User:Lilac/QuestData: Difference between revisions
imported>Lilac Added Hole in the Sky and Fear Man's Level |
imported>Lilac Niche and Fear Man's Level don't need their own headers |
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|<nowiki>+</nowiki>250% items | |<nowiki>+</nowiki>250% items | ||
|- | |- | ||
! | !The Defiled Niche | ||
|10.7 | |10.7 | ||
!1.0 | !1.0 | ||
|0.09 | |0.09 | ||
| | |Sniffs dirty lihcs, no banishing | ||
|- | |- | ||
![[#The Defiled Cranny|The Defiled Cranny]] | ![[#The Defiled Cranny|The Defiled Cranny]] | ||
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|<nowiki>-</nowiki>20% combat, does not include boxen or DoD unlock | |<nowiki>-</nowiki>20% combat, does not include boxen or DoD unlock | ||
|- | |- | ||
! | !Fear Man's Level (digital key) | ||
|8.5 | |8.5 | ||
!1.2 | !1.2 | ||
|0.14 | |0.14 | ||
|Enough +item to guarantee all pixel drops | |Enough +item to guarantee all pixel drops; sniffs morbid skills, no banishing | ||
|} | |} | ||
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|0.0 | |0.0 | ||
|} | |} | ||
==The Defiled Cranny== | ==The Defiled Cranny== | ||
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|5.2 | |5.2 | ||
|3.7 | |3.7 | ||
|} | |} |
Revision as of 04:45, 5 September 2013
NERD TIME
I wrote a fairly straightforward KoL quest simulator in Java. It takes the encounter queues, Olfaction, banishing, and any known special mechanics into account, and assumes ideal decision-making for each quest. Each quest is hand-coded to reflect the decisions you'd make while doing it. 1,000,000 samples are run for each quest.
The end goal of this is to produce average turn yields for each quest under varying conditions, which is useful to speedrunners, and also to generate the standard deviation of each quest, which helps us identify which parts of the game are actually the most RNG-swingy. If you're unfamiliar with standard deviation, take a look at its Wikipedia article for a fairly good explanation.
HC Speedrun Quests Table
All average (mean) and standard deviation numbers are in Adventures. Click a quest to go to its section on this page.
Quest | Avg. | Stdev | Ratio | Notes |
---|---|---|---|---|
Outskirts of Cobb's Knob | 11.0 | 0.0 | 0.00 | |
The Haunted Pantry | 9.9 | 0.7 | 0.07 | |
The Haunted Billiards Room | 9.2 | 2.9 | 0.32 | -15% combat |
The Haunted Library | 7.5 | 1.9 | 0.25 | -15% combat, does not unlock Gallery |
The Haunted Bedroom | 11.0 | 2.9 | 0.26 | -15% combat, includes getting spectacles |
The Haunted Ballroom (set song) | 4.0 | 3.2 | 0.80 | -15% combat |
The Spooky Forest (temple map) | 10.9 | 3.7 | 0.34 | -20% combat, does not include mosquito larva |
Friars | 24.7 | 5.5 | 0.22 | -20% combat, assumes you have 234% food drops |
The Defiled Nook | 8.5 | 1.4 | 0.16 | +250% items |
The Defiled Niche | 10.7 | 1.0 | 0.09 | Sniffs dirty lihcs, no banishing |
The Defiled Cranny | 8.0 | 2.9 | 0.36 | -20% combat, +64 ML, does not include fighting the boss |
The Defiled Alcove | 9.5 | 2.2 | 0.23 | -20% combat, +200% initiative |
Obligatory Pirate's Cove (outfit) | 9.0 | 3.7 | 0.41 | -20% combat, +200% item drop |
Insults + Insult Beer Pong | 18.7 | 3.8 | 0.20 | +10% combat, 6 insults, 1-turn map, includes 4 quest turns |
The F'c'le | 6.6 | 2.5 | 0.38 | +10% combat, no banishing, does not include the final fledges turn |
Smut Orc Logging Camp | 19.8 | 1.4 | 0.07 | +200% items, loadstone but no hatchet (i.e. Knoll sign), bridge but no clovers |
Castle Basement | 3.8 | 2.8 | 0.74 | -20% combat, assumes amulet |
Castle Top Floor | 7.5 | 3.9 | 0.52 | -20% combat, assumes Mohawk wig and model airship |
The Hole in the Sky | 16.5 | 2.6 | 0.16 | +234% items, assumes you need key + hat + weapon |
Desert / Oasis | 32.4 | 8.1 | 0.25 | - No clovers, superwater, or Hipster/Goth fights - Assumes 33% superlikely rates - Includes finding a drum machine - Includes finding the Oasis - Frequency distribution chart |
Belowdecks | 5.1 | 2.3 | 0.45 | No guitar needed, sniffs but does not banish |
The Palindome | 12.0 | 5.1 | 0.43 | +10% combat, +234% item |
The Upper Chamber | 13.2 | 3.0 | 0.23 | +300% item drop, 2 tangles, gets and places wheel with -20% combat |
Hippy Camp (start the war) | 6.4 | 4.9 | 0.77 | -20% combat, assumes you already have the outfit |
Sonofa Beach (2 barrels) | 10.0 | 6.3 | 0.63 | +10% combat, assumes you quake-arrow the other 3 barrels |
DoD unlock | 9.8 | 5.8 | 0.59 | -20% combat, does not include free Teleportitis re-rolls when it sends you to a skippable NC |
Dungeons of Doom (zap wand) | 5.8 | 4.2 | 0.72 | -20% combat, does not include boxen or DoD unlock |
Fear Man's Level (digital key) | 8.5 | 1.2 | 0.14 | Enough +item to guarantee all pixel drops; sniffs morbid skills, no banishing |
The Haunted Billiards Room
Assumes you get a hand chalk during the delay. We're done when we've hit the noncombat.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 9.9 | 4.2 |
-5% combat | 9.3 | 3.7 |
-10% combat | 8.8 | 3.3 |
-15% combat | 8.4 | 3.1 |
-20% combat | 8.2 | 2.9 |
-25% combat | 8.0 | 2.8 |
The Haunted Library
Just calculating this for the stdev, since we're done after 1 noncombat. (It assumes you're not unlocking the Gallery.)
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 9.0 | 3.5 |
-5% combat | 8.3 | 2.8 |
-10% combat | 7.9 | 2.3 |
-15% combat | 7.5 | 1.9 |
-20% combat | 7.2 | 1.6 |
-25% combat | 7.0 | 1.4 |
The Haunted Bedroom
We're done when we have Spookyraven's spectacles and have encountered the wooden nightstand twice.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 12.2 | 3.7 |
-5% combat | 11.7 | 3.4 |
-10% combat | 11.3 | 3.1 |
-15% combat | 11.0 | 2.9 |
-20% combat | 10.7 | 2.7 |
The Haunted Ballroom (set song)
We're done when we have encountered Strung-Up Quartet.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 7.5 | 6.4 |
-5% combat | 5.9 | 5.0 |
-10% combat | 4.8 | 3.9 |
-15% combat | 4.0 | 3.2 |
-20% combat | 3.4 | 2.7 |
-25% combat | 3.0 | 2.3 |
The Spooky Forest (temple map)
Does not include the mosquito larva and therefore the 5-turn delay. Assumes the last turn you spent in the zone was getting the larva (i.e. you have a fresh Arboreal Respite superlikely timer). We're done when we've received Arboreal Respite four times.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 18.1 | 4.7 |
-5% combat | 15.8 | 4.6 |
-10% combat | 13.9 | 4.4 |
-15% combat | 12.2 | 4.1 |
-20% combat | 10.9 | 3.7 |
-25% combat | 9.7 | 3.4 |
Friars
DOES wait for 3 hot wings, but assumes you have 234% food drops at all times. Takes NC ceilings into account. We're done when we have all 3 items and 3 hot wings.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 39.1 | 5.6 |
-5% combat | 35.1 | 6.1 |
-10% combat | 31.2 | 6.3 |
-15% combat | 27.7 | 6.0 |
-20% combat | 24.7 | 5.5 |
-25% combat | 22.1 | 4.9 |
The Defiled Nook
Only calculated here for the stdev. Does not include the turn spent fighting the boss. We're done when we're at <= 25 evil.
Modifiers | Avg. Turns | Stdev |
---|---|---|
+150% items | 10.5 | 1.9 |
+200% items | 9.4 | 1.6 |
+250% items | 8.5 | 1.4 |
+300% items | 7.7 | 1.0 |
+350% items | 7.2 | 0.5 |
+400% items (capped) | 7.0 | 0.0 |
The Defiled Cranny
Uses integer-perfect ML tiers because I don't know offhand how the random rounding works. Does not include the turn spent fighting the boss. We're done when we're at <= 25 evil.
+49 ML
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 14.0 | 4.1 |
-5% combat | 12.2 | 3.7 |
-10% combat | 10.8 | 3.4 |
-15% combat | 9.7 | 3.0 |
-20% combat | 8.8 | 2.7 |
-25% combat | 8.1 | 2.4 |
+64 ML
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 13.2 | 4.2 |
-5% combat | 11.4 | 3.8 |
-10% combat | 10.0 | 3.4 |
-15% combat | 8.9 | 3.1 |
-20% combat | 8.0 | 2.9 |
-25% combat | 7.3 | 2.6 |
+81 ML
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 12.5 | 4.4 |
-5% combat | 10.7 | 3.8 |
-10% combat | 9.4 | 3.3 |
-15% combat | 8.4 | 2.9 |
-20% combat | 7.6 | 2.6 |
-25% combat | 6.9 | 2.4 |
+100 ML
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 11.8 | 4.6 |
-5% combat | 10.0 | 4.0 |
-10% combat | 8.7 | 3.4 |
-15% combat | 7.8 | 2.9 |
-20% combat | 7.0 | 2.4 |
-25% combat | 6.4 | 2.1 |
The Defiled Alcove
Assumes modern zmobies are a superlikely with chance (15 + bonusInit/10)%. Noncombats act as re-rolls. Does not include the turn spent fighting the boss. We're done when we're at <= 25 evil.
No combat mods (85% combat rate)
Modifiers | Avg. Turns | Stdev |
---|---|---|
+50% init | 13.7 | 3.2 |
+100% init | 12.4 | 2.9 |
+150% init | 11.3 | 2.7 |
+200% init | 10.4 | 2.4 |
+300% init | 9.0 | 2.0 |
+400% init | 8.0 | 1.7 |
-10% combat (75% combat rate)
Modifiers | Avg. Turns | Stdev |
---|---|---|
+50% init | 13.1 | 3.1 |
+100% init | 11.8 | 2.8 |
+150% init | 10.8 | 2.5 |
+200% init | 10.0 | 2.3 |
+300% init | 8.7 | 1.9 |
+400% init | 7.7 | 1.6 |
-20% combat (65% combat rate)
Modifiers | Avg. Turns | Stdev |
---|---|---|
+50% init | 12.5 | 2.9 |
+100% init | 11.2 | 2.7 |
+150% init | 10.3 | 2.4 |
+200% init | 9.5 | 2.2 |
+300% init | 8.3 | 1.8 |
+400% init | 7.4 | 1.6 |
The Obligatory Pirate's Cove (outfit)
Assumes you have no pieces of the outfit to start. If a monster fails to drop an item and it's still in the queue when you hit a relevant NC, it will get that item; if not, it'll get the first item you don't have. Does not use a Slimeling, whose disgorge is less effective than a superfairy on monsters with 2+ equipment drops (i.e. all of the relevant pirates). We're done when we have all three outfit pieces.
Fixed combat rate (70%)
Modifiers | Avg. Turns | Stdev |
---|---|---|
+100% items | 12.7 | 5.8 |
+150% items | 12.0 | 5.5 |
+200% items | 11.5 | 5.2 |
+250% items | 11.0 | 5.0 |
+300% items | 10.5 | 4.8 |
+350% items | 10.0 | 4.6 |
Increasing combat rate makes this combat-drop-oriented route take more turns.
Fixed item drop rate (+200%)
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 11.5 | 5.2 |
-5% combat | 10.7 | 4.8 |
-10% combat | 10.1 | 4.3 |
-15% combat | 9.5 | 4.0 |
-20% combat | 9.0 | 3.7 |
-25% combat | 8.6 | 3.4 |
Barrrney's Barrr
Assumes you are a non-Myst class at 0 drunkenness (to skip two of the NCs). Normally I'd include +combat tiers for this, but the difference between 80% combat and 100% combat for those conditions is only 0.75 turns, so I assume 90% combat rate for all instances (right in the middle). Assumes that getting the map is a flat +1 turn, which is included. ALSO INCLUDES 4 turns for booty crab, getting blueprints, getting dentures, and returning dentures. Subtract 5 turns from the averages but leave the stdevs the same if you want data without those fixed costs.
Insults | Avg. Turns | Stdev |
---|---|---|
3 insults | 65.4 | 55.4 |
4 insults | 25.3 | 13.6 |
5 insults | 18.9 | 5.6 |
6 insults | 18.7 | 3.8 |
7 insults | 20.9 | 4.4 |
8 insults | 26.5 | 7.1 |
The F'c'le
Assumes 234% item drops and that all clingy pirates are banished with cocktail napkins. DOES NOT INCLUDE the 1 turn spent getting the fledges.
No extra banishing
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 7.5 | 3.0 |
+5% combat | 7.0 | 2.8 |
+10% combat | 6.6 | 2.5 |
+15% combat | 6.2 | 2.3 |
+20% combat | 5.8 | 2.1 |
Banishes one of chatty/crusty
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 7.0 | 2.6 |
+5% combat | 6.6 | 2.2 |
+10% combat | 6.2 | 2.1 |
+15% combat | 5.8 | 1.9 |
+20% combat | 5.5 | 1.7 |
Banishes both chatty and crusty
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 6.6 | 2.2 |
+5% combat | 6.2 | 1.9 |
+10% combat | 5.8 | 1.7 |
+15% combat | 5.5 | 1.5 |
+20% combat | 5.1 | 1.3 |
Banishes everything that cannot drop a needed item
(i.e. if I already got a ball polish, banish the creamy pirate; only applies to challenge paths)
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 6.4 | 1.9 |
+5% combat | 6.0 | 1.7 |
+10% combat | 5.6 | 1.4 |
+15% combat | 5.3 | 1.2 |
+20% combat | 5.0 | 1.0 |
Smut Orc Logging Camp
All cases assume you use the bridge and no clovers. (Clovers save 3.5 turns with no items, 2.3 turns with 1 item, and 1.6 turns with both items.) This is for the quest post-August 14, 2013. If you have one of the two items, it auto-sniffs the first monster that drops the other bridge part. Otherwise, it will sniff one kind of bridge part if that part falls 5 or more behind the other part, and it has 25 or more of that other part. Assumes that the items each provide an independent 50% chance of an extra part. Does not include turn(s) spent to get the hatchet or loadstone.
With no special items
Modifiers | Avg. Turns | Stdev |
---|---|---|
+100% items | 22.3 | 1.6 |
+150% items | 21.9 | 1.4 |
+200% items | 21.6 | 1.1 |
+250% items | 21.3 | 0.9 |
+300% items | 21.1 | 0.7 |
With either loadstone or hatchet
Modifiers | Avg. Turns | Stdev |
---|---|---|
+100% items | 20.3 | 1.1 |
+150% items | 20.1 | 1.2 |
+200% items | 19.8 | 1.4 |
+250% items | 19.6 | 1.4 |
+300% items | 19.3 | 1.5 |
With both items
Modifiers | Avg. Turns | Stdev |
---|---|---|
+100% items | 16.3 | 1.8 |
+150% items | 16.0 | 1.8 |
+200% items | 15.6 | 1.8 |
+250% items | 15.3 | 1.8 |
+300% items | 15.0 | 1.7 |
Castle Basement
Includes the turn ceiling on NCs. All cases correctly transverse the NCs. We're done when the Ground Floor is unlocked.
With no special items
Gets and uses the dumbbell.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 18.8 | 6.2 |
-5% combat | 15.2 | 6.2 |
-10% combat | 12.4 | 5.8 |
-15% combat | 10.3 | 5.2 |
-20% combat | 8.6 | 4.6 |
-25% combat | 7.4 | 4.0 |
With an umbrella but no amulet
Uses the umbrella if it can, and tries for the dumbbell while doing so.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 14.9 | 7.1 |
-5% combat | 12.0 | 6.6 |
-10% combat | 9.9 | 6.0 |
-15% combat | 8.2 | 5.3 |
-20% combat | 6.9 | 4.6 |
-25% combat | 5.9 | 4.0 |
With an amulet
First NC always clears it.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 8.0 | 3.0 |
-5% combat | 6.5 | 3.4 |
-10% combat | 5.4 | 3.3 |
-15% combat | 4.5 | 3.1 |
-20% combat | 3.8 | 2.8 |
-25% combat | 3.2 | 2.4 |
Castle Top Floor
All cases assume you have a model airship and that you need to unlock the HitS. Includes the turn ceiling on NCs. We're done when the wheel is turned and we have the rocketship.
Without Mohawk wig
Solves both parts from the Steampunk NC, getting the wheel first to enable universal travel to that NC.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 22.1 | 8.9 |
-5% combat | 17.9 | 8.2 |
-10% combat | 14.7 | 7.4 |
-15% combat | 12.3 | 6.6 |
-20% combat | 10.4 | 5.7 |
-25% combat | 8.9 | 5.0 |
With Mohawk wig
Gets the wheel first however it can, then gets the HitS.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 16.1 | 4.3 |
-5% combat | 13.0 | 4.8 |
-10% combat | 10.7 | 4.7 |
-15% combat | 8.9 | 4.4 |
-20% combat | 7.5 | 3.9 |
-25% combat | 6.5 | 3.5 |
The Hole in the Sky
Assumes you need the key, hat, and weapon. Assumes +234% items. Sniffs the first Astronomer it finds, then dismisses On the Trail; it will then sniff the Skinflute/Camel's Toe, or if either stars or lines fall far behind the other it will sniff that appropriately. Assumes that the 25% rejection rate on Astronomers means no Astronomer for that turn no matter what, and not simply a queue re-roll.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 16.5 | 2.6 |
Desert / Oasis
This one is pretty robust:
- First, finds the Oasis in the unhydrated Desert.
- After that, it gets Ultrahydrated as needed, but superlikelies in the Oasis will correctly override that adventure.
- If the stone rose is found before a drum machine, it will stay in the Oasis until it finds a blur (assumes 234% item drop).
- We're done when we have the worm-riding hooks.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 32.4 | 8.1 |
1 clover | 30.2 | 7.8 |
2 clovers | 30.1 | 7.6 |
Superwater (KOLHS) | 28.9 | 7.4 |
Belowdecks
Assumes you don't need a guitar, that you sniff the gaudy pirate, and that you don't banish anything. We're done when we have two gaudy keys.
Avg. Turns | Stdev |
---|---|
5.1 | 2.3 |
The Palindome
Assumes 234% item drops (to guarantee 1-turn ketchup hound and stunt nuts), that all superlikelies (shelf items, Drawn Onward) are 25% rolls unaffected by combat rate, and that the item superlikelies are all rolled for individually (i.e. you get multiple rolls if you need more than one).
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 12.3 | 5.1 |
+5% combat | 12.1 | 5.1 |
+10% combat | 12.0 | 5.1 |
+15% combat | 11.9 | 5.0 |
+20% combat | 11.8 | 5.0 |
+25% combat | 11.7 | 5.0 |
The Upper Chamber
All cases assume you sniff tomb rats. Does not include the turns spent rotating the Lower Chamber or fighting Ed. I haven't included banishing, but each monster you perma-banish with a turn-consuming banisher saves you roughly 1.0 - 1.5 turns. We're done when we have enough ratchets to complete all rotations with the listed setup.
Farm 9 ratchets, place the wheel, no tangles
Assumes you find the wheel while getting ratchets. Assumes -20% combat for placing the wheel.
Modifiers | Avg. Turns | Stdev |
---|---|---|
+150% items | 27.1 | 6.1 |
+200% items | 23.2 | 4.8 |
+250% items | 20.5 | 3.8 |
+300% items | 18.4 | 3.1 |
+350% items | 16.8 | 2.6 |
+400% items (capped) | 15.5 | 2.2 |
Farm 9 ratchets, place the wheel, 1 tangle
Modifiers | Avg. Turns | Stdev |
---|---|---|
+150% items | 24.6 | 6.0 |
+200% items | 20.7 | 4.7 |
+250% items | 17.9 | 3.8 |
+300% items | 15.8 | 3.1 |
+350% items | 14.2 | 2.5 |
+400% items (capped) | 12.9 | 2.1 |
Farm 9 ratchets, place the wheel, 2 tangles
Around here you have the chance to not get the wheel at all; subtract 1 turn from these if you assume that.
Modifiers | Avg. Turns | Stdev |
---|---|---|
+150% items | 22.0 | 6.0 |
+200% items | 18.1 | 4.7 |
+250% items | 15.3 | 3.7 |
+300% items | 13.2 | 3.0 |
+350% items | 11.6 | 2.6 |
+400% items (capped) | 10.3 | 2.0 |
Farm 9 ratchets, place the wheel, 3 tangles
Modifiers | Avg. Turns | Stdev |
---|---|---|
+150% items | 19.4 | 5.9 |
+200% items | 15.5 | 4.6 |
+250% items | 12.7 | 3.7 |
+300% items | 10.6 | 2.9 |
+350% items | 9.0 | 2.4 |
+400% items (capped) | 7.8 | 1.9 |
Farm 11 ratchets, do not place wheel, no tangles
Still assumes you get the wheel, even though you don't use it.
Modifiers | Avg. Turns | Stdev |
---|---|---|
+150% items | 30.3 | 6.5 |
+200% items | 25.6 | 5.0 |
+250% items | 22.2 | 3.9 |
+300% items | 19.6 | 3.1 |
+350% items | 17.7 | 2.4 |
+400% items (capped) | 16.1 | 1.8 |
Farm 11 ratchets, do not place wheel, 1 tangle
Modifiers | Avg. Turns | Stdev |
---|---|---|
+150% items | 27.8 | 6.5 |
+200% items | 23.0 | 5.0 |
+250% items | 19.6 | 3.9 |
+300% items | 17.0 | 3.0 |
+350% items | 15.1 | 2.3 |
+400% items (capped) | 13.5 | 1.6 |
Farm 11 ratchets, do not place wheel, 2 tangles
Around here you have the chance to not get the wheel at all; subtract 1 turn from these if you assume that.
Modifiers | Avg. Turns | Stdev |
---|---|---|
+150% items | 25.2 | 6.4 |
+200% items | 20.4 | 4.9 |
+250% items | 17.0 | 3.8 |
+300% items | 14.5 | 2.9 |
+350% items | 12.5 | 2.2 |
+400% items (capped) | 10.9 | 1.5 |
Farm 11 ratchets, do not place wheel, 3 tangles
Modifiers | Avg. Turns | Stdev |
---|---|---|
+150% items | 22.6 | 6.4 |
+200% items | 17.8 | 4.9 |
+250% items | 14.4 | 3.8 |
+300% items | 11.9 | 2.9 |
+350% items | 9.9 | 2.1 |
+400% items (capped) | 8.3 | 1.4 |
The Hippy Camp (Verge of War)
Assumes you already have the Frat Warrior Fatigues. We're done when we've started the war.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 15.0 | 12.3 |
-5% combat | 11.3 | 9.1 |
-10% combat | 9.0 | 7.2 |
-15% combat | 7.5 | 5.8 |
-20% combat | 6.4 | 4.9 |
-25% combat | 5.6 | 4.2 |
Sonofa Beach
5 barrels
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 50.0 | 21.2 |
+5% combat | 33.3 | 13.7 |
+10% combat | 25.0 | 10.0 |
+15% combat | 20.0 | 7.7 |
+20% combat | 16.7 | 6.2 |
+25% combat | 14.3 | 5.2 |
4 barrels
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 40.0 | 19.0 |
+5% combat | 26.7 | 12.3 |
+10% combat | 20.0 | 8.9 |
+15% combat | 16.0 | 6.9 |
+20% combat | 13.3 | 5.6 |
+25% combat | 11.4 | 4.6 |
3 barrels
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 30.0 | 16.4 |
+5% combat | 20.0 | 10.6 |
+10% combat | 15.0 | 7.7 |
+15% combat | 12.0 | 6.0 |
+20% combat | 10.0 | 4.8 |
+25% combat | 8.6 | 4.0 |
2 barrels
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 20.0 | 13.4 |
+5% combat | 13.3 | 8.7 |
+10% combat | 10.0 | 6.3 |
+15% combat | 8.0 | 4.9 |
+20% combat | 6.7 | 3.9 |
+25% combat | 5.7 | 3.3 |
1 barrel
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 10.0 | 9.4 |
+5% combat | 6.7 | 6.1 |
+10% combat | 5.0 | 4.5 |
+15% combat | 4.0 | 3.4 |
+20% combat | 3.3 | 2.8 |
+25% combat | 2.9 | 2.3 |
Greater-Than Sign (DoD unlock)
Doesn't care about boxen. Assumes 25% rate for Oracle. Does not factor in free re-rolls of Teleportitis when it sends you to a skippable NC. We're done when we have gotten to the Oracle.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 15.6 | 9.4 |
-5% combat | 13.3 | 8.0 |
-10% combat | 11.7 | 7.0 |
-15% combat | 10.6 | 6.3 |
-20% combat | 9.8 | 5.8 |
-25% combat | 9.1 | 5.4 |
Dungeons of Doom (zap wand)
Does not include turns spent unlocking the DoD (see above), and doesn't care about boxen. We're done once we get the lighting store.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 9.6 | 7.4 |
-5% combat | 8.2 | 6.2 |
-10% combat | 7.2 | 5.4 |
-15% combat | 6.4 | 4.7 |
-20% combat | 5.8 | 4.2 |
-25% combat | 5.2 | 3.7 |