User:Cjquines/Budgetcore notes

From A KoL Wiki

For me, budgetcore means:

  • No IOTMs, or items priced similalry.
  • IOTM-derivatives and other rares are okay as long as they're cheap (max 1m?)
    • These are non-perpetual though, so they go under an "unrestricted" heading. I mean, maybe it's in Standard, but I don't want to write something that's outdated in two years.
  • Nothing that requires lots of ascensions.
    • This means low-skill friendly.

Lists are item ((price,) type, (level/stat requirement,) effect). If you see an outdated price feel free to edit it.

When I say "out of Ronin", I mean "not in Ronin or HC".

Speedrunning theory

An ascension is about finishing all Council quests in a given number of adventures. Thus, to ascend faster, we can either:

  • Increase our turngen (the number of adventures we can use each day) by:
    • Having a better diet (the food and booze we consume).
    • Getting more rollover adventures.
  • Decrease our turncount (the number of adventures we use to finish quests) by:
    • Better powerlevelling (levelling up faster, thus unlocking quests faster).
    • Increasing item drops (a common quest step).
    • Manipulating encounters (another common quest step).

Balancing +turngen and -turncount is important.

Powerlevelling isn't just important for quests: it's also important for equipment stat requirements.

Note that, for item drops, the relevant number is chance to get a given item per adventure:

   (combat rate) * (monster rate) * max(1, (item drop rate) * (1 + bonus item drop / 100))

This means combat rate, encounter manip, and item drop are all important for item searching, not just item drop rate.

Rollover adventures

These get less useful for speed ascension, because you get no benefit on day 1 rollover.

Being in a clan with a stocked Clan Rumpus Room is +8 out of Ronin.

Unrestricted:

Powerlevelling

The unit of measurement is s/f, or substats per fight.

Combat rate

The most important way to manipulate encounters is by changing Combat Frequency. As combat frequency modifiers have diminishing returns beyond 25%, it's probably not worth trying to push harder than that. Also, -combat is more important than +combat.

-combat:

+combat:

Unrestricted:

Encounter manipulation

Not a lot of ways to affect monster rate. Olfaction is great but solidly not budgetcore. This leaves, in perpetual:

The only cheap reusable monster rate manip is in unrestricted:

Item drop

+item is hard to increase by a lot. Low-item drops are around 15%, and to bring to 100% needs around +550%.

Pickpocketing is like

Skills and buffs:

Eqiups: