Safe Adventuring: Difference between revisions
imported>Monod m treasury and harem levels |
imported>Monod m adjusted fernswarthy's tower |
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<tr><td colspan="2">'''[[The Ruins of Fernswarthy's Tower]]'''</td></tr> | <tr><td colspan="2">'''[[The Ruins of Fernswarthy's Tower]]'''</td></tr> | ||
<tr><td>[[Tower Ruins]]</td><td> | <tr><td>[[Tower Ruins]]</td><td>25</td></tr> | ||
<tr><td colspan="2">'''[[Cobb's Knob]]'''</td></tr> | <tr><td colspan="2">'''[[Cobb's Knob]]'''</td></tr> | ||
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<tr><td>[[The Bat Hole]]: [[Entryway]]</td><td>23</td></tr> | <tr><td>[[The Bat Hole]]: [[Entryway]]</td><td>23</td></tr> | ||
<tr><td>[[The Bat Hole]]: [[Guano Junction]]</td><td>25</td></tr> | <tr><td>[[The Bat Hole]]: [[Guano Junction]]</td><td>25</td></tr> | ||
<tr><td>[[The Ruins of Fernswarthy's Tower]]: [[Tower Ruins]]</td><td>25</td></tr> | |||
<tr><td>[[The Distant Woods]]: [[The Bugbear Pens]]</td><td>27</td></tr> | <tr><td>[[The Distant Woods]]: [[The Bugbear Pens]]</td><td>27</td></tr> | ||
<tr><td>[[A Journey to the Center of Your Mind|An Incredibly Strange Place]]: [[Bad Trip]]</td><td>27</td></tr> | <tr><td>[[A Journey to the Center of Your Mind|An Incredibly Strange Place]]: [[Bad Trip]]</td><td>27</td></tr> | ||
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<tr><td>[[The Bat Hole]]: [[Beanbat Chamber]]</td><td>29</td></tr> | <tr><td>[[The Bat Hole]]: [[Beanbat Chamber]]</td><td>29</td></tr> | ||
<tr><td>[[Cobb's Knob]]: [[Kitchens]]</td><td>29</td></tr> | <tr><td>[[Cobb's Knob]]: [[Kitchens]]</td><td>29</td></tr> | ||
<tr><td>[[Desert Beach]]: [[South of The Border]]</td><td>32</td></tr> | <tr><td>[[Desert Beach]]: [[South of The Border]]</td><td>32</td></tr> | ||
<tr><td>[[The Distant Woods]]: [[The Inexplicable Door|8-Bit Realm]]</td><td>32</td></tr> | <tr><td>[[The Distant Woods]]: [[The Inexplicable Door|8-Bit Realm]]</td><td>32</td></tr> |
Revision as of 16:02, 6 September 2007
[ Return to Game Mechanics ] This page lists the minimum moxie required to adventure in an area without being hit by the normal attacks of the monsters you will find there. This is determined by multiplying the maximum amount of experience you could get from the monster by five to find the monster's maximum level. Monster level is the average of the monster's attack power and defense (muscle and moxie). Generally, these numbers are equal. To evade every non-critical attack, you must have 7 more moxie than the monster has attack power. These formulae were derived by Kittiwake and Crawly, the former of which compiled the list on the forums.
The two tables below both show the required Moxie for safe adventuring. The Sorted by Location shows locations sorted in the standard Wiki location order while the Sorted by Moxie table shows sorts locations ordered by the Moxie required for safe adventuring. Thus, knowing your current Moxie, you can figure out at a glance the areas in which you're reasonably capable of adventuring.
Remember: All these values are the very maximums of the area's strongest monsters' hitting abilities. If your moxie is only a few points lower than the value stated, you shouldn't have too much of a problem. Monsters might hit you, but infrequently, and for little damage. However, since the implementation of critical hits for monsters, all monsters have equally small chances to hit or miss you regardless of your moxie. Adventure safely with this in mind.
Lower moxie limits
A monster's chance to hit decreases roughly linearly from 100% at (moxie-monsterlevel) <= -6 to 0% at (moxie-monsterlevel) >= 7. If your moxie is more than 13 points below what is given in the table above, the toughest monster at any given location will be hitting you 100% of the time.
If we simplify the damage incurred formula to
(Monster Level - Player Moxie) + (Monster Level * 1/4) = Total Damage
then (disregarding Elemental Resistance, Damage Absorption and other complications) the number of turns you can stay alive is
Hit pts Total HP Turns alive = --------- = ------------------------------------- Damage 1.25 * Monster Level - Player Moxie
Attacking with Player Moxie more than 13 points below the safe level above leaves fewer than 0-3 turns in which to win the fight. For example, without other modifications, an 75 HP, -moxie adventurer fighting in the Haert of the Cyrpt would be hit 100% of the time, for 36 to 41 HP each time, and only two to three turns.
See Also:
- Cisco's (#427002) Moxie Look-Up
- The Monster Survival Guide! from Kittiwake (#515189)
- Combat Mechanics Spading