Talk:Cocktailcrafting: Difference between revisions

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imported>Gymnosophist
Great job!! Couple of coments on fumbling & Drinking for Adventures - it's the best!
 
imported>Aardvark
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*Maybe it was just my imagination, but it seemed like the more drunk I was, the more I fumbled. Maybe there should be some sort of warning about this in the "Drinking Before and After Adventuring" section.  I actually found this section confusing - drinking after your day's worth of turns is over just means that you now have some more turns you can adventure with - today.  Just don't get your drunkenness over 19.  My own pre-ascension strategy was to eat & adventure till all adventures were gone, then drink a TPS drink, adventure, drink TPS, adventure, drink TPS + shot, adventure, then drink a final TPS drink.  This seemed to really cut down on the fumbling.
*Maybe it was just my imagination, but it seemed like the more drunk I was, the more I fumbled. Maybe there should be some sort of warning about this in the "Drinking Before and After Adventuring" section.  I actually found this section confusing - drinking after your day's worth of turns is over just means that you now have some more turns you can adventure with - today.  Just don't get your drunkenness over 19.  My own pre-ascension strategy was to eat & adventure till all adventures were gone, then drink a TPS drink, adventure, drink TPS, adventure, drink TPS + shot, adventure, then drink a final TPS drink.  This seemed to really cut down on the fumbling.
*In comparing Drinking for Adventures vs. Drinking for Stat Gains, Drinking for Adventures wins hands down.  Let's compare the garnish drinks with LoS, starting with Muscle classes.  Muscle classes gain 5 Primary stat (102 - 97 = 5) but lose 5 adventures (69 - 64 = 5) if they pursue the Drinking for Stat Gains strategy.  Myst classes gain 4 Primary stat (101 - 97 = 4) in exchange for 3 adventures (69 - 66 = 3) while Moxie classes gain 18 Primary stat (115 - 97 = 18) in exchange for 27(!!!) adventures (69 - 42 = 27).  If a player can't gain 5 Primary stat in 5 adventures, something is '''drastically''' wrong.  The best stat gain strategy is always to drink for adventures (at least with garnish drinks. And TPS drinks - fuggeddaboutit!).  The Drinking for Stat Gains table is worth keeping, but should be used as an illustration of the superiority of the Drinking for Adventures strategy.--[[User:Gymnosophist|Gymnosophist]] 22:27, 29 Jun 2005 (Central Daylight Time)
*In comparing Drinking for Adventures vs. Drinking for Stat Gains, Drinking for Adventures wins hands down.  Let's compare the garnish drinks with LoS, starting with Muscle classes.  Muscle classes gain 5 Primary stat (102 - 97 = 5) but lose 5 adventures (69 - 64 = 5) if they pursue the Drinking for Stat Gains strategy.  Myst classes gain 4 Primary stat (101 - 97 = 4) in exchange for 3 adventures (69 - 66 = 3) while Moxie classes gain 18 Primary stat (115 - 97 = 18) in exchange for 27(!!!) adventures (69 - 42 = 27).  If a player can't gain 5 Primary stat in 5 adventures, something is '''drastically''' wrong.  The best stat gain strategy is always to drink for adventures (at least with garnish drinks. And TPS drinks - fuggeddaboutit!).  The Drinking for Stat Gains table is worth keeping, but should be used as an illustration of the superiority of the Drinking for Adventures strategy.--[[User:Gymnosophist|Gymnosophist]] 22:27, 29 Jun 2005 (Central Daylight Time)
:*Jick has stated in the past that there is nothing that contributes to your fumbling chance (except, of course, for the new items that remove the chance completely). --[[User:Aardvark|Aardvark]] 01:22, 30 Jun 2005 (Central Daylight Time)

Revision as of 06:22, 30 June 2005

ePeterso2, You've done an awesome job!! A couple of comments:

  • Maybe it was just my imagination, but it seemed like the more drunk I was, the more I fumbled. Maybe there should be some sort of warning about this in the "Drinking Before and After Adventuring" section. I actually found this section confusing - drinking after your day's worth of turns is over just means that you now have some more turns you can adventure with - today. Just don't get your drunkenness over 19. My own pre-ascension strategy was to eat & adventure till all adventures were gone, then drink a TPS drink, adventure, drink TPS, adventure, drink TPS + shot, adventure, then drink a final TPS drink. This seemed to really cut down on the fumbling.
  • In comparing Drinking for Adventures vs. Drinking for Stat Gains, Drinking for Adventures wins hands down. Let's compare the garnish drinks with LoS, starting with Muscle classes. Muscle classes gain 5 Primary stat (102 - 97 = 5) but lose 5 adventures (69 - 64 = 5) if they pursue the Drinking for Stat Gains strategy. Myst classes gain 4 Primary stat (101 - 97 = 4) in exchange for 3 adventures (69 - 66 = 3) while Moxie classes gain 18 Primary stat (115 - 97 = 18) in exchange for 27(!!!) adventures (69 - 42 = 27). If a player can't gain 5 Primary stat in 5 adventures, something is drastically wrong. The best stat gain strategy is always to drink for adventures (at least with garnish drinks. And TPS drinks - fuggeddaboutit!). The Drinking for Stat Gains table is worth keeping, but should be used as an illustration of the superiority of the Drinking for Adventures strategy.--Gymnosophist 22:27, 29 Jun 2005 (Central Daylight Time)
  • Jick has stated in the past that there is nothing that contributes to your fumbling chance (except, of course, for the new items that remove the chance completely). --Aardvark 01:22, 30 Jun 2005 (Central Daylight Time)