Advanced Farming

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Revision as of 01:54, 19 May 2010 by imported>Judge Omega (Fresh Content!!)
The information below is incorrect. It is a shell that will be followed when creating the new Farming Strategy page for the Castle in the Clouds. Give it time :). In the meantime, you should definitely have a look at this page's discussion page for a preview of what's to come, and some very useful numbers. also, you might just be looking for a spreadsheet (UniversalFarming) like this: http://sites.google.com/site/rikitikilorax/farming-spreadsheets
Perhaps the stats for the odor extractor effect should be factored in.

OUT OF DATE

Most of this information is out of date, misleading, and flat out wrong. See Farming and Maxing Meat for more accurate information.

Cost-effectiveness

When and why would one item be more cost-effective than another item? This question can be answered with an equation:

(price-price of other item)/(payoff-payoff of other item)

(In Economics, this is known as the "Opportunity Cost" Theory, in which you give up one thing for another for either an emotional, physical, mental, or financial profit, or any combination thereof.)

The equation calculates at what point the higher priced item begins to be cost-effective. To show exactly how this is used, here's an example. Let's compare a bottle of single-barrel whiskey (costs 288000 meat, gives 3 drunkenness, and gives 6 adventures per drunkenness) and gloomy mushroom wine (costs 41000 meat, gives 3 drunkenness, and gives 5 adventures per drunkenness). For booze, you've got to put the information in terms of one drunkenness:

(288000/3 mpd - 41000/3 mpd)/(6 apd - 5 apd) = 82333.33 mpa

This means you must be making more than 82333 meat per adventure before using single-barrel whiskeys. If you don't believe this, we can test it. If the meat you make is just slightly below the value calculated above, gloomy mushroom wine should just barely win out:

  • In general: (meat made) = (meat made in one adventure)*(adventures from booze)-(price of booze)
  • bottle of single-barrel whiskey: (82333 mpa)*(18 adventures)-(288000 meat) = 1193994 meat
  • gloomy mushroom wine: (82333 mpa)*(15 adventures)-(41000 meat) = 1193995 meat

Drunkenness is ignored simply for clarity; this is fine in this case since both boozes happen to give the same amount of drunkenness. As you can see, gloomy mushroom wine makes one more meat than single-barrel whiskey if you make 82333 meat per adventure. If you made more, single-barrel whiskey would be more cost-efficient. Of course, this example means nothing unless you can make that kind of meat (if you are, most of us would like to know how).

  • Cost-effectiveness of equipment and food are calculated this way:
    • Getting a negative value means that the lower priced item is always more cost-effective because it pays more.
    • When comparing an item against a pool of other items, you want the one that gives the next highest value. The problem is that you don't know the value of the current item you're comparing. You can usually see which item you need to compare it to, but a reliable and systematic way to find the other item is to do the following:
      1. Compare it to nothing (price: 0; payoff: 0).
      2. Compare it to the item whose value is highest but still below the value you currently have.
      3. Repeat the above step until there are no more items to compare. This is the value of the item.
    • It gets slightly more complicated with accessories with quantity limitations and if you need can only afford a meatspout staff, the only two-handed weapon that affects farming. For accessories, imagine three accessory slots and fill them with accessories with the next highest values possible. Compare against the accessory with lowest value of the three since that is the one being replaced. Additionally, the cost-effectiveness of getting a second accessory is calculated by comparing it against the one with the second highest value. The same goes for the third.
    • The cost-effectiveness for the last booze drunk is independent of the drunkenness it gives, since that last one is allowed to overflow the limit.
  • Effects are compared for straight up profit since having one effect does not interfere with having other effects.
  • The best to way to find out how much meat you make per adventure is to farm for a long time, sell what what you farm, and then divide the meat made by adventures used.

Food

  • The general way to profit from food is as follows:
    1. Find out about how much you can farm per adventure.
    2. Look at a given food in the mall, or, if you can make it for less, look at how much it would cost.
    3. Find out its adventures per fullness and price per fullness. Do this by taking the adventures (price) and dividing it by fullness.
    4. Check if munchies pills and/or milk of magnesium would be cost-effective.
    5. Take your profit per adventure (Let's say 500 meat). If you could get 10 adventures per fullness, then the income per fullness would be 5000 meat. In other words, multiply the adventures per fullness times profit per adventure.
    6. Subtract from your income per fullness the cost per fullness it took for you to get the food. This is your net profit per fullness. Your final goal should be to get this number as high as you can.
  • Note: Stat gains are irrelevant to meat/item farming as long as your stats are high enough to prevent you from having to heal constantly.
  • Note 2: You have 15 fullness a day, Stomach of Steel gives 5 more, 15 more fullness on the Feast of Boris.

Booze

  • Booze is different from food in that the counter of how much you can intake is drunkenness. Other than that, the same principles apply. Cheap booze from the mall is buying salty dogs, of which you can get 5 a day at only 130 meat apiece from Boozerbear.

A diet calculator to maximize farming income, dynamically updated.

Castle Farming

The Castle in the Clouds in the Sky is one of the best areas in which to farm. Depending on your budget, you can amass a variety of buffs, skills, and equipment which will help you farm the castle. This section of the guide focuses on maximizing your meat gain through a combination of all three. In an attempt to be complete this guide will attempt to cover ALL items in the game which give meat or item drop bonuses and attempt to explain why they are or are not efficient for meat farming. See the tables below for more details.

  • mpa stands for meat per adventure.
  • Actual prices may fluctuate.
  • Assumptions:

Familiar Choice

Before this guide does anything else, I think it is necessary to first explain which type of familiar should be used. By default everyone seems to use a leprechaun-based familiar, but is this really the right way to go about farming? Which is better, Leprechaun or Gravy Fairy?

Let's look at the math:

  • Leprechaun gives 5% bonus meat drop per pound which translates (using the Icy Peak base meat average of 200) to an extra 10 meat per adventure per pound.
  • The Gravy Fairy gives a bonus around 2.2% item drop per pound which translates to about 3 extra meat per adventure per pound.

This means that without any doubt, Leprechaun-based familiars are far better than Gravy Fairy-based familiars when farming the castle.

A Coffee Pixie, Hobo Monkey, or similar familiar is better, of course. Consider it an investment, if you don't already have one.

Since they are so much better, the rest of this guide will assume that you have a Leprechaun-based familiar.

Item Effects - Not Updated!

Using item effects is a quick way to increase your castle reapings, but needs to be constantly maintained.

  • Effects are sorted by profit, with NPC buyable effects (having fixed prices) listed first.
Name Meat Bonus Weight Bonus Item Drop Bonus Price Payoff Profit Comments
Wasabi Sinuses +30% n/a -10% 150 meat (15 mpa) 26.5 mpa +16.52 mpa The Knob Goblin nasal spray can be bought at the laboratory for 150 meat and gives Wasabi Sinuses for 10 adventures, but it takes away 1 substat per battle.
Heavy Petting n/a +5 lbs n/a 250 meat (25 mpa) 21.21 mpa -3.79 mpa The Knob Goblin pet-buffing spray can be bought at the laboratory for 250 meat and gives Heavy Petting for 10 adventures. This subtracts 10% from all stats, which high level players will likely not notice.
Egg-stortionary Tactics +50% n/a n/a ~2000 meat (100 mpa) 76.06 mpa -23.94 mpa Black oyster eggs are fairly expensive, even for 20 adventures, but it's still worth it to use an oyster basket in hardcore; just be careful about your spleen.
Object Detection n/a n/a +12.5% ~200 meat (20 mpa) 15.63 mpa -4.37 A farmer would have to first find out which Dungeons of Doom potion gives this effect.
Blue Tongue n/a n/a +30% ~800 meat (40 mpa) 37.51 mpa -2.49 mpa A cheaper alternative to black is the blue snowcone. Despite the +30% item drop for 20 adventures and its relatively low cost, the fact that it only gives item drop leaves you in the hole.
Cupcake of Choice n/a n/a +30% ~1000 meat (50 mpa) 37.51 mpa -12.49 mpa Granted by using a blue-frosted astral cupcake. Despite the +30% item drop for 20 adventures and its relatively low cost, the fact that it only gives item drop leaves you in the hole.
Red Tongue +30% n/a n/a ~1000 meat (50 mpa) 45.64 mpa -4.36 mpa A cheaper alternative to black is the red snowcone. Despite the +30% meat for 20 adventures, its price still keeps you in the hole.
Peeled Eyeballs -16% n/a +15% 200 meat (20 mpa) -5.59 mpa -25.59 mpa The Knob Goblin eyedrops can be bought at the laboratory for 200 meat and gives Peeled Eyeballs for 10 adventures. This may be focused on farming for a specific item, but not meat farming, as the item boost doesn't even balance out the meat penalty, let alone the cost of the item.
Green Tongue n/a +5 lbs n/a ~2000 meat (100 mpa) 38.03 mpa -61.97 mpa A cheaper alternative to black is the green snowcone. Despite the +5 lbs for 20 adventures, its price still keeps you in the hole.
Your Cupcake Senses Are Tingling +30% n/a n/a ~2500 meat (125 mpa) 45.64 mpa -79.36 mpa Granted by using a pink-frosted astral cupcake. Despite the +30% meat for 20 adventures, its price still keeps you in the hole.
Eggs-tra Sensory Perception n/a n/a +10% ~2400 meat (120 mpa) 12.5 -107.49 mpa Off-white oyster eggs are even more expensive than black ones, and the effect they give does not even come close to being helpful when peak farming.
Black Tongue +30% +5 lbs +30% ~40000 meat (2000 mpa) 83.15 mpa -1916.85 mpa The most coveted of the snowcones, the black snowcone is quite expensive in the mall.
Ermine Eyes n/a n/a +10% 797 meat (159.4/79.7 mpa) 12.50 mpa -146.9/67.2 mpa A Sauceror's Advanced Saucecrafting potion, with Impetuous Sauciness it becomes a bit less useless.


Skill Effects - UPDATED

Taking advantage of skill effects is similar to using item effects, but are more reliable, since costs of buffs and MP are more constant.

  • MP to meat calculations should be based on the mall price of phonics down as ((mp cost)/48)*240.
  • Effects are sorted by profit.
Name Meat Bonus Weight Bonus Item Drop Bonus Price Payoff Profit Cost-Effective After Comments
Polka of Plenty +50% n/a n/a 6 meat (.03 mpa) 76.06 mpa +76.03 mpa 7 adv An Accordion Thief buff, you must decide whether you want this skill. This should be used in even the most basic farming strategy.
Empathy of the Newt n/a +5 lbs n/a 8 meat (0.03 mpa) 38.03 mpa +38 mpa 211 adv A Turtle Tamer buff, you must decide whether you want this skill. This should be used in even the most basic farming strategy.
Leash of Linguini n/a +5 lbs n/a 87.5 meat (8.75 mpa) 38.03 mpa +29.28 mpa 376 adv This Pastamancer skill can be cast for 10 adventures with 12 mp and only on yourself (self-buff). This means that you will need to either ascend or stay in that class to benefit from this skill.
Fat Leon's Phat Loot Lyric n/a n/a +20% 7 meat (.03 mpa) 25.01 +24.98 mpa 281 adv An Accordion Thief buff, you must decide whether you want this skill.
Transcendent Olfaction n/a n/a n/a 200 filthy lucre Depends (see Comments) Depends (see Comments) Depends (see Comments) This skill comes from the Manual of Transcendent Olfaction. Because you can track a single monster with it, you can potentially track Goth Giants in the castle in the sky for an increased chance in getting Warm Subject gift certificates


Passive Skills

These skills cost thousands of meat, but are bought once and stay constantly in effect. If you plan to peak for a while, these are far more cost-efficient than using buffs or effects. Getting all of these will require multiple ascensions. For each skill, you must decide whether you want it enough to either ascend with it, stay in that class or sign, or not bother. Based on just passive skills in an attempt to get all of them, the Disco Bandit is the best class to settle under for peaking because you don't have to ascend with Nimble Fingers nor Mad Looting Skillz. Staying under a moxie sign removes the need to ascend with Gnefarious Pickpocketing and Powers of Observatiogn. Of course, there are other factors to consider for which class or sign to stay under or whether to just continue ascending.

  • Passive skills are sorted by payoff.
Name Meat Bonus Weight Bonus Item Drop Bonus Price Payoff Cost-Effective After Comments
Amphibian Sympathy n/a +5 lbs n/a 3000 meat 50 mpa 60 adv A Turtle Tamer skill
Expert Panhandling +10% n/a n/a 1800 meat 20 mpa 90 adv A Sauceror skill
Nimble Fingers +20% n/a n/a 6000 meat 40 mpa 150 adv A Disco Bandit skill
Gnefarious Pickpocketing +10% n/a n/a 5000 meat 20 mpa 250 adv Offered under a moxie sign
Mad Looting Skillz n/a n/a +20% 8000 meat 15.72 mpa 508 adv A Disco Bandit skill
Powers of Observatiogn n/a n/a +10% 5000 meat 7.86 mpa 636 adv Offered under a moxie sign
Double-Fisted Skull Smashing +2% n/a n/a 12000 meat 4 mpa 3000 adv A Seal Clubber skill, allows equipping 2 Bottle-rocket crossbows

Equipment

Equipment function similar to passive skills, except you need to use equipment slots for them to work.

  • Ascending is difficult to value and is different for every player; you will have to decide whether it's worth it yourself.
  • Since you can resell most equipment later, the most cost-worthy equipment for peak farming are the ones with the highest payoff per adventure. Cost-effectiveness attempts to gauge what level of commitment a farmer must have, whether you are ultra-rich, simply devoted, or only play on the weekends.
  • Equipment is sorted by payoff.
Name Meat Bonus Weight Bonus Item Drop Bonus Price Payoff Cost-Effective After Comments
Hats plexiglass pith helmet n/a +5 lbs n/a hardcore oxygenarian 50 mpa Depends Also regenerating hp and mp and giving +30% muscle, this is arguably the best hat in the game. It is also one of the hardest hats to obtain, being a hardcore oxygenarian ascension reward for the Turtle Tamer.
bounty-hunting helmet n/a n/a +20% 15 filthy lucre 15.65 mpa 15 days While you can't buy this with meat, this hat is definitely a great choice if you feel like bounty hunting while farming.
ice pick n/a n/a +15% 4 mill meat 11.79 mpa 508882 adv This item is a great addition for item farming, but not meat farming. This is far more useful when turned into ice skates. In this case, getting a plexiglass pith helmet can be more efficient. You would only use this if you already have ice skates, don't want to ascend, and plan to farm for a long time.
miner's helmet n/a n/a +5% 180 meat 3.93 mpa 45 adv With very little pay-off, this is one of the few hats that help with farming.
Shirts origami pasties +30% n/a n/a 6 mill meat 60 mpa 100000 adv Available only through the Mall, this is one of the best shirts for meat-farming if you can afford it.
duct tape shirt +20% n/a n/a 23 lengths of duct tape 40 mpa Depends This shirt is not tradable; it can be obtained only by getting enough duct tape from the ducks at McMillicancuddy's Farm during (or after) the Mysterious Island Quest. Once obtained, it is quite useful.
Ye Olde Navy Fleece +10% n/a n/a 1200 meat 20 mpa 60 adv Easiest (and cheapest) meat-farming shirt, if you have the Torso Awareness skill.
Weapons meatspout staff +15% n/a n/a 3400 meat 30 mpa 113 adv Definitely the best weapon for meat farming -- despite being two-handed, its meat bonus is far enough above the muculent machete to compensate for not being able to wield an off-hand item, such as the 7-ball. The extra 3 adventures per day don't hurt, either.
bottle-rocket crossbow +15% n/a +10% 18.5 mill meat 37.86 mpa 488642 adv Has the advantage of being one-handed, allowing use of an off-hand item. Has the disadvantage of being no longer available except through the Mall, where it is hideously expensive. May be worth a long-term investment.
bounty-hunting rifle n/a n/a 15% 15 filthy lucre 11.79 mpa 15 days Great weapon for item farming, but the meatspout staff has a better payoff.
muculent machete +5% n/a n/a 6950 meat 10 mpa 695 adv This item is more expensive than the meatspout staff, but gives a smaller meat bonus. May be worthwhile if combined with a very effective off-hand item.
penguin whip +3% n/a n/a 500 meat 6 mpa 83 adv With low power and a small bonus, you're probably better off with a muculent machete if you insist on a one handed weapon.
acoustic guitarrr +2% n/a n/a 5950 meat 4 mpa Never (try meatspout staff) This item is more expensive than the meatspout staff, gives a smaller meat bonus, and is a 2-handed ranged weapon, thus preventing the usage of an offhand item. If, however, your Moxie is very high, it may reduce the amount of time spent in combat.
duck-on-a-string n/a n/a +5% 49900 meat 3.93 mpa Never (try muculent machete) This item was available last Crimbo. It costs far more than the penguin whip and gives a smaller payoff, but its attack power is much higher (and it has a +5 melee damage bonus), which may reduce the amount of time spent in combat.
bubble bauble bow n/a n/a +5% 20000 meat 3.93 mpa Never (try meatspout staff) One of the new advanced packing materials weapons. It costs far more than the muculent machete and gives a smaller payoff, but has a slightly higher power, which may reduce the amount of time spent in combat.
gnauga hide whip n/a n/a +3% 800 meat 2.36 mpa 339 adv This item is a great addition for item farming, but not meat farming.
Off-hand hypnodisk n/a n/a +25% 60 mill meat 19.65 mpa Never (try meatspout staff) This ultra-rare is an excellent addition for item farming. However, now that the best meat farming weapon is two-handed, and even muculent machete + hypnodisk is less effective (by .35 mpa) than the meatspout staff, this is no longer worth using at the Peak.
cup of infinite pencils +15% n/a n/a 1000 meat 30 mpa 10 adv The off-hand item of choice for meat farmers. Makes any one-handed weapon, such as the muculent machete, better than the meatspout staff alone.
bobble-hip hula elf doll +15% n/a n/a 4 mill meat 30 mpa 133333 adv Same bonus as the cup of infinite pencils, but available only through the Mall at a much higher price.
7-ball +5% n/a n/a 150 meat 10 mpa 15 adv Cheap to obtain, but inferior to the cup of infinite pencils.
tip jar +5% n/a n/a 2500 meat 10 mpa 250 adv Same bonus as the 7-ball, but more expensive.
box-in-the- box-in-the-box +3% n/a n/a 5400 meat 6 mpa 900 adv Once upon a time, this souped-up box was it for most farmers; nowadays, stick with the cup of infinite pencils.
box-in-the-box +2% n/a n/a 2900 meat 4 mpa 725 adv When it's worth it to build one of these upgraded boxes, it's worth it to build an even better one.
box +1% n/a n/a 1240 meat 2 mpa 620 adv This item is in demand to build campground equipment.
Pants stainless steel slacks +20% n/a n/a hardcore 40 mpa Depends Giving +15% combat initiative and moxie, these pants are one of the hardest to obtain, being a hardcore ascension reward for the Disco Bandit.
bounty-hunting pants n/a n/a +15% 15 days 11.79 mpa Depends Great pants if you don't have either plexiglass pants or stainless steel slacks. Get these from bounty hunting while farming.
plexiglass pants n/a n/a +20% hardcore oxygenarian 15.72 mpa Never (try stainless steel slacks) Giving +25% combat initiative and +30% moxie, these pants are also one of the hardest to obtain, being a hardcore oxygenarian ascension reward for the Disco Bandit.
Accessories Grimacite gauntlets +30% n/a n/a 50 mill meat 60 mpa 833333 adv A terrific meat-farming accessory if you happened to win one from The Raffle House; otherwise, consider it a long-term investment.
incredibly dense meat gem +25% n/a n/a 55 mill meat 50 mpa 1100000 adv This ultra-rare is a great addition for meat farming if you already have it. Otherwise, consider it a long-term investment.
Grimacite galoshes +25% n/a n/a 250 mill meat 50 mpa 5000000 adv Gives the same bonus as the incredibly dense meat gem, but even more expensive.
natty blue ascot +20% n/a n/a 400k 40 mpa 10000 adv This Battlefield rare is great for an advanced meat farmer. A great bonus is the ability to equip three at a time.
navel ring of navel gazing +20% n/a +20% 20 mill meat 55.72 mpa 358938 adv Far more expensive than the natty blue ascot; the item-farming bonus doesn't really make up for it.
Baron von Ratsworth's money clip +15% n/a n/a boss reward 30 mpa Depends While only able to equip one, this item is your best bet for meat farming, if you're willing to willing to work/ascend for it. If this is an easy item for you to get, consider it top-priority to get, since it gives the third best peak bonus.
pulled porquoise pendant +15% n/a n/a 18000 meat 30 mpa 600 adv An excellent (and economical) meat-farming accessory. Too bad you can equip only one of them.
ice skates +15% n/a n/a 8.5 mill meat 30 mpa 283333 adv Lower bonus than the natty blue ascot, and more expensive
evil flaming eyeball pendant +15% n/a n/a 8 mill meat 30 mpa 266667 adv Lower bonus than the natty blue ascot, and more expensive.
Jekyllin hide belt n/a n/a +35% 13.5 mill meat 27.51 mpa Depends This item is an interesting choice due to its effect changing with the lunar cycle. Get this last; you can swap it with other items to skim some extra meat on better moon phases.
Order of the Silver Wossname +11% n/a +11% Quest reward varies due to double bonus Depends This is the best reward for the Mysterious Island Quest. You can only wear one, and trying to get this takes a dedication to bookkeeping. Still, the process of acquiring it can lead to other benefits, and the item itself is better than the rabbit's foot. The +11 to all stats is a nice side effect. This is also the only level 12 quest reward that increases meat as well as item drops.
booty chest charrrm bracelet +10% n/a n/a 1300 meat 20 mpa 65 adv An economical meat-farming accessory, though you can equip only one.
ratskin belt +10% n/a n/a 1800 meat 20 mpa 90 adv Another economical and effective accessory, though you can equip only one.
porquoise necklace +10% n/a n/a 12500 meat 20 mpa 625 adv While only able to equip one, this makes a slight improvement over tiny plastics when compared to its price.
toy maglev monorail +10% n/a n/a 25000 meat 20 mpa 1250 adv It has the same effect as the toy train but it is much cheaper at the moment, its price will probably increase in the next months.
toy train +10% n/a n/a 165000 meat 20 mpa 8250 adv While only able to equip one, this barely makes an improvement over tiny plastics when compared to its price. Get a porquoise necklace before this.
toy crazy train +10% n/a n/a 10000 meat 20 mpa 500 adv You can equip this and the toy train at the same time.
mayfly bait necklace +10% n/a +10% 5 mill meat 27.86 mpa 179469 adv Obtained by using a packet of mayfly bait, which is far more expensive than any of the other +10% accessories.
Mr. Accessory Jr. n/a n/a +25% 3.3 mill meat 19.65 mpa 429094 adv This item is a great addition for farming, but not particularly meat farming; consider it a long-term investment. Get a porquoise necklace, then a toy train before this.
Lucky rabbit's foot +7% n/a +7% 14000 meat 19.50 mpa 1000 adv This object is somewhat new and available to all 7th-level players: its price is dropping and will likely continue to do so.
tiny plastic hermit +6% n/a n/a 5000 meat 12 mpa 416 adv Compared to its price, this barely makes an improvement over other tiny plastics. Get porquoise necklace, then lucky rabbit's foot instead of this.
tiny plastic familiar n/a +1 lb n/a 120 meat 10 mpa 12 adv If you can't have any of the other accessories, at least have this.
Baron von Ratsworth's monocle n/a n/a +10% boss reward 7.86 mpa Never (try a tiny plastic familiar) While only able to equip one, this item still can be a great addition for farming, but not meat farming.
Familiar Equipment lucky Tam O'Shanter/Shatner +50% +10 lbs n/a 20 mill meat 100 mpa 200000 adv This item is a great addition for meat farming, but only as a long-term investment.
plastic pumpkin bucket n/a +5 lbs +5 lbs (+12.5%) 30 mill meat 60 mpa 500000 adv This item is a great addition for farming, but if you have enough meat to afford it you might consider the lucky Tam O'Shanter for meat farming instead.
Meat detector n/a +5 lbs n/a 5500 meat 50 mpa 110 adv This item is your best bet for meat farming.
lead necklace n/a +3 lbs n/a 150 meat 30 mpa 5 adv If you can't have any of the other familiar equipment, at least have this.
miniature gravy-covered maypole n/a n/a lbs +10 lbs (+25%) 7.8 mill meat 19.65 mpa Never (try lead necklace) This item is a great addition for farming, but not meat farming.
Containers Mr. Container n/a n/a +3% 46 mill meat 2.36 mpa 19491425 adv Only the most insane farmers in the kingdom (that is, insanely good) would be farming with this item. You can always sell it back later...
hemp backpack n/a n/a +2% 29 mill meat 1.57 mpa 18471337 adv Only an insane farmer would farm with this.
Newbiesport™ backpack n/a n/a +1% 11 mill meat .79 mpa 13924050 adv Only a crazy (but not too crazy) farmer would use this.

Item Drop Increases

Item drop increases act oddly with a lot of them because at some point the odds of each item dropping will hit 100%, and it can't get any higher than that. The following table shows the values that can be used to calculate more accurately how much meat per adventure is added by each percent of increased item drops. To use this chart, you add the mpa * Increased Item Drop / 100 for the amount of increased item drop you have between each consecutive row. For example, if you have +160% item drops, you would have 93.79 * 142.1 / 100 + 85.74 * 12.4 / 100 + 78.51 * 5.5 / 100 added meat per adventure from item drop increasers.

Increased Item Drops Increased Meat per Adventure per 100% Increased Item Drops
0.0% 93.79
142.1% 85.74
154.5% 78.51
167.4% 71.93
223.6% 66.54
226.8% 60.82
242.5% 49.48
243.6% 44.24
244.8% 38.86
246.0% 33.42
249.7% 15.87
252.1% 9.48
346.4% 5.57
429.1% 2.37
852.4% 0.0

Advanced Farming+ UPDATED May 18,2010

Because of the fluctuating market it is difficult to place absolute values on items and thus determine the true worth of a zone for farming. All items have an absolute base autosell value, yet some items should always maintain a higher than autosell value. These items generally include: consumable items, items which pulverize into nuggets/wads, and ingredients for superior consumables.

Zone Analysis

When analyzing a zone the first step is to find the true value of each item which may drop. Check the mall, if several stores list it for the minimum value then assume the value is it's autosell price(but check and see what it smashes into first, list the value of the item if the value of the nuggets/wads is greater than the autosell price). Then for each combatant multiply that value times the chance of it dropping without boosted IFind. Do that for each of that combatants drops, add the results together to determine that combatants raw item value. Once complete, add all the raw item values together and divide by the total number of combatants(if all combatants are equally likely). This will give you the zones average raw item value per combat.

Next is to look up the average of each combatants meat drop. Add them all together and divide by the number of combatants(if all combatants are equally likely) to determine the zones average raw meat per combat.

Determining the combat frequency is often as simple as looking at the wiki, but some zones may have non-combats which may be skipped that complicate things.

Calculate the average noncombat using the same method as for combantants. Often the chance of item drops is 100% and the math is much simplier.

To determine the worth of IFind compared to MFind, divide the raw item value by the raw meat value. This percentage is useful for determining what equipment to use. For example in the castle in the sky, this number is 86.78%. So an Order of the Silver Wossname is easily identified as being better in this area than a pulled porquoise pendant.

So with the first 4 solutions and your current IFind and MFind we can calculate your expected yields with the following formula:

(([avg raw meat per combat]*(MFind+100)/100) + ([avg raw item value per combat]*(IFind+100)/100)) * [Combat Freq] + ([Noncombat Freq]*[avg noncombat value]) = [TOTAL EXPECTED YIELD]

Note that your IFind and MFind do not multiply any of the noncombat variables. This has big repercussions when evaluating the cost/benefit of buffs. There are several formulae for that based apon the buff affect.

For +MFind buffs, the total gain: -[cost] + [turn length of buff]*[Combat Freq]*[avg raw meat per combat]*([buffs MFind]+100)/100

For +IFind buffs, the total gain: -[cost] + [turn length of buff]*[Combat Freq]*[avg item value per combat]*([buffs MFind]+100)/100

An example for determining total yield- In =The Castle in the Sky with +300 MFind and +60 IFind without boosted combat rates:

(((152.12*(300+100)/100) + (132*(60+100)/100)) *82%) + (18%*423.75) = 748.41

So one could expect 748 meat per turn. Now lets try boosting that combat, +285 Meat, 60 item, +5 combat: ((152.12*(285+100)/100) + (132*(60+100)/100)) *.86 + (.14*423.75)=744.63 .

So at these levels in this zone, 15% MFind is superior to +5% combats.

Average raw meat per combat: 152.12
Average raw item value per combat: 132, see note
Average value of non-combats at D setting: 423.75
Worth of IFind in comparison to MFind: 86.78%

This zone has a 75.5% chance of combat, but because 1/3 of the non-combats can be skipped, the following is the TRUE frequency when the wheel is left at D:

+0 combat, 82% combat & 18% non-combat
+5 combat, 86% combat & 14% non-combat
+10 combat, 89.83% combat & 10.17%non combat.

There are 4 items in this zone you should not autosell: mask(444), needle(448), and whistle(290) which can be smashed for nuggets or sold in the mall. The values listed are fairly firm and shouldn't fluctuate much without a change in the system. The gift certificate(450.5) should be used for 450.5 meat.