Talk:Combat Frequency: Difference between revisions
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Is this page the correct place to write up the adventure floors that Quantum NightMare has discovered? It's such an incredibly important mechanic that it should be mentioned on the wiki somewhere. --[[User:Bale|Bale]] 21:50, 14 October 2008 (UTC) | Is this page the correct place to write up the adventure floors that Quantum NightMare has discovered? It's such an incredibly important mechanic that it should be mentioned on the wiki somewhere. --[[User:Bale|Bale]] 21:50, 14 October 2008 (UTC) |
Revision as of 21:51, 14 October 2008
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)
Gallery Key
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)
- That's not true - it may be very likely, but I had to go 7 turns in the Conservatory after reading about Stephen and Elizabeth.--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
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 +5 ML
See Talk:Yendorian Finery for a full discussion of the impact of the +5 ML effect of the ring of aggravate monster in predicting combat frequency.--Mis2027 21:07, 14 August 2007 (CDT)
F-F-Fantastic / S.O.C.K.
Having done a whole pile of ascensions, I'm pretty sure this isn't superlikely, despite the page saying it's thought to be/could be. It just took me 23 turns on this run, and regularly takes in excess of 15/16... and 23 isn't the most it's taken. According to the table, the statistical chance of it taking that long, so regularly, is ridiculously tiny if it were superlikely... Neil Senna 18:51, 23 August 2007 (CDT)
Maximum modifier cap?
I recall hearing on the radio that the maximum combat frequency modifiers that work is 25% either way. Now, the maximum raw value of -combat is now 29%, but is the actual effect 25%? Also, if the effect is only -25%, does the -(-combat) effect of +ML take place before or after tha cap--Supernova163 09:30, 16 October 2007 (CDT)
Adventure Floors
Is this page the correct place to write up the adventure floors that Quantum NightMare has discovered? It's such an incredibly important mechanic that it should be mentioned on the wiki somewhere. --Bale 21:50, 14 October 2008 (UTC)