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Spading is all about figuring out how the game works.  From discovering new mechanics such as [[Semi-Rare Adventures]] and the effects of [[Harold's bell]], to figuring out the combat frequency in the castle, to finding the success rate of {{plural|tattered scrap of paper}}, spading involves the use of many different methods in order to discover the basic mechanics of the game.


Spading is all about figuring out how the game works.  From discovering new mechanics such as [[Semi-Rare Adventures]] and the effects of [[Harold's bell]], to figuring out the combat frequency in the castle, to finding the success rate of [[Tattered scrap of paper]]s, spading involves the use of many different methods in order to discover the basic mechanics of the game.
All spading begins with a hunch.  Through regular adventuring, you realize that something interesting is happening, and want to find out if it's RNG or something deeper.  People realized that something wrong was going on while adventuring with +ML and combat modifiers, and it was this hunch that led to a concentrated spading effort to solve the [[Monster Level#Monster Level and Combat Rate Modifiers|new mechanic]].  Someone realized that the random numbers on {{plural|fortune cookie}} weren't [[Semi-Rare Adventures|so random]] after all.  It is moments of inspiration such as these that leads to most of the good spading done in the game.
 
All spading begins with a hunch.  Through regular adventuring, you realize that something interesting is happening, and want to find out if it's RNG or something deeper.  People realized that something wrong was going on while adventuring with +ML and combat modifiers, and it was this hunch that led to a concentrated spading effort to solve the new mechanic.  Someone realized that the random numbers on fortune cookies weren't so random after all.  It is moments of inspiration such as these that leads to most of the good spading done in the game.


WARNING: The historic KoLSpading third-party forum site is defunct, and subsequent operation of the domain has featured apparently malicious content.


==The Basics==
==The Basics==


When it comes to spading, the three most important things are: Sample size, sample size, and sample size.  The obvious implication of this is that 500 turns of data will be more precise than 15 turns of data, but that's not all.  If over the course of 500 turns an event happens 3 times, the margin of error is still quite large.  While a sample size of 500 is good for most things, a sample size of 3 is subject to huge RNG.
When it comes to spading, the three most important things are: Sample size, sample size, and sample size.  The obvious implication of this is that 500 turns of data will be more precise than 15 turns of data, but that's not all.  If over the course of 500 turns an event happens 3 times, the margin of error is still quite large.  While a sample size of 500 is good for most things, a sample size of 3 is subject to huge RNG.


== Margin of error ==
== Margin of error ==


A quick way to calculate how trustworthy your numbers are, is to calculate the margin of error.  This is most often done by calculating the range of 95% confidence, which in turn is done by the following equation:
A quick way to calculate how trustworthy your numbers are is to calculate the margin of error.  This is most often done by calculating the range of 95% confidence, which in turn is done by the following equation:


Error = 2* [r*(1-r)/N]^0.5, where r is the rate that an event occurred, and N is the sample size.
Error = 2 &times; [r &times; (1-r)/N]<sup>0.5</sup>, where r is the rate that an event occurred, and N is the sample size.


For example, if an item was found to drop 9 times in 61 adventures, then the rate is said to be 14.8% +/- 9.1%.  This further emphasizes the issue of sample size.  Due to the very small sample of actual drops in this case, the margin of error is almost as big as the calculated average!  In cases like these, much larger samples are required.
For example, if an item was found to drop 9 times in 61 adventures, then the rate is said to be 14.8% +/- 9.1%.  This further emphasizes the issue of sample size.  Due to the very small sample of actual drops in this case, the margin of error is almost as big as the calculated average!  In cases like these, much larger samples are required.


==Variables==


==Variables==
Besides sample size, the biggest difference between regular adventuring and spading involves your control over external variables.  While adventuring, your [[Familiar abilities|Meat/item familiars]] will constantly be gaining weight, and you'll be swapping [[buff]]s and equipment.  While spading, it is important to know everything that is affecting your account at a given time and to keep these constant. For example, it is impossible to spade Meat drops with a constantly leveling [[Leprechaun]], unless the weight gains are explicitly stated!  When your results are displayed, usually it is taken for granted that all these secondary variables are constant, and that the only variables that are changing are those that are explicitly stated throughout the spading project.  Plenty of spading data has had to be discarded because of people forgetting about passive skills, or what [[Strung-Up Quartet|ballroom song]] is set. Make sure your data is of high quality and control all your secondary variables!
Variables are all the things that effect your character and its abilities that are not constants. Depending on the scope of your project a small change in stats could dramatically skew the final results, or the change could be in a variable that has no impact on the part of the results you're spading to get.
 
Some important variables to keep track of while spading are:
*[[Strung-Up Quartet|Ballroom song]]
*[[Moon sign]]s
*[[Buff]]s
*[[:Category:Passive Skills|Passive skills]]
*[[:Category:Equipment|Equipment]]
*Familiar [[Familiars by type|type]] and [[Familiar Weight|weight]]
*+[[Monster Level|ML]]


As a general rule of thumb you want to keep any variables at the start of your spading throughout your entire spading run. ALL of your variables should be listed when you format your data at the end. If a variable DOES change while your spading and you think it'll be of little impact please LIST that it changes and how it changed over the course of your lot. A lot of faulty infomation has been drawn from the final results of spading where people forget or incorrectly list their variables, for example the passive skill Expert Panhandling will throw off a lot of spading lots if its not accounted for.
=== Effects and wiki-reliability ===


===An Incomplete List of Variables===
Try to only use equipment and skills with explicitly stated enchantments. When using things that don't explicitly state their effects, you are trusting someone else's spading - which may not be a reliable source. In particular, avoid effects with only qualitative descriptions.
*:Your buffed and unbuffed stats. (As an example, several variable stat gain adventures are based on the character's unbuffed stat, while combat damage is based on the buffed stat)
*:Buffs
*:Passive skills
*:Equipment
*:What position are the moons in? Is it a stat day?
*:What quests have you completed? Started?
*:Do you have a familiar equipped? What equipped does it have?
*:What campground equipment do you have?


==How can I help?==  
==How can I help?==  


* In the Current Project listings on the left-hand menu of the Wiki you can find a long list of articles tagged as needing spading.
* Check the [[:Category:Needs Spading|Needs Spading]] category for a list of everything on the wiki for which spading has been requested.  Also see the [[TheKolWiki:Current Projects|Current Projects]] and [[:Category:Needs Content|Needs Content]].
* ALL new content needs to be spaded to some extent.
* Post your results on one of the spading forums, such as HCO [http://hardcoreoxygenation.com/forums/viewforum.php?f=20] or AFH [https://alliancefromhell.com/viewforum.php?f=10].  Take the feedback from more experienced spades and use it to refine your method.
* These forums are also great places to find projects you can help join, learning about the process of spading before you go about designing your own data collection and analysis.
 
== Methods for spading various mechanics ==


* ALL new content needs to be spaded to some extent.
A major part of spading involves discovering new and efficient ways of spading various gameplay mechanics.  Current methods may be too time consuming or imprecise for the mechanic you are trying to spade, but here is a partial list of some spading methods.
 
Various items allow vastly simplified spading.
*The [[talking spade]] reveals item, meat, initiative and monster level, though this is only useful for items that don't display their bonuses, and making sure your drops are what you expect.
*The [[bakelite backpack]] lets you use [[Accordion Bash]] (with an accordion) to receive half of the monster's base meat drops.
*The [[perfectly fair coin]] (or the [[Live. Ascend. Repeat.]] path) eliminates RNG in determining monster item drops. The coin lasts for a single turn, so use [[free kills]] or [[Effect Duration|buff extenders]] to increase the effect. Note that using [[Macrometeorite]] to roll a new monster bring back the RNG, so don't do that!
 
===[[Combat Frequency]] Modifiers===
The [[The Penultimate Fantasy Airship|Penultimate Fantasy Airship]] noncombat [[Random Lack of an Encounter]] is useful for spading combat frequency modifiers, since the results for the choice "Head down to the galley" depend on your current modified noncombat rate.
*Assumption: The number of times "and on" is displayed varies according to 2 + Ceiling[ Floor(noncombat rate) / 3 ]
 
Using this test:
*Run a net +noncombat on your character
*Choose the "Head down to the galley" choice and count the number of times "and on" is displayed
*Adjust your noncombat rate in intervals of 1% by adjusting the weight of a hound dog, and repeat the test
*After roughly 3 data points have been obtained, the total noncombat frequency modifier on your character can be calculated
 
===[[Combat Initiative]]===
While most initiative modifiers are explicitly given in the game, there can still be other methods that affect initiative (such as increased ML or underwater pressure penalties).
 
Assumption: An increase or decrease in initiative will directly affect your chances of [[Run Away|running away]].


* Post your results on one of the spading forums, such as HCO [http://jick-nerfed.us/forums/viewforum.php?f=20] or AFH [http://afh.s4.bizhat.com/viewforum.php?f=10&mforum=afh].  Take the feedback from more experienced spades and use it to refine your method.
To spade an increase or decrease in initiative, unequip all and turn off all ML effects.


* These forums are also great places to find projects you can help join, learning about the process of spading before you go about designing your own data collection and analysis.
# Pick a zone with one monster: [[the Dire Warren]], [[the Hedge Maze]], or using the [[drum machine]] or create a zone with one monster (using [[Banishing]] effects).
# Find your Point of No Escape (P). This is the level of modifiers (usually negative) where
## You cannot run away from a particular monster over 5 adventures.
## You can run away if you have 5% more initiative.
#* To determine this point, only use equipment that have a stated plus or minus initiative.
#* Avoid antique equipment, as this equipment tends to break during testing.
#* The [[1-ball]] is very useful, as it is the only common +5% initiative equipment.
# Once you have established your Point of No Escape, apply the effect or outfit you wish to test.
# Find your new Point of No Escape (Pn).
#* If you adventure and can run away, apply another -5% of initiative.
#* If you can adventure 5 times and cannot run away, apply another 5% of initiative.
# P - Pn is the initiative modifier.


== Methods for spading various mechanics ==
===[[Meat from Monsters|Meat Drop Modifiers]]===
Spading Meat drops involves taking advantage of the way Meat bonuses are coded in the game.  Meat drops are first calculated from a continuous range of possible Meat drops, then +Meat bonuses are added, and finally the results are rounded down.  As a result, Meat drops caused by +Meat bonuses will not fall into a continuous range.  In fact, the precise set of Meat drops is unique to each amount of +Meat bonuses applied.


A major part of spading involves discovering new and efficient way of spading various gameplay mechanicsCurrent methods may be too time consuming or imprecise for the mechanic you are trying to spade, but here is a partial list of some spading methods.
A helpful zone would be the [[Beanbat Chamber]], which has two monsters, [[Beanbat|one of which]] drops 28-40 MeatOnce 9-10 unique Meat drops have been recorded, the unique set of meat drops can be compared to those possible with a wide range of meat bonuses to find the bonus in play.  15 turns of spading can often achieve results accurate to within 0.25% of the true bonus.


===Meat Drops===
===[[Items from Monsters|Item drops]]===
Spading meat drops invovles taking advantage of the way meat bonuses are coded in the gameMeat drops are first calculated from a continuous range of possible meat drops, then +meat bonuses are added, and finally the results are rounded down.  As a result, meat drops caused by +meat bonuses will not fall into a continuous range.  In fact, the precise set of meat drops is unique to each amount of +meat bonuses applied.
*Assumption: [[Beanbat]]s have a 50.0% [[enchanted bean]] drop rateTherefore...
*With +100% items, a bean will drop every round
*If a bean fails to drop, less than 100% items have been applied.


A helpful zone would be the beanbats with a single monster that drops 28-43 meat.  Once 9-10 unique meat drops have been recorded, the unique set of meat drops can be compared to those possible with a wide range of meat bonuses to find the bonus in play here. 15 turns of spading can often achieve results accurate to within 0.25% of the true bonus.
Using this in a test:
*Apply +X% item drop and the unknown effect
*If a bean fails to drop, the unknown effect provides less than (100-X)% item drop bonus
**Retest with more than +X% item drops
*If after 300 turns you have acquired 300 beans, the unknown effect provides at least a (100-X)% item drop bonus.
**Retest with less than X% item drops and repeat.
* Starwed has made a helpful webpage for spading [http://ludonomicon.com/kol/bayes.html simple] and [http://ludonomicon.com/kol/CoffeeBayes.html complicated] item droprates.


===Noncombat Modifiers===
===Deleveling===
In order to reduce RNG, the preferred method of spading noncombat modifiers is to adjust the base combat rate to 100%.  In this way, any noncombats are the result of applied +noncombats and not merely random variation.
Most skills and combat items that delevel do so explicitly, displaying the message below:{{delevel|att=X|def=Y}}


A helpful zone would be the icy peak, with a base combat rate of 85%.  With the application of +15% combats, the zone is easily increased to 100% combats.  Any noncombats that result must be caused by a +noncombat mechanic.
However, if you suspect that a skill or item delevels, you can use a [[Monster Manuel]] or [[tongue depressor]] to observe the monster's current Attack and Defense and any fluctation therein.


===Combat Modifiers===
Prior to the explicit deleveling message, unarmed damage was used to determine deleveling effects. However, this method is not optimal given current resources.
This involves identical spading to noncombat modifiers, but with the combat rate adjusted to 0%.


A helpful zone would be the bedroom, with a base combat rate of 20%.  With the application of -20% combats, teh zone is easily reduced to 0% combats.  Any combats that result must be caused by a +combat modifier.
===[[Conditional Drops]]===
''' This information is mostly obsolete -- there may now be conditional items which can drop from yellow rays, pickpocket attempts, or rave steal '''


===Item drops===
There are several types of conditional drops, all outlined on the [[Conditional Drops]] page.  There is an easy way to check for conditional drops.  Using a [[Point at your opponent|major yellow ray]] from the [[He-Boulder]] (or a [[pumpkin bomb]] or anything else that causes the [[Everything Looks Yellow]] effect) forces all non-conditional items to drop from the monster.   
While taking a sample of 1000 combats and observing drops is good to get a general idea of item drop rates, when spading small increases in +item drops a more accurate method should be usedThis involves taking advantage of the beanbats once more, which have a drop rate of exactly 50.0% on enchanted beansIf a total of +100% items is applied, then beans will drop every single round.


For example, if we are testing a new effect that is theorized to give +item drops, then one can run +80% items and this new effect in the beanbatsIf a bean is missed, we know with complete certainty that our applied +item drops are less than +100%, and so the new effect must be less than +20% itemsThe beanbats can be retested with +90% item drops and the effect, and if 200 beans successfully drop then we know the mysterious effect gives at least +10% itemsWe should now retest with +89% item drops, and if a bean is missed we have now confirmed that the effect gives +10% items.
It is still possible for conditional items to drop when doing this, and they aren't distinguishable if they do dropThe way to prevent them from dropping is to reduce your item drop modifiers to at least -100%.  Good items for this task are [[makeshift SCUBA gear]] and [[aerated diving helmet]], which combine to give -150% item drops.  By doing this, any item that drops is not a conditional drop, and any item that does not drop is a conditional drop.


===Monster Level===
[[Category:Miscellaneous]]
Monster level is easily calculated according to the amount of stats given after combat.  If no +XP equipment or familiars are used, then stat gain after combat will be equal to ML/4.  If this number is a fraction, then stat gains will vary - but by carefully modifying the MCD by between 1-3, one can find the point at which the stat gain stops to vary.  Monster level is then equal to (stats*4)-MCD.
[[Category:Statistics]]

Latest revision as of 20:31, 10 January 2021

Spading is all about figuring out how the game works. From discovering new mechanics such as Semi-Rare Adventures and the effects of Harold's bell, to figuring out the combat frequency in the castle, to finding the success rate of tattered scraps of paper, spading involves the use of many different methods in order to discover the basic mechanics of the game.

All spading begins with a hunch. Through regular adventuring, you realize that something interesting is happening, and want to find out if it's RNG or something deeper. People realized that something wrong was going on while adventuring with +ML and combat modifiers, and it was this hunch that led to a concentrated spading effort to solve the new mechanic. Someone realized that the random numbers on fortune cookies weren't so random after all. It is moments of inspiration such as these that leads to most of the good spading done in the game.

WARNING: The historic KoLSpading third-party forum site is defunct, and subsequent operation of the domain has featured apparently malicious content.

The Basics

When it comes to spading, the three most important things are: Sample size, sample size, and sample size. The obvious implication of this is that 500 turns of data will be more precise than 15 turns of data, but that's not all. If over the course of 500 turns an event happens 3 times, the margin of error is still quite large. While a sample size of 500 is good for most things, a sample size of 3 is subject to huge RNG.

Margin of error

A quick way to calculate how trustworthy your numbers are is to calculate the margin of error. This is most often done by calculating the range of 95% confidence, which in turn is done by the following equation:

Error = 2 × [r × (1-r)/N]0.5, where r is the rate that an event occurred, and N is the sample size.

For example, if an item was found to drop 9 times in 61 adventures, then the rate is said to be 14.8% +/- 9.1%. This further emphasizes the issue of sample size. Due to the very small sample of actual drops in this case, the margin of error is almost as big as the calculated average! In cases like these, much larger samples are required.

Variables

Besides sample size, the biggest difference between regular adventuring and spading involves your control over external variables. While adventuring, your Meat/item familiars will constantly be gaining weight, and you'll be swapping buffs and equipment. While spading, it is important to know everything that is affecting your account at a given time and to keep these constant. For example, it is impossible to spade Meat drops with a constantly leveling Leprechaun, unless the weight gains are explicitly stated! When your results are displayed, usually it is taken for granted that all these secondary variables are constant, and that the only variables that are changing are those that are explicitly stated throughout the spading project. Plenty of spading data has had to be discarded because of people forgetting about passive skills, or what ballroom song is set. Make sure your data is of high quality and control all your secondary variables!

Some important variables to keep track of while spading are:

Effects and wiki-reliability

Try to only use equipment and skills with explicitly stated enchantments. When using things that don't explicitly state their effects, you are trusting someone else's spading - which may not be a reliable source. In particular, avoid effects with only qualitative descriptions.

How can I help?

  • Check the Needs Spading category for a list of everything on the wiki for which spading has been requested. Also see the Current Projects and Needs Content.
  • ALL new content needs to be spaded to some extent.
  • Post your results on one of the spading forums, such as HCO [1] or AFH [2]. Take the feedback from more experienced spades and use it to refine your method.
  • These forums are also great places to find projects you can help join, learning about the process of spading before you go about designing your own data collection and analysis.

Methods for spading various mechanics

A major part of spading involves discovering new and efficient ways of spading various gameplay mechanics. Current methods may be too time consuming or imprecise for the mechanic you are trying to spade, but here is a partial list of some spading methods.

Various items allow vastly simplified spading.

The Penultimate Fantasy Airship noncombat Random Lack of an Encounter is useful for spading combat frequency modifiers, since the results for the choice "Head down to the galley" depend on your current modified noncombat rate.

  • Assumption: The number of times "and on" is displayed varies according to 2 + Ceiling[ Floor(noncombat rate) / 3 ]

Using this test:

  • Run a net +noncombat on your character
  • Choose the "Head down to the galley" choice and count the number of times "and on" is displayed
  • Adjust your noncombat rate in intervals of 1% by adjusting the weight of a hound dog, and repeat the test
  • After roughly 3 data points have been obtained, the total noncombat frequency modifier on your character can be calculated

While most initiative modifiers are explicitly given in the game, there can still be other methods that affect initiative (such as increased ML or underwater pressure penalties).

Assumption: An increase or decrease in initiative will directly affect your chances of running away.

To spade an increase or decrease in initiative, unequip all and turn off all ML effects.

  1. Pick a zone with one monster: the Dire Warren, the Hedge Maze, or using the drum machine or create a zone with one monster (using Banishing effects).
  2. Find your Point of No Escape (P). This is the level of modifiers (usually negative) where
    1. You cannot run away from a particular monster over 5 adventures.
    2. You can run away if you have 5% more initiative.
    • To determine this point, only use equipment that have a stated plus or minus initiative.
    • Avoid antique equipment, as this equipment tends to break during testing.
    • The 1-ball is very useful, as it is the only common +5% initiative equipment.
  3. Once you have established your Point of No Escape, apply the effect or outfit you wish to test.
  4. Find your new Point of No Escape (Pn).
    • If you adventure and can run away, apply another -5% of initiative.
    • If you can adventure 5 times and cannot run away, apply another 5% of initiative.
  5. P - Pn is the initiative modifier.

Spading Meat drops involves taking advantage of the way Meat bonuses are coded in the game. Meat drops are first calculated from a continuous range of possible Meat drops, then +Meat bonuses are added, and finally the results are rounded down. As a result, Meat drops caused by +Meat bonuses will not fall into a continuous range. In fact, the precise set of Meat drops is unique to each amount of +Meat bonuses applied.

A helpful zone would be the Beanbat Chamber, which has two monsters, one of which drops 28-40 Meat. Once 9-10 unique Meat drops have been recorded, the unique set of meat drops can be compared to those possible with a wide range of meat bonuses to find the bonus in play. 15 turns of spading can often achieve results accurate to within 0.25% of the true bonus.

  • Assumption: Beanbats have a 50.0% enchanted bean drop rate. Therefore...
  • With +100% items, a bean will drop every round
  • If a bean fails to drop, less than 100% items have been applied.

Using this in a test:

  • Apply +X% item drop and the unknown effect
  • If a bean fails to drop, the unknown effect provides less than (100-X)% item drop bonus
    • Retest with more than +X% item drops
  • If after 300 turns you have acquired 300 beans, the unknown effect provides at least a (100-X)% item drop bonus.
    • Retest with less than X% item drops and repeat.
  • Starwed has made a helpful webpage for spading simple and complicated item droprates.

Deleveling

Most skills and combat items that delevel do so explicitly, displaying the message below:

Monster AttackMonster attack power reduced by X
Monster DefenseMonster defense reduced by Y

However, if you suspect that a skill or item delevels, you can use a Monster Manuel or tongue depressor to observe the monster's current Attack and Defense and any fluctation therein.

Prior to the explicit deleveling message, unarmed damage was used to determine deleveling effects. However, this method is not optimal given current resources.

This information is mostly obsolete -- there may now be conditional items which can drop from yellow rays, pickpocket attempts, or rave steal

There are several types of conditional drops, all outlined on the Conditional Drops page. There is an easy way to check for conditional drops. Using a major yellow ray from the He-Boulder (or a pumpkin bomb or anything else that causes the Everything Looks Yellow effect) forces all non-conditional items to drop from the monster.

It is still possible for conditional items to drop when doing this, and they aren't distinguishable if they do drop. The way to prevent them from dropping is to reduce your item drop modifiers to at least -100%. Good items for this task are makeshift SCUBA gear and aerated diving helmet, which combine to give -150% item drops. By doing this, any item that drops is not a conditional drop, and any item that does not drop is a conditional drop.