Combat Initiative: Difference between revisions
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imported>DirkDiggler Added Initiative data, spading from HCO forums |
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{{RETURNTO Mechanics}} | {{RETURNTO Mechanics}} | ||
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==How Initiative Works== | |||
The detailed mechanics of Combat Initiative are not yet fully understood. For detailed research, please see [http://forums.hardcoreoxygenation.com/viewtopic.php?t=1106 the spading work] being done on the Hardcore Oxygenation Forums -- the discussion of mechanics is drawn directly from there. | |||
*Getting the jump on a monster is influenced by your raw mainstat only -- stat buffs have no effect on initiative. | |||
*The Zodiac sign Wallaby, though long rumored to increase initiative, does ''not'' do so. | |||
*Each monster in the kingdom has an associated initiative value. This value is constant each time we encounter that monster and is not not affected by monster level. | |||
*Only items or skills that modify initiative directly affect your chance to run away. Having enough mainstat to always get the jump does not guarantee successfully running away. | |||
*167 in your mainstat is enough to always get the jump on [[The Icy Peak|yetis]]. +70% initiative and 0 mainstat is also enough to always get the jump on yetis. This implies that [[The Icy Peak|yetis]] have initiative value of 67. | |||
*One theory holds that (Player initiative + 1d100) and (Monster initiative + 1d100) are compared, with the jump granted to the higher result. | |||
==Initiative vs. Main Stat== | |||
This table gives % jump against Yetis. Each entry is based on 1,000 adventures, running away each time so as to keep the same main stat. | |||
{| cellpadding="1" cellspacing="0" border="1" style="margin-left: auto; margin-right: auto;" | |||
|- style="text-align: center; background-color: #EEEEEE" | |||
! width="100" | Base Main Stat | |||
! width="100" | % Initiative Seized vs Yeti | |||
|- | |||
|0 ||39.7% | |||
|- | |||
|116 ||52.9% | |||
|- | |||
|118 ||52.6% | |||
|- | |||
|150 ||81.3% | |||
|- | |||
|160 ||93.4% | |||
|- | |||
|161 ||94.1% | |||
|- | |||
|162 ||94.4% | |||
|- | |||
|163 ||96.5% | |||
|- | |||
|164 ||97.1% | |||
|- | |||
|165 ||98.0% | |||
|- | |||
|166 ||98.9% | |||
|- | |||
|167 ||100% | |||
|- | |||
|168 ||100% | |||
|} | |||
==Items That Affect Initiative== | |||
Here's a comprehensive list of everything in the game that provide Combat Initiative. These allow you to increase the frequency with which you are the first to attack when encountering monsters, and also improve your chances of being able to flee successfully from a combat (according to [[Jick]] in [http://forums.kingdomofloathing.com/viewtopic.php?t=41532 this post]). To see various maximum levels of initiative, see [[Maximizing Your Combat Initiative]]. | Here's a comprehensive list of everything in the game that provide Combat Initiative. These allow you to increase the frequency with which you are the first to attack when encountering monsters, and also improve your chances of being able to flee successfully from a combat (according to [[Jick]] in [http://forums.kingdomofloathing.com/viewtopic.php?t=41532 this post]). To see various maximum levels of initiative, see [[Maximizing Your Combat Initiative]]. | ||
Revision as of 20:20, 24 June 2006
How Initiative Works
The detailed mechanics of Combat Initiative are not yet fully understood. For detailed research, please see the spading work being done on the Hardcore Oxygenation Forums -- the discussion of mechanics is drawn directly from there.
- Getting the jump on a monster is influenced by your raw mainstat only -- stat buffs have no effect on initiative.
- The Zodiac sign Wallaby, though long rumored to increase initiative, does not do so.
- Each monster in the kingdom has an associated initiative value. This value is constant each time we encounter that monster and is not not affected by monster level.
- Only items or skills that modify initiative directly affect your chance to run away. Having enough mainstat to always get the jump does not guarantee successfully running away.
- 167 in your mainstat is enough to always get the jump on yetis. +70% initiative and 0 mainstat is also enough to always get the jump on yetis. This implies that yetis have initiative value of 67.
- One theory holds that (Player initiative + 1d100) and (Monster initiative + 1d100) are compared, with the jump granted to the higher result.
Initiative vs. Main Stat
This table gives % jump against Yetis. Each entry is based on 1,000 adventures, running away each time so as to keep the same main stat.
Base Main Stat | % Initiative Seized vs Yeti |
---|---|
0 | 39.7% |
116 | 52.9% |
118 | 52.6% |
150 | 81.3% |
160 | 93.4% |
161 | 94.1% |
162 | 94.4% |
163 | 96.5% |
164 | 97.1% |
165 | 98.0% |
166 | 98.9% |
167 | 100% |
168 | 100% |
Items That Affect Initiative
Here's a comprehensive list of everything in the game that provide Combat Initiative. These allow you to increase the frequency with which you are the first to attack when encountering monsters, and also improve your chances of being able to flee successfully from a combat (according to Jick in this post). To see various maximum levels of initiative, see Maximizing Your Combat Initiative.
Source | Source Type | Initiative | Duration | Cost | Prereq | Notes |
---|---|---|---|---|---|---|
Springy Fusilli | P Noncombat Skill | 40% | 10 turns | 10 MP | ||
Bonerdagon necklace | Accessory | 30% | Always | 25 Myst |
| |
Cletus's Canticle of Celerity | AT Buff Skill | 30% | 5/15 turns | 4 MP | ||
Crimbo pants | Pants | 30% | Always | 35 Mox | ||
plexiglass pants | Pants | 25% | Always | 75 Mox |
| |
chopsticks | Weapon | 20% | Always | 23 Mus | ||
Grimacite greaves | Pants | 20% | Always | 47 Mox |
| |
Overdeveloped Sense of Self Preservation | DB Passive Skill | 20% | Always | |||
penguin shorts | Pants | 20% | Always | 45 Mox | ||
penguinskin mini-kilt | Pants | 20% | Always | 45 Mox | ||
penguinskin mini-skirt | Pants | 20% | Always | 45 Mox | ||
star pants | Pants | 20% | Always | 67 Mox | ||
cold ninja mask | Hat | 15% | Always | 25 Mox | ||
ice skates | Accessory | 15% | Always | +15% Meat from Monsters | ||
leotarrrd | Pants | 15% | Always | 30 Mox | ||
pixel sword | Weapon | 15% | Always | 10 Mus | ||
sk8board | Accessory | 15% | Always | 20 Myst | ||
stainless steel slacks | Pants | 15% | Always | 30 Mox |
| |
clockwork pants | Pants | 10% | Always | 25 Mus | Yes, these pants really require Muscle instead of Moxie to equip. | |
crowbarrr | Weapon | 10% | Always | 25 Mus | ||
gnatwing earring | Accessory | 10% | Always | 20 Myst | ||
infernal insoles | Accessory | 10% | Always | 15 Myst | Slight Hot Resistance | |
giant discarded plastic fork | Weapon | -10% | Always | 62 Mus | 2x chance of Critical Hit | |
grave robbing shovel | Weapon | -10% | Always | 25 Mus | +5 Spooky Damage | |
Extreme Muscle Relaxation | Item | -25% | 10 turns | Item Loss | +25% Muscle | |
Speculative - Needs Research | ||||||
The Wallaby | Zodiac Sign | ?% | Always | |||
Ticking Clock | Item | 20% (?) | 10 turns | Item Loss |
|