User:Deadned: Difference between revisions

From A KoL Wiki
imported>Deadned
imported>Deadned
No edit summary
Line 64: Line 64:


Too good to be true? Sort of. The paperclippery outfit is incompatible with the swashbucking outfit and the battlefield warriors. Sewer leveling and burglaring the  bedroom before you start the level 6 quest are out of the question. Getting to level 6 on day 1 to eat your pies is very difficult without many skills.
Too good to be true? Sort of. The paperclippery outfit is incompatible with the swashbucking outfit and the battlefield warriors. Sewer leveling and burglaring the  bedroom before you start the level 6 quest are out of the question. Getting to level 6 on day 1 to eat your pies is very difficult without many skills.
== Crimbo Ascender Roadmap ==
A day-by-day guild would be inappropriate (and stressful!). Shit like, "you should be level 6 by day one or you're totally out of luck and on your own buddy" isn't helpful. The roadmap aims to give you a order in which to do things, but not necessarily a time frame.
'''Basic Strategy '''
'''Overview:''' We're going to make use of the regenerative properties of the paperclip suit, this means we're going to be doing two things at the same time: a high level zone for stats, and a low level safety zone that needs to be done to finish (example: at level 6, you'll want to do the friars and liver quest, but will also have stuff to do like the hidden temple unlock). Always move to the area with higher stats for as long as you can survive. getting beaten-up gives you zero stats, costs a turn and makes the next three turns crappy. The cheapest way to get stats is though monster level (1 ML = 1/4 stat point), increase monster level as much as you're comfortable to maximize stats from combats.
'''Combats''' are going to consist of funkslinging toy mercs; skills worth perming to make combat better would be Pastamancer's Entangling noodles, anything that gives +init is also worth perming too.
'''Powerleveling''' is going to be difficult for low skill, low budget runs. if you need to powerlevel before level 6 (you have lots to do, so probably not!) the hidden temple is good in terms of difficulty to stats gained. Better stats per adventure exist other places, such as sewerleveling or spookyraven Bedroom, but these are generally inaccessible until you have Mr A gear. Spookyraven billiard room gives decent mainstat per adventure (mainstat is what you really want). The bathroom is accessible at (buffed) mainstat 68 (corresponds to level 9), but with some market buffs, and a few other minor enchantments it's accessible earlier, I recommend powerleveling here as soon as it's open even if your mainstat isn't mysticallity - we're going to be calling Guy made of bees to finish the flyering on the level 12 quest later.
The absolute best place to powerlevel is the spookyraven powerleveling zones (gallery, ballroom and bathroom); increase non-combat rate in the gallery and bathroom, increase item drops (and sniff) waltzers in the ballroom. However, depending on your +non-combat or +item, you may find other places such as Mt McLargeMcHuge's icy peak or the palindrome are more viable powerleveling locations FOR YOU.
'''Familiar usage''': the two big things you want are stats and items, so a volley type or a fairy type are going to be with you most of the run. Leprechauns are marginally useful in softcore ascending since you can pull something to autosell and really only need +meat% for the level 12 nun sidequest.
'''Turn gen from food''':  Food doesn't need to be made in-run. You want to eat mostly key lime pies. eating a Boris key lime pie saves somewhere between 4-8 turns in the daily dungeon, and a handful of turns (split with the other keys) in the dungeons of doom. pulling 3 star key lime pies, hat + sword + chart (6 pulls total) saves 40 to 60 turns of opening the hole in the sky, farming stars + lines + charts. digial key lime pie saves about 6-10 turns in the digital realm, but the stats are pretty good, drop rate is pretty high and is a nice zone to use as a buffer, so pull digital key limes last, and if it looks like you wont need the buffer. Mainstat chow mein or hi mein should be your fallback food. Value milk as a pull worth 10 turns.
'''Turn gen from drinks''': Making drinks in run is preferred. You should get liver of steel. On shorter 3 day runs, getting liver is a wash in terms of turns generated vs turns spent getting if you're drinking advanced cocktails (ACs are worth 3 turns per drunkeness, you get 10 extra points over the 3 day run from liver, giving you 30 extra turns). AC drinks are very good, and worth a perm early. Tavern gives booze, and you really don't encounter any base booze(rum, whiskey, etc) until pirates and goats. Figure out if pulling a AC or SHC is worth the turns over basic cocktail for you. Ode to booze is a useful skill to perm after you get adv. cocktail crafting.

Revision as of 19:34, 18 March 2011

Advanced Weaponry

2H Club Page, table form:

User:DeadNed/Two_Handed_Clubs

2H Sword Page, table form:

User:DeadNed/Two_Handed_Swords

Ranking snapshot

As of 2/7/2011: https://spreadsheets.google.com/oimg?key=0Aif98F4DSRQzdDJlTzlKbl9qSWZLcTNOdXQ0dDF4Q3c&oid=2&zx=erypg8rfesk8

The chart above shows the number of softcore players (sorted by rank, so no double counting) in each daycount

As of 1/31/2011 https://spreadsheets.google.com/oimg?key=0Aif98F4DSRQzdGwzTnBzU1hyXzVzSGdJU0hPdlVqclE&oid=2&zx=4e8859xllgw4

The chart above shows the number of hardcore players (sorted by rank, so no double counting) in each daycount




Introducing: The Crimbo Ascender

I love my Mr Store items, and really enjoy using them to ascend in the game and do stuff I usually couldn’t do before (sewer level, kill tower monsters, etc).

But it also breaks my tiny, cold heart when a newer player is getting into ascending and doesn’t have the resources that I have (I think this is common, I remember someone’s suggestion of renting gear). I would like to propose the next best thing; cheap ascension gear requiring very few skills to use. Oddly, most of it is crimbo gear, and can be obtained for a few days of castle farming.


Crimbo

Paperclippery This is one of the better outfits in the game. You’re going to want the whole thing to get the blocking effect. Wearing the outfit, you get a moderate boost to stats and damage, DR, HP & MP regeneration, Init, stats, and extra rollover adventures. 70k

Crimbo off-hand: +2 mainstat. This means that you won’t be using a shield to shield-butt, but that’s okay because toy merc strategy is viable. 100k

Toy mercenary Funkslinging this babies is pure gold; 60 damage per round is amazing. Costing between 5-10 meat per combat round per merc, toy mercs will set you back less than 10k per ascension – far cheaper than buying mana from the knob goblins to fund shield butt. 30k

Other things

Since you’re always hitting, blocking most of the time, and dealing a PILE of damage, you should consider increasing monster level.


Hookah Mostly just a cheap +5 to familiar weight, but you’ll occasionally get a fun buff.

Pumpkin bombs Tradable yellow rays of sunshine and happiness. Pulling one can save you 3 pulls (for 2 saved pulls [net gain]). Stock them in Hangk’s as bombs and untinker later if pie or beer is needed.

  • Useful for Miner and war outfit

For about 300k (less than three days of castle farming), you can begin to ascend very cheaply. The skill needed to be effective is Ambidextrous Funkslinging. +non-combat skills, consumption skills, familiar weight skills and passives will help. by the time you're able to survive Ur-kels the entire run (30-40 permed skills), you'll be able to decide on the Mr Store gear you need.

The Downside

Too good to be true? Sort of. The paperclippery outfit is incompatible with the swashbucking outfit and the battlefield warriors. Sewer leveling and burglaring the bedroom before you start the level 6 quest are out of the question. Getting to level 6 on day 1 to eat your pies is very difficult without many skills.



Crimbo Ascender Roadmap

A day-by-day guild would be inappropriate (and stressful!). Shit like, "you should be level 6 by day one or you're totally out of luck and on your own buddy" isn't helpful. The roadmap aims to give you a order in which to do things, but not necessarily a time frame.

Basic Strategy Overview: We're going to make use of the regenerative properties of the paperclip suit, this means we're going to be doing two things at the same time: a high level zone for stats, and a low level safety zone that needs to be done to finish (example: at level 6, you'll want to do the friars and liver quest, but will also have stuff to do like the hidden temple unlock). Always move to the area with higher stats for as long as you can survive. getting beaten-up gives you zero stats, costs a turn and makes the next three turns crappy. The cheapest way to get stats is though monster level (1 ML = 1/4 stat point), increase monster level as much as you're comfortable to maximize stats from combats.

Combats are going to consist of funkslinging toy mercs; skills worth perming to make combat better would be Pastamancer's Entangling noodles, anything that gives +init is also worth perming too.

Powerleveling is going to be difficult for low skill, low budget runs. if you need to powerlevel before level 6 (you have lots to do, so probably not!) the hidden temple is good in terms of difficulty to stats gained. Better stats per adventure exist other places, such as sewerleveling or spookyraven Bedroom, but these are generally inaccessible until you have Mr A gear. Spookyraven billiard room gives decent mainstat per adventure (mainstat is what you really want). The bathroom is accessible at (buffed) mainstat 68 (corresponds to level 9), but with some market buffs, and a few other minor enchantments it's accessible earlier, I recommend powerleveling here as soon as it's open even if your mainstat isn't mysticallity - we're going to be calling Guy made of bees to finish the flyering on the level 12 quest later.

The absolute best place to powerlevel is the spookyraven powerleveling zones (gallery, ballroom and bathroom); increase non-combat rate in the gallery and bathroom, increase item drops (and sniff) waltzers in the ballroom. However, depending on your +non-combat or +item, you may find other places such as Mt McLargeMcHuge's icy peak or the palindrome are more viable powerleveling locations FOR YOU.

Familiar usage: the two big things you want are stats and items, so a volley type or a fairy type are going to be with you most of the run. Leprechauns are marginally useful in softcore ascending since you can pull something to autosell and really only need +meat% for the level 12 nun sidequest.

Turn gen from food: Food doesn't need to be made in-run. You want to eat mostly key lime pies. eating a Boris key lime pie saves somewhere between 4-8 turns in the daily dungeon, and a handful of turns (split with the other keys) in the dungeons of doom. pulling 3 star key lime pies, hat + sword + chart (6 pulls total) saves 40 to 60 turns of opening the hole in the sky, farming stars + lines + charts. digial key lime pie saves about 6-10 turns in the digital realm, but the stats are pretty good, drop rate is pretty high and is a nice zone to use as a buffer, so pull digital key limes last, and if it looks like you wont need the buffer. Mainstat chow mein or hi mein should be your fallback food. Value milk as a pull worth 10 turns.

Turn gen from drinks: Making drinks in run is preferred. You should get liver of steel. On shorter 3 day runs, getting liver is a wash in terms of turns generated vs turns spent getting if you're drinking advanced cocktails (ACs are worth 3 turns per drunkeness, you get 10 extra points over the 3 day run from liver, giving you 30 extra turns). AC drinks are very good, and worth a perm early. Tavern gives booze, and you really don't encounter any base booze(rum, whiskey, etc) until pirates and goats. Figure out if pulling a AC or SHC is worth the turns over basic cocktail for you. Ode to booze is a useful skill to perm after you get adv. cocktail crafting.