Talk:Combat Frequency: Difference between revisions

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clean-up, header, comment on Finery's +5ML
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== SC/DB Intrinsic Modifiers? '''AND''' Immateria ==
I know this may sound crazy, but I'm somewhat 86% sure about this: Disco Bandits have passive non-combat increase and Seal Clubbers have passive combat increase...  As a DB, the 4 Immaterias and the F-F-Fantastic! aventures appeared to me in 15 turns, that's fast. --[[User:Fernando Bono|Fernando Bono]] 12:06, 10 June 2006 (CDT)
I know this may sound crazy, but I'm somewhat 86% sure about this: Disco Bandits have passive non-combat increase and Seal Clubbers have passive combat increase...  As a DB, the 4 Immaterias and the F-F-Fantastic! aventures appeared to me in 15 turns, that's fast. --[[User:Fernando Bono|Fernando Bono]] 12:06, 10 June 2006 (CDT)
*On a recent radio show, Jick confirmed that +/- %combat modifiers DO affect the Immateria adventures in the Airship, meaning they are '''not''' superlikely. However, I don't recall whether he included the S.O.C.K. in this list, though I suspect it is also a normal adventure. Superlikely adventures generally only show up in areas with a '''lot''' of other non-combat adventures so RNG screwage doesn't make you waste fifty adventures trying to get it. --[[User:Quietust|Quietust]] 11:16, 13 October 2006 (CDT)
*On a recent radio show, Jick confirmed that +/- % combat modifiers DO affect the Immateria adventures in the Airship, meaning they are '''not''' superlikely. However, I don't recall whether he included the S.O.C.K. in this list, though I suspect it is also a normal adventure. Superlikely adventures generally only show up in areas with a '''lot''' of other non-combat adventures so RNG screwage doesn't make you waste fifty adventures trying to get it. --[[User:Quietust|Quietust]] 11:16, 13 October 2006 (CDT)


== Increment still 5% ?? ==
Are the new combat/non-combat increasers confirmed to be at 5%/each? Else someone should change that. --[[User:Nitramo | NitraMo]] <font size="-2">[http://www.freewebs.com/nitra_web/Save%20Adventures%20empty.xls SA] [http://www.freewebs.com/nitra_web/Items%20Ascension%20empty.xls IA]</font> 16:00, 13 March 2006 (CST)
Are the new combat/non-combat increasers confirmed to be at 5%/each? Else someone should change that. --[[User:Nitramo | NitraMo]] <font size="-2">[http://www.freewebs.com/nitra_web/Save%20Adventures%20empty.xls SA] [http://www.freewebs.com/nitra_web/Items%20Ascension%20empty.xls IA]</font> 16:00, 13 March 2006 (CST)


I think the increment holds for items already described. Can't speak to new items if they're found.--[[User:Mis2027|Mis2027]] 21:07, 14 August 2007 (CDT)
== Mechanic ==
Needs clarification - is it a pure increase, or a multiplicative one, like with gravy fairy? In other words, would a 50/50 split in combat encounters and noncombat encounters + moose of the musk = 55/45, or 52.5(or 50*1.05)/47.5
Needs clarification - is it a pure increase, or a multiplicative one, like with gravy fairy? In other words, would a 50/50 split in combat encounters and noncombat encounters + moose of the musk = 55/45, or 52.5(or 50*1.05)/47.5


The modifiers each act as simple arithmetic...there's a base rate for an area, and you simply add or subtract in increments of 5% depending on these items/effects.--[[User:Mis2027|Mis2027]] 21:07, 14 August 2007 (CDT)
== Odds of specific combats or non-combats ? ==
Once the combat/non-combat has been decided, does each different type of adventure have the same chance of happening (at least in most cases)?  --[[User:Sors|Sors]] 16:23, 11 July 2006 (CDT)
Once the combat/non-combat has been decided, does each different type of adventure have the same chance of happening (at least in most cases)?  --[[User:Sors|Sors]] 16:23, 11 July 2006 (CDT)


 
== Adventure / Monster Queues ==
"September 06 - The adventure and monster queues are now 5 units long rather than 3. If you don't know what this means, don't worry about it... :)" This needs to be looked into.--{{:User:Dehstil}} 16:57, 13 September 2006 (CDT)
"September 06 - The adventure and monster queues are now 5 units long rather than 3. If you don't know what this means, don't worry about it... :)" This needs to be looked into.--{{:User:Dehstil}} 16:57, 13 September 2006 (CDT)


== Gallery Key ==
What about the Spookyraven Gallery key?  It seems every time I ascend, it comes up almost immediately.  Can anyone confirm?--[[User:Gihorn|Gihorn]] 4:54 am, 23 Feb 2007
What about the Spookyraven Gallery key?  It seems every time I ascend, it comes up almost immediately.  Can anyone confirm?--[[User:Gihorn|Gihorn]] 4:54 am, 23 Feb 2007


*The Gallery key is an automatic, immediate find once you meet the prerequisite (reading the appropriate book).  --[[User:Hellion|Hellion]] 16:36, 22 February 2007 (CST)
*The Gallery key is an automatic, immediate find once you meet the prerequisite (reading the appropriate book).  --[[User:Hellion|Hellion]] 16:36, 22 February 2007 (CST)


==Non-Turn-Consuming Superlikelies==
*That's not true - it may be very likely, but I had to go 7 turns in the [[The Haunted Conservatory|Conservatory]] after reading about [[History_is_Fun%21_%28The_Fall_of_the_House_of_Spookyraven%29#Read Chapter 2: Stephen and Elizabeth|Stephen and Elizabeth]].--[[User:Mis2027|Mis2027]] 21:07, 14 August 2007 (CDT)


== Non-Turn-Consuming Superlikelies ==
I believe Jick stated on the 25/01/07 radio show that the amorous turtles are superlikelies. Someone verify if he did and put that in here if so. -Madalin
I believe Jick stated on the 25/01/07 radio show that the amorous turtles are superlikelies. Someone verify if he did and put that in here if so. -Madalin


The amorous turtles look to me like oyster eggs or the lab key -- non-turn consuming super-likely adventures.  Same for the Fernswarthy quest milestones. (PS, sign your posts with <nowiki>--~~~~</nowiki> and add comments at the bottom).--[[User:DirkDiggler|DirkDiggler]] 18:43, 28 January 2007 (CST)
The amorous turtles look to me like oyster eggs or the lab key -- non-turn consuming super-likely adventures.  Same for the Fernswarthy quest milestones. (PS, sign your posts with <nowiki>--~~~~</nowiki> and add comments at the bottom).--[[User:DirkDiggler|DirkDiggler]] 18:43, 28 January 2007 (CST)


== Do Seal Clubbers have an intrinsic +5% Combat Freq ==
So some time back someone wondered if Seal Clubbers have a +5% combat frequency. I think they do...during some testing with a Seal Clubber and Turtle Tamer, I found that the Seal Clubber had a noticeable increase in combats over 725 adventures. This I think deserves to be further spaded out, regardless of what was said on the radio show.--[[User:Foggy|Foggy]] 15:06, 13 August 2007 (CDT)
So some time back someone wondered if Seal Clubbers have a +5% combat frequency. I think they do...during some testing with a Seal Clubber and Turtle Tamer, I found that the Seal Clubber had a noticeable increase in combats over 725 adventures. This I think deserves to be further spaded out, regardless of what was said on the radio show.--[[User:Foggy|Foggy]] 15:06, 13 August 2007 (CDT)
Foggy, just to be sure, this is besides the [[Musk of the Moose]] effect?--[[User:Mis2027|Mis2027]] 21:07, 14 August 2007 (CDT)
== Yendorian Finery and +5ML ==
See the [[Yendorian Finery]] entry for my data summarizing evidence that shows the +5ML effect of the [[ring of aggravate monster]] is almost negligible in predicting combat frequency.--[[User:Mis2027|Mis2027]] 21:07, 14 August 2007 (CDT)

Revision as of 02:07, 15 August 2007

SC/DB Intrinsic Modifiers? AND Immateria

I know this may sound crazy, but I'm somewhat 86% sure about this: Disco Bandits have passive non-combat increase and Seal Clubbers have passive combat increase... As a DB, the 4 Immaterias and the F-F-Fantastic! aventures appeared to me in 15 turns, that's fast. --Fernando Bono 12:06, 10 June 2006 (CDT)

  • On a recent radio show, Jick confirmed that +/- % combat modifiers DO affect the Immateria adventures in the Airship, meaning they are not superlikely. However, I don't recall whether he included the S.O.C.K. in this list, though I suspect it is also a normal adventure. Superlikely adventures generally only show up in areas with a lot of other non-combat adventures so RNG screwage doesn't make you waste fifty adventures trying to get it. --Quietust 11:16, 13 October 2006 (CDT)

Increment still 5% ??

Are the new combat/non-combat increasers confirmed to be at 5%/each? Else someone should change that. -- NitraMo SA IA 16:00, 13 March 2006 (CST)

I think the increment holds for items already described. Can't speak to new items if they're found.--Mis2027 21:07, 14 August 2007 (CDT)

Mechanic

Needs clarification - is it a pure increase, or a multiplicative one, like with gravy fairy? In other words, would a 50/50 split in combat encounters and noncombat encounters + moose of the musk = 55/45, or 52.5(or 50*1.05)/47.5

The modifiers each act as simple arithmetic...there's a base rate for an area, and you simply add or subtract in increments of 5% depending on these items/effects.--Mis2027 21:07, 14 August 2007 (CDT)

Odds of specific combats or non-combats ?

Once the combat/non-combat has been decided, does each different type of adventure have the same chance of happening (at least in most cases)? --Sors 16:23, 11 July 2006 (CDT)

Adventure / Monster Queues

"September 06 - The adventure and monster queues are now 5 units long rather than 3. If you don't know what this means, don't worry about it... :)" This needs to be looked into.--Dehstil (t|c) 16:57, 13 September 2006 (CDT)

What about the Spookyraven Gallery key? It seems every time I ascend, it comes up almost immediately. Can anyone confirm?--Gihorn 4:54 am, 23 Feb 2007

  • The Gallery key is an automatic, immediate find once you meet the prerequisite (reading the appropriate book). --Hellion 16:36, 22 February 2007 (CST)

Non-Turn-Consuming Superlikelies

I believe Jick stated on the 25/01/07 radio show that the amorous turtles are superlikelies. Someone verify if he did and put that in here if so. -Madalin

The amorous turtles look to me like oyster eggs or the lab key -- non-turn consuming super-likely adventures. Same for the Fernswarthy quest milestones. (PS, sign your posts with --~~~~ and add comments at the bottom).--DirkDiggler 18:43, 28 January 2007 (CST)

Do Seal Clubbers have an intrinsic +5% Combat Freq

So some time back someone wondered if Seal Clubbers have a +5% combat frequency. I think they do...during some testing with a Seal Clubber and Turtle Tamer, I found that the Seal Clubber had a noticeable increase in combats over 725 adventures. This I think deserves to be further spaded out, regardless of what was said on the radio show.--Foggy 15:06, 13 August 2007 (CDT)

Foggy, just to be sure, this is besides the Musk of the Moose effect?--Mis2027 21:07, 14 August 2007 (CDT)

Yendorian Finery and +5ML

See the Yendorian Finery entry for my data summarizing evidence that shows the +5ML effect of the ring of aggravate monster is almost negligible in predicting combat frequency.--Mis2027 21:07, 14 August 2007 (CDT)