Basement Diving Guide

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Check for truthiness. Many aspects of the basement are not yet known confidently: there are reports that a 5% padding is not quite enough. Add more ideas. The when to start/Meat cost are pretty much empty.

For Loathers wanting to do a basement dive to upgrade their telescopes, the present article aims to provide strategies for doing so efficiently. While the focus will be on reaching floor 500, the strategies will also be applicable for those who want to go beyond.

Challenge Overview

Fernswarthy's Basement consists of several different types of challenges, which get more and more difficult the deeper into the basement one goes. Every fifth level is a reward (usually a stat reward, whose magnitude scales to your main stat).

Combat Challenges

Monster Level in the basement scales roughly as twice the basement level (BL) to the 1.4th power. That is,

 ML = 2 × BL1.4


Monster Notes

The Beast with n Ears
 

The Beast with n Eyes
 

A n Stone Golem

A n-Headed Hydra
  • Can do cold and stench damage
  • Subsequently, it may be safer to remove elemental forms prior to fighting one -- Coldform, however, will not suffer from double damage

The Ghost of Fernswarthy's n great-grandfather

n Bottles of Beer on a Golem

A n-Dimensional Horror

Elemental Challenges

There are five different Elemental Resistance challenges, which test two elements at once. The same amount of damage is done in both elements; failure results if HP is reduced to 0. As with the combat challenges, the damage scales with basement level:

 Elt = 4.48 × BL1.4 + 8

To repeat, the above damage is applied using both elements of the test, so the total raw damage is twice the calculated value. Additionally, there appears to be about a 5% variation in the equation, so having exactly enough HP and resistance to survive the damage indicated does not guarantee the test will be passed. This also means that it is possible to pass the tests with fewer HP than implied by the equation. Note that the elemental powder potions' effects (e.g., coldform) force elemental damage rules to be followed, so that one of the two prongs (the elemental forms cannot stack) of each test can be reduced to one point of damage. However, care must be taken to choose the form which won't double the damage received from the other prong. Damage Absorption has no effect on these challenges.


Elemental Test Elements Optimal Elemental Form

Singled Out
cold and sleaze Coldform (phial of coldness)

Peace, Bra
sleaze and stench Sleazeform (phial of sleaziness)

Still Better Than Pistachio
stench and hot Stenchform (phial of stench)

Unholy Writes
hot and spooky Hotform (phial of hotness)

The Unthawed
spooky and cold Spookyform (phial of spookiness)

Attribute Tests

The remaining challenges are passed or failed based on buffed Muscle, Mysticality, Moxie, HP, or MP.

The stat tests are thought to scale as:

 Stat = BL1.4 + 2

The HP test probably scales like:

 Phys = 10 × BL1.4

The MP test likely scales as:

 Drain = 1.67 × BL1.4

It is believed that like the elemental tests, all attribute tests have a 5% variation.


Attribute Test Notes

Lift 'em!

Push it Real Good

Ring that Bell
Muscle tests

Gathering: The Magic

Mop the Floor with the Mops

Do away with the 'doo
Mysticality tests

Don't Wake the Baby

Grab a cue


Put on the Smooth Moves
Moxie tests

Throwin' Down the Gauntlet

A Festering Powder

Number-Crunching

Assuming that the combat challenges can be handled, the major hurdle for divers will be the non-combat tests. The question of whether basement diving is feasible can be asked in two related ways:

  • How much damage is done/how big do player attributes have to be to pass the non-combat tests at a given basement level?
  • Knowing the stat/damage results, what main stat will be required to reach a particular basement level, given the buffs a player is willing to run at all times?

Table of Test Strengths

Knowing the approximate values of the tests as discussed in the outline, it is useful to have a reference of the stat strength/damage done at several common stat levels.

The following table calculates two series of numbers for every 25th level of the basement. The first set of numbers is the requirement/damage done for the equations as listed in the overview; the second pads using a 5% safety margin. The HP test is calculated at 0% DA, 60% DA (easily achievable with the armor parts of the Antique Arms And Armor outfit, plus publicly available TT buffs Astral Shell and Ghostly Shell), and 90% DA (which requires Tao of the Terrapin). Elemental damage is calculated at the 0%, 60%, and 80% levels, assuming a powder potion has been imbibed to reduce the optimal element to one point of damage -- hence the number listed is the expected damage under the appropriate resistance for the unpowdered element.


BL Stat Phys
(0% DA)
Phys
(60% DA)
Phys
(90% DA)
Drain Elt
(0% Res)
Elt
(60% Res)
Elt
(80% Res)
24 88 856 343 86 143 392 157 79
24
(5% padding)
92 899 360 90 151 411 165 83
49 235 2325 930 233 389 1050 420 210
49
(5% padding)
247 2441 977 245 408 1102 441 221
74 416 4140 1656 414 692 1863 745 373
74
(5% padding)
437 4347 1739 435 726 1956 783 392
99 625 6222 2489 623 1039 2796 1119 560
99
(5% padding)
656 6533 2613 654 1091 2935 1174 587
124 855 8527 3411 853 1424 3829 1532 766
124
(5% padding)
898 8954 3582 896 1496 4020 1608 804
149 1105 11028 4411 1103 1842 4949 1980 990
149
(5% padding)
1160 11579 4632 1158 1934 5196 2079 1040
174 1373 13702 5481 1371 2289 6147 2459 1230
174
(5% padding)
1441 14387 5755 1439 2403 6454 2582 1291
199 1656 16535 6614 1654 2762 7416 2967 1484
199
(5% padding)
1739 17362 6945 1737 2900 7787 3115 1558
224 1954 19515 7806 1952 3259 8751 3501 1751
224
(5% padding)
2052 20490 8196 2049 3422 9188 3676 1838
249 2265 22630 9052 2263 3780 10147 4059 2030
249
(5% padding)
2379 23762 9505 2377 3969 10654 4262 2131
274 2590 25874 10350 2588 4321 11600 4640 2320
274
(5% padding)
2719 27167 10867 2717 4537 12180 4872 2436
299 2926 29238 11695 2924 4883 13107 5243 2622
299
(5% padding)
3073 30700 12280 3070 5127 13762 5505 2753
324 3274 32717 13087 3272 5464 14665 5866 2933
324
(5% padding)
3438 34353 13741 3436 5737 15399 6160 3080
349 3633 36305 14522 3631 6063 16273 6509 3255
349
(5% padding)
3815 38120 15248 3812 6366 17086 6835 3418
374 4002 39997 15999 4000 6680 17927 7171 3586
374
(5% padding)
4202 41997 16799 4200 7014 18823 7530 3765
399 4381 43789 17516 4379 7313 19626 7851 3926
399
(5% padding)
4600 45979 18392 4598 7679 20607 8243 4122
424 4770 47678 19071 4768 7963 21368 8547 4274
424
(5% padding)
5009 50062 20025 5007 8361 22436 8975 4488
449 5168 51659 20664 5166 8628 23152 9261 4631
449
(5% padding)
5427 54242 21697 5425 9059 24309 9724 4862
474 5576 55731 22293 5574 9307 24976 9991 4996
474
(5% padding)
5854 58517 23407 5852 9773 26224 10490 5245
499 5991 59889 23956 5989 10002 26838 10736 5368
499
(5% padding)
6291 62883 25154 6289 10502 28180 11272 5636

Main Stat Requirements

Knowing the stat/HP/MP requirements for the tests at particular basement levels allows for the conversion of the challenges into statements about main stat.

The three stat equalization potions first treat the off-stats as if they were equal to the unbuffed potion stat, and then calculate percentage boosts of off-stats as if they were the potion stat. Hence stat tests of all three stripes are really tests of main stat, which is in practice highest.

  • oil of stability -- equalizes base Moxie and Mysticality to base Muscle, and calculates percentage Moxie/Mysticality boosts as if they were equal to Muscle
  • oil of expertise -- equalizes everything to Mysticality
  • oil of slipperiness -- equalizes everything to Moxie

For the elemental tests, given a resistance level, the expected damage can be calculated, and HP can be related to the Muscle stat, which can be related to main stat as above. Similar reasoning applies to the HP/MP tests.

For the purposes of generality, the following assumes the equipment available to a diver is of negligible help. Since percentage boosts are much better than absolute boosts at the stat levels being discussed, and it is tedious to layer on many buffs at once, only common, cheap percentage buffs will be assumed for the following discussion. A complete list of percentage buffs can be viewed at the appropriate sub-page of the Dressing For Success project.

The important potion buffs include:

This totals to +625% from "easy stat buffs" anyone can maintain. The following table then calculates the required main stat for every 25th basement level according to the equations listed previously, as well as the required stat with a 5% safety margin, given the easy buffs shown. Because of class differences, several common scenarios need to be spelled out for the HP, MP, and element tests.

  • Class differences do not affect Muscle, Mysticality, or Moxie tests, and thus there is only one column.
  • Muscle classes get an innate 50% HP bonus. Tao of the Terrapin enables a large boost in DA. Hence the HP test has four columns.
  • Mysticality classes get an innate 50% MP bonus. The MP test can be divided into Mysticality/non-Mysticality.
  • Mysticality classes cap their elemental resistance at 80%, whereas other classes cap at 60%. The innate HP bonus again has an effect. Moxie classes lose out on both the HP and 80% cap, so in practice there are three elemental categories: Muscle (60% resistance, +50% HP), Mysticality (80% resistance), and Moxie (60% resistance). The numbers in the table assume that the correct powder potion has been imbibed to reduce one element to negligible damage.

While the above does not capture the full range of possibilities given the passive skills available, it gives a good idea of what is possible.


BL Stat Phys
(Mus, 60% DA)
Phys
(Mus, 90% DA)
Phys
(Other, 60% DA)
Phys
(Other, 90% DA)
Drain
(Other)
Drain
(Myst)
Elt
(Mus)
Elt
(Mys)
Elt
(Mox)
24 13 32 8 47 12 20 14 15 11 22
24
(5% padding)
13 33 8 50 12 21 14 15 11 23
49 33 86 21 128 32 54 36 39 29 58
49
(5% padding)
35 90 23 135 34 57 38 41 30 61
74 58 152 38 228 57 96 64 69 51 103
74
(5% padding)
61 160 40 240 60 101 67 72 54 108
99 87 229 57 343 86 144 96 103 77 154
99
(5% padding)
91 240 60 361 90 151 101 108 81 162
124 118 314 78 471 118 197 131 141 106 211
124
(5% padding)
124 329 82 494 124 207 138 148 111 222
149 153 406 101 609 152 255 170 182 137 273
149
(5% padding)
160 426 107 639 160 267 178 191 143 287
174 190 504 126 756 189 316 211 226 170 339
174
(5% padding)
199 529 132 794 199 332 221 237 178 356
199 229 608 152 912 228 381 254 273 205 409
199
(5% padding)
240 639 160 958 240 400 267 287 215 430
224 270 718 180 1077 269 450 300 322 241 483
224
(5% padding)
284 754 188 1131 283 472 315 338 254 507
249 313 832 208 1249 312 522 348 373 280 560
249
(5% padding)
329 874 219 1311 328 548 365 392 294 588
274 358 952 238 1428 357 596 398 427 320 640
274
(5% padding)
376 999 250 1499 375 626 418 448 336 672
299 404 1076 269 1613 403 674 450 482 362 723
299
(5% padding)
424 1129 282 1694 424 708 472 506 380 759
324 452 1203 301 1805 451 754 503 539 405 809
324
(5% padding)
475 1264 316 1895 474 792 528 566 425 850
349 502 1335 334 2003 501 837 558 599 449 898
349
(5% padding)
527 1402 351 2103 526 879 586 629 471 943
374 552 1471 368 2207 552 922 615 659 495 989
374
(5% padding)
580 1545 386 2317 579 968 645 692 519 1039
399 605 1611 403 2416 604 1009 673 722 541 1083
399
(5% padding)
635 1691 423 2537 634 1060 707 758 569 1137
424 658 1754 439 2631 658 1099 733 786 590 1179
424
(5% padding)
691 1841 460 2762 691 1154 769 825 619 1238
449 713 1900 475 2850 713 1191 794 852 639 1277
449
(5% padding)
749 1995 499 2993 748 1250 834 894 671 1341
474 770 2050 513 3075 769 1284 856 919 689 1378
474
(5% padding)
808 2152 538 3229 807 1348 899 965 724 1447
499 827 2203 551 3304 826 1380 920 987 740 1481
499
(5% padding)
868 2313 578 3469 867 1449 966 1037 777 1555

The last row, 499, is most informative. It shows that all classes really need Tao to survive the HP test. Muscle/Moxie classes really need Wisdom of the Elder Tortoises in order to make diving feasible. Mysticality classes fare best against the elemental tests. Moxie classes are the worst in every category.

Strategy

From the information above, conclusions can be drawn about configurations that are very useful to have in a basement dive.

Permed Skills

Doing a dive without these skills can significantly increase the time and Meat costs of reaching level 500.

  • For most of the combat challenges, an uncapped combat spell will help: Fearful Fettucini, Saucegeyser, or Weapon of the Pastalord. Pastalord normally does only physical damage, which can be a problem for the ghost, but this can be rectified by using powder potions.
  • Spectral Snapper helps against the beer golem if spells aren't getting through. However, if one must choose between an uncapped spell or Snapper, the spell is a better choice, because it scales to a larger portion of main stat, and there are percentage-based spell damage increasers.
  • It's difficult to maximize DA without Tao of the Terrapin, and it helps with combats as well as the HP test.
  • Wisdom of the Elder Tortoises gives a 50% MP bonus, making the MP test much easier.
  • Spirit of Ravioli provides a 25% HP bonus.
  • Impetuous Sauciness gives five extra turns when drinking Sauceror potions, driving down costs.

Several buffs help in diving, but are available via buffbots and do not need to be permed.

Several other skills are not "must-have" like the above, but do simplify a dive.

Class Choices

As noted previously, there are several innate differences between character classes that can help one decide whether to do a dive on the current ascension.

  1. Mysticality classes have a resistance cap of 80%, and also an MP bonus of 50%. Saucerors get a five-turn duration bonus when imbibing saucecrafting potions (on top of any Impetuous Sauciness bonus), and additionally cook potions at a 3:1 product-to-ingredient ratio. For this reason, Saucerors are accepted as the cheapest class to dive.
  2. Muscle classes have a lower resistance cap of 60%, which is somewhat ameliorated with an intrinsic 50% HP bonus. Those needing to level and unwilling to clover their stats due to expenses might prefer Muscle classes to Mysticality ones, because of the Louvre Muscle reward speeding level-grinding.
  3. Moxie classes have neither HP nor MP bonuses, and have a 60% resistance cap. They are the worst classes to use in a dive.

Familiars

Given that there are no item or Meat drops in the basement, and monster levels ramp up so high so quickly, very few familiars are actually useful in a dive.

  • An Exotic Parrot helps with the elemental tests, without taking up an equipment slot.
  • A Levitating Potato can block attacks, which may be particularly helpful against the beer golem.
  • A Hovering Sombrero may be a good choice for increasing the already large stat gains at deep basement levels.

Equipment Choices

The Dressing For Success pages offer many hints on how to raise stats high enough to defeat the attribute challenges. However, several pieces of equipment are very useful in a dive and deserve explicit mention.

General Strategy

  • Characters willing to use up their fullness can drink Jumbo Dr. Lucifers to cheaply refill their MP for the MP tests.
  • Those having trouble passing the tests should save the diet buffs (e.g., wad effects, Flower Power) for basement diving later in their KoL day, after they've had a chance to raise their main stat some more.
  • The attribute and damage tests are not necessarily constant; due to the variations, one can pass a test with the exact same stats that have failed previously.
  • Doing the Mysterious Island Quest's side-quests as a Frat will be helpful. Mysterious Island Arena's Frat reward includes the Elvish buff, and the Nunnery's Frat reward heals up to 3,000 HP and MP per day.

Optimal Time to Start a Dive

Many players choose to do their dives concurrently with attaining their level 30 class trophies (e.g., the Seal Clubber's Scourge of Seals), as the high main stat at level 30 makes for an easier dive. However, a dive need not start at level 30, because the stat rewards over the course of finishing 500 basement levels are considerable, due to monster levels scaling exponentially. At level 100, 300 stats per combat are expected, roughly half of which will be distributed into the main stat. At level 400, over 2000 stats per combat will be earned.

Yeah, this section is kinda gonna be left incomplete since the distributions of combats versus stat tests are currently unknown.

Cost Expectations

Another question of interest concerns the expected buff costs for the various potions required for a successful level 500 dive. It is possible to calculate a cost ceiling for a dive, by summing over the potion costs of sustaining the buffs listed in the number-crunching section. While it is not necessary to be fully buffed all the time, the equalizing potions, xform effects, and healing/effect removal costs do eat up some of the overestimate.

It'd be kinda neat to have this estimate, but as before, it's difficult to calculate.

Notes

  • The original spading and strategizing for basement diving was largely done in the HCO forum.