Safe Adventuring
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This page lists the minimum Moxie required to adventure in an area without being hit by the normal attacks of the monsters you will find there. This is determined by multiplying the maximum amount of experience you could get from the monster by four to find the monster's maximum level. Monster Level is the attack power of the monster. To evade every non-critical attack, you must have 7 more Moxie than the monster has attack power. These formulas were derived by Kittiwake and Crawly, the former of which compiled the list on the forums.
The two tables below both show the required Moxie for safe adventuring. The Sorted by Location shows locations sorted in the standard Wiki location order while the Sorted by Moxie table shows sorts locations ordered by the Moxie required for safe adventuring. Thus, knowing your current Moxie, you can figure out at a glance the areas in which you're reasonably capable of adventuring.
Remember: All these values are the very maximums of the area's strongest monsters' hitting abilities. If your Moxie is only a few points lower than the value stated, you shouldn't have too much of a problem. Monsters might hit you, but infrequently, and for little damage.
Note: Since the implementation of critical hits for monsters, all monsters have equally small chances to hit or miss you regardless of your Moxie. Adventure safely with this in mind.
Note: There is also some slight variability in monster attack strengths. It is entirely possible for monsters to hit you if your Moxie is only slightly higher than the values listed below.
Lower moxie limits
A monster's chance to hit decreases roughly linearly from 100% at (moxie-monsterlevel) <= -6 to 0% at (moxie-monsterlevel) >= 7. If your moxie is more than 13 points below what is given in the table above, the toughest monster at any given location will be hitting you 100% of the time.
If we simplify the damage incurred formula to
(Monster Level - Player Moxie) + (Monster Level * 1/4) = Total Damage
then (disregarding Elemental Resistance, Damage Absorption and other complications) the number of turns you can stay alive is
Hit pts Total HP Turns alive = --------- = ------------------------------------- Damage 1.25 * Monster Level - Player Moxie
Attacking with Player Moxie more than 13 points below the safe level above leaves fewer than 0-3 turns in which to win the fight. For example, without other modifications, a 75 HP, -moxie adventurer fighting in the Haert of the Cyrpt would be hit 100% of the time, for 36 to 41 HP each time, and only two to three turns.
Special Zones
There are a few zones where adventuring is never truly "safe".
- The Junkyard contains gremlins who have the special quality of never missing with their normal attacks, no matter how high your Moxie is.
- The Battlefield contains a few enemies which have special attacks which will hit no matter how high your Moxie is. These are Panty Raider Frat Boy (Strangulated), War Frat Grill Sergeant/War Frat Senior Grill Sergeant (You're on fire!), War Frat Elite Wartender (Easily Embarrassed) on the Frat side and Green Ops Soldier (Toad in the Hole / Light-Headed), War Hippy Fire Spinner/War Hippy Elite Fire Spinner (You're on fire!), War Hippy Elder Shaman (Flared Nostrils) on the Hippy side.
- Hobopolis Hobos all have special attacks which will always hit for heavy damage no matter how high your Moxie gets in addition to their normal attacks which can be negated by Moxie. Additionally, Cold hobos will deal heavy reactive damage if you hit them too hard.
See Also:
- Cisco's (#427002) Moxie Look-Up
- The Monster Survival Guide! from Kittiwake (#515189)
- Combat Mechanics Spading