance of the right monster if you have +20ML or better (+10ML from radio need +10ML from other source) you should use non-combat since you can get 30% chance of getting the right monster from the non-combat plus the chance of getting the monster in combat, with +20% non-combat I use 10 turns or less for that bounty barring RNG screwage. --Uzziah 06:44, 23 January 2010 (UTC)

Correction to the Valley expected count

Shouldn't the expected count for the Valley be 40, not 45? In the original forum post, for some reason Tuga put in the possibility of a non-combat adventure there. As it is now, (disregarding the semi-rare) there are 8 monsters to choose from, and you need 5 sammich crusts. Very basic math says that should be 40 turns, not 45. As you would maybe get the semi-rare once per go, it doesn't make sense to include it in the count. Icelight 15:20, 30 April 2009 (UTC)

It's been a week and no one has made any comment. Guess I'll make the change. Icelight 04:57, 8 May 2009 (UTC)

Hole in the Sky expected count

There have been a couple of changes here, all of them wrong. In the Hole in the Sky, there are two identical copies of the Astronomer, each with a 25% rejection rate. Stack this on with the way the Queue affects things, and the Astronomer frequency is 12.5%, and the other 9 monsters are 9.7%. This means that it will take 6/0.125 = 48 adventures to get 6 astronomers. --MindlessGames 01:02, 7 November 2009 (UTC)

  • Furthermore, to get exactly 1 astronomer (starting with an empty queue, and then putty it), takes 5.55 adventures on average, then 5 more astronomers via putty is 10.55 adventures. --MindlessGames 01:06, 7 November 2009 (UTC)
  • I believe they changed the astronomers sometime back. There USED to be 2, one that dropped the chart 100% of the time and another that had like a 20% drop rate on it or something. But then they said they made it so there was one astronomer with a non-100% drop rate, I think. Might be a delay or something, though. But point being is that assuming the astronomer has the same likelihood as the other monsters is extremely suspicious. --Flargen 01:08, 7 November 2009 (UTC)
    • The data I have from June-ish 2008 on the HitS is that Astronomers have a 100% drop rate for the star chart (475 encountered, 475 star chars pickpocketed), with an observed 12.3% encounter rate. I remember someone saying in February or March of 2008 that it had changed. --MindlessGames 01:26, 7 November 2009 (UTC)
    • Here is a link to the history of the HitS/Astronomer frequency stuff. So far as I know, we're still in the 2 copies of an astronomer with a 25% reject rate; the star chart has always been 100% if you fight an astronomer, it's the fight itself that has had varying degrees of rejection chance applied.--Salien 02:37, 17 November 2009 (UTC)

Transcendent Olfaction

I was wondering: There is a calculation of turns saved using putty, and a note about the counterproductivity of using Odour Extractors - but why not add a section on the use of Transcendent Olfaction? I know it requires lucre - but many peopl (like me) will start out aiming for the Tome, then continuing towards the Hounddog and the Bountyhunting Getup. --Saile 02:42, 19 January 2010 (UTC)

Fantasy Airship

How does ML affect the airship? I see no information about this.. --SilentKnight 15:18, 20 October 2010 (UTC)

  • Random Lack of an Encounter gives you the appropriate bounty monster if you're running +20ML or more. (it's also on the notes of this page)--Erich 15:45, 20 October 2010 (UTC)

New table

I have calculated some data, but I'd like for somebody else to look over my numbers before publishing it. I'm thinking the new table will have the following columns:

Area Adventures C/NC Avg. adventures saved/5% combat modifier On the trail Spooky Putty

My numbers are all fresh data using the latest zone encounters, but do not account for queue. I have a few assumptions I'd like confirmation on;

  • are the Torso Awaregness adventures in whitey's grove and the penultimate fantasy airship one-time adventures until you have the shirt? if not then I'll have columns for those zones with and without torso (as well as with and without 20ML for the airship)
  • Do we want area to be what the bounty hunter says or the actual name of the zone?
  • In the event I ever get around to trying to adjust for queue, do skipped non-combats go into the non-combat queue?

It would be great if somebody could write an applet to give somebody the turncounts from their available bounties, but my coding skillz aren't that great.

See the document here: [2] --SilentKnight 05:09, 21 October 2010 (UTC)

  • Accounting for the Queue isn't so bad. Non-combats go into the non-combat queue when you see them. Same with combats, even if you free-run, it still goes into the combat queue. The Airship shirt adventure is much less likely than the other non-combats in that area. I suppose if I get up the motivation, I could give you the exact values for bounties with queue involvement, including Olfaction+Queue and combat modifiers with all that. That sounds an awful lot like work. --RoyalTonberry 05:18, 21 October 2010 (UTC)

Also related to one of SilentKnight's points. Do all the locations as the Bounty Hunter calls them have redirects on the wiki? If not, what about adding them? Misstrain 05:22, 21 October 2010 (UTC)

  • The only two "bad" ones are the Knobb Scientist bounty and the Tower Ruins. The former doesn't name the location, the latter was in a zone that technically doesn't exist, but a functionally identical zone was put in place. As for whether or not someone is stupid enough to look for vials of pirate sweat in an Orcish Frathouse, rather than a zone called the "Obligatory Pirate Cove"...I'll leave that to the philosophers.--Toffile 18:43, 21 October 2010 (UTC)

OK one more thing:

  • Is it worth adding a column for 4-d camera? a single 4-d camera can save over 10 adventures in 4 zones, and over 5 adventures in 12 zones --SilentKnight 19:54, 21 October 2010 (UTC)

Treasury change

Post-Knob makeover, the Treasury bounty now only requires 12, instead of 17, bundles of receipts. Since the KG Accountant and KG MBA have replaced the KG Elite Guard, the average length for this bounty won't change. Anyway, I'm changing this in the main section, but I'll leave the statistics to someone else.--Ackyri 19:48, 17 February 2011 (UTC)

Revamped Ninja Lair

Post McLargeHuge change, there is a new non-bounty enemy at Lair of the Ninja Snowmen. That seems to argue against it being a 40 turn bounty. In fact, it is a really, really sucky bounty target if you're using the Jumpsuited Hound Dog. I gave up after not reaching 30 coal buttons in 60 adv. --Club (#66669) (Talk) 00:58, 3 August 2012 (CEST)

Were you using any +combat? or did it just show up? There's still that hissyfit about whether or not they show up at all with no + combat, so maybe that's how you'd need to handle the revamped bounty? Argus 01:20, 3 August 2012 (CEST)

  • Hound Dog gives a +combat. I didn't try to counteract it, this was observed on a multi account that mostly plays on autopilot. --Club (#66669) (Talk) 01:38, 3 August 2012 (CEST)
  • I should also mention, I had the weaponmaster sniffed (because of the valuable pickpocket item), and I was still seeing an inordinate number of assassins. --Club (#66669) (Talk) 01:41, 3 August 2012 (CEST)
    • Yeah, I just tried this bounty hunt to test it. With no combat modifiers, I didn't encounter any assassins. With a hound dog out, the appearance rate of assassins was very high. --Prestige 04:04, 3 August 2012 (CEST)

This page hasn't been updated since Out in the Garden has been made skippable in April 2012. If anyone knows how to calculate the numbers in the bounty table, I'd appreciate an update. In any case, it's no longer beneficial to run +Combat here. --Franz1 12:39, 8 August 2012 (CEST)

Bug fixed

Today, I turned in a bounty from yesterday, and he offered me another quest. —Preceding unsigned comment added by Blargh (talkcontribs) on 23:25, 2013 April 25

  • You mean the bug fix announced on October 27, 2010? History of Loathing (2010) --Club (#66669) (Talk) 16:00, 26 April 2013 (UTC)
    • I did not know that. I merely saw the bug-template on the page, and assumed it was something recently changed. Odd, that is has managed to stay there for so long. I shall remove it.--Blargh (talk) 17:02, 2 May 2013 (UTC)

The castle in the clouds in the sky

Information: This BH took only 14 adventures to complete. This was running 25% NC and also post quest completion.

Running NC both pre, and post, are likely to be faster. There are a couple of NCs one of them requires spending an adventure the first time, then it can be skipped subsequent times. Copper Feel if you choose Investigate the Whirligigs and Gimcrackery. Melon Collie and the Infinite Lameness will also take you to Copper Feel and you can do the same thing. The other set of NCs will allow you to fight the Raver Giants.

--BlueMysteryWolf (talk) 20:43, 15 July 2013 (UTC)

Modified table

The current table is good, but it has a few problems. One - it has yet to be updated to take into account the Degrassi Knoll and Castle changes. Two - it improperly handled skipped non-combats, converting them into pure combats, whereas it should have converted them by a more complicated factor (after all, there's still the chance that the next adventure is another non-combat, or even a skippable non-combat). Three - it doesn't handle the proper combat rates in the Penultimate Fantasy Airship. For the most part, this means it over-estimated the number of turns required, but there are a few where it underestimated. Here are my numbers.

To properly calculate the effective combat rate, C', we need two numbers. The unmodified combat rate, C, and the probability of geting a skippable non-combat, S.

Then

C' = C + (1-C)*S*(C + (1-C)*S*(C + ...)))

C' = C + (1-C)*S*C'

C' = C / (1 - (1-C)*S)

C' = C / (1 - S + SC)

Finally, I used the Untrailed rates from the On the Trail page for the PFA and The Hole in the Sky combat rates.

Zone
C/NC?
Default
+5% com
+10% com
+15% com
+20% com
+25% com
On the
Trail

1 Mon
banished

Savings
per copy

The Penultimate Fantasy Airship (+20 ML) NC 15.43 13.65 12.24 11.09 10.14 9.34 8.16 15.37 3.09
Degrassi Knoll N/A 18.00 18.00 18.00 18.00 18.00 18.00 7.73 12.00 3.00
The Spooky Forest N/A 18.00 18.00 18.00 18.00 18.00 18.00 5.48 15.00 6.00
The Castle in the Clouds in the Sky NC 18.57 17.27 16.09 15.00 14.00 13.08 7.19 14.27 3.71
The Sleazy Back Alley NC 26.00 24.62 23.27 21.97 20.71 19.48 11.25 20.80 3.25
The Outskirts of Cobb's Knob NC 28.00 27.08 26.18 25.31 24.47 23.65 12.11 22.40 3.50
The Haunted Pantry C 29.25 28.29 27.44 26.68 26.00 26.00 18.48 21.94 2.25
The Haunted Gallery N/A 33.00 33.00 33.00 33.00 33.00 33.00 14.17 22.00 3.00
The Hippy Camp N/A 33.00 33.00 33.00 33.00 33.00 33.00 14.17 22.00 3.00
Orcish Frat House N/A 34.00 34.00 34.00 34.00 34.00 34.00 34.00 34.00 1.00
South of The Border C 36.67 33.64 31.11 28.97 27.14 25.56 12.00 29.33 9.17
The Dungeons of Doom C 39.64 37.50 35.63 33.97 32.50 31.18 12.98 31.71 6.61
Laboratory N/A 40.00 40.00 40.00 40.00 40.00 40.00 40.00 40.00 1.00
Lair of the Ninja Snowmen N/A 40.00 40.00 40.00 40.00 40.00 40.00 40.00 40.00 1.00
The "Fun" House N/A 40.00 40.00 40.00 40.00 40.00 40.00 27.46 33.33 2.00
The Goatlet N/A 40.00 40.00 40.00 40.00 40.00 40.00 40.00 40.00 1.00
The Valley of Rof L'm Fao N/A 40.00 40.00 40.00 40.00 40.00 40.00 11.20 35.00 8.00
Wine Racks N/A 40.00 40.00 40.00 40.00 40.00 40.00 22.73 20.00 2.00
The Penultimate Fantasy Airship (<20 ML) C 40.32 37.95 35.84 33.96 32.26 32.26 12.12 39.92 8.06
The Obligatory Pirate's Cove C 41.67 38.46 35.71 33.33 31.25 29.41 13.64 33.33 8.33
The Bat Hole Entrance N/A 42.00 42.00 42.00 42.00 42.00 42.00 18.03 28.00 3.00
Tower Ruins N/A 42.00 42.00 42.00 42.00 42.00 42.00 12.80 35.00 6.00
Treasury C 42.35 40.00 37.89 36.00 36.00 36.00 18.19 28.24 3.53
Whitey's Grove C 42.67 40.00 37.65 35.56 33.68 32.00 15.52 32.00 5.33
The Hole in the Sky N/A 49.50 49.50 49.50 49.50 49.50 49.50 14.82 43.50 8.25

--digitrev (talk) 15:27, 13 December 2013 (UTC)

  • Looks nice; could you shrink the size a bunch? It's a huge page-stretcher. — Cool12309 (talk) 23:10, 13 December 2013 (UTC)
    • I changed the column headers to shrink it a bunch. --Club (#66669) (Talk) 23:59, 13 December 2013 (UTC)

New BHH

Details should be filled in for later, but I'm leaving this here for reference:

--JohnAnon (talk) 04:05, 15 January 2014 (UTC)

According to cannon these aren't physical items. Removing link. — Cool12309 (talk) 04:10, 15 January 2014 (UTC)
  • They are not actually items. They have no item IDs, no Descriptions, and aren't classified by the games as items.--Cannonfire40 (talk) 04:48, 15 January 2014 (UTC)
    • They don't appear in inventory and you can't /count them. Also you can't click on them to get an item description. --Club (#66669) (Talk) 07:20, 15 January 2014 (UTC)