Talk:Cocktailcrafting

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Revision as of 03:27, 30 June 2005 by imported>Gymnosophist (Great job!! Couple of coments on fumbling & Drinking for Adventures - it's the best!)
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ePeterso2, You've done an awesome job!! A couple of comments:

  • Maybe it was just my imagination, but it seemed like the more drunk I was, the more I fumbled. Maybe there should be some sort of warning about this in the "Drinking Before and After Adventuring" section. I actually found this section confusing - drinking after your day's worth of turns is over just means that you now have some more turns you can adventure with - today. Just don't get your drunkenness over 19. My own pre-ascension strategy was to eat & adventure till all adventures were gone, then drink a TPS drink, adventure, drink TPS, adventure, drink TPS + shot, adventure, then drink a final TPS drink. This seemed to really cut down on the fumbling.
  • In comparing Drinking for Adventures vs. Drinking for Stat Gains, Drinking for Adventures wins hands down. Let's compare the garnish drinks with LoS, starting with Muscle classes. Muscle classes gain 5 Primary stat (102 - 97 = 5) but lose 5 adventures (69 - 64 = 5) if they pursue the Drinking for Stat Gains strategy. Myst classes gain 4 Primary stat (101 - 97 = 4) in exchange for 3 adventures (69 - 66 = 3) while Moxie classes gain 18 Primary stat (115 - 97 = 18) in exchange for 27(!!!) adventures (69 - 42 = 27). If a player can't gain 5 Primary stat in 5 adventures, something is drastically wrong. The best stat gain strategy is always to drink for adventures (at least with garnish drinks. And TPS drinks - fuggeddaboutit!). The Drinking for Stat Gains table is worth keeping, but should be used as an illustration of the superiority of the Drinking for Adventures strategy.--Gymnosophist 22:27, 29 Jun 2005 (Central Daylight Time)