Talk:Colonel Mustard's Lonely Spades Club Jacket

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Revision as of 17:43, 11 September 2007 by imported>QuantumNightmare (Possible small combat change)

General Chat

ROFL, the effect itself needs to be spaded? How awesome is that? ^_^ --Id the Mildly Confused 02:45, 27 June 2007 (CDT)

  • This is pretty awesome, but are there any prelim results? Guesses? It doesn't do anything to your stats or your health/MP. Could it be that there is not an effect?--Zelandoni 13:33, 27 June 2007 (CDT)
  • It doesn't appear to duplicate other worn equipment effects, I got the exact number of extra adventures as my rollover suit would normally do. --Sparksol 04:16, 29 June 2007 (CDT)
  • It seems quite possible that there is actually no effect beyond the + ???. It might just be referring to the fact that people will try to spade it to see if it gives anything. (the previous unsigned comment was added by User:SkythAegi --Unnatural20 01:40, 5 July 2007 (CDT))
  • Maybe it's randomized each ascension. That'd be awesome, there's always something left to spade! --Missingno 08:57, 9 July 2007 (CDT)
  • Being that it's called the Lonely Spades Club Jacket tell me it was meant to be spaded. How cool is that? --Dibbin 08:54, 12 July 2007 (CDT)
  • I feel awesome just wearing it, maybe that's it.--Fly boy42 15:55, 13 July 2007 (CDT)

Has anybody tried smashing one yet? Maybe it gives some neat powder. If not, I'll smash the thing, I've got a pile of them.--Klowns 10:44, 15 July 2007 (CDT)

My wish for this jacket is to cancel all active and intrinsic effects while worn. That would be of great help in spading unspaded areas, items and effects going forward.--Reala 22:45, 15 July 2007 (CDT)

Wow, I fumble a lot when I wear this jacket. Like, a really lot. --stepinrazor 14:20, 16 July 2007 (CDT)


Completly anecdotal evidence, but while I was wearing the jacket, my chances of getting two of the same item in two consecutive combats with the same monster seemed to increase. Case in point, I put on the jacket as soon as I got it, and The next beatles I fought a few adventures later dropped another one. --Drab Emordnilap 11:37, 16 July 2007 (CDT)

I'd heard some rumor that there are now 'real-time' objects in game. One is clearly the Ruby Tuesday, but what if the Jacket effect changes, say, every fifteen minutes? Or fifteen seconds? Would make spading it out bloody hard for people relying upon adventures/ascenscions/number of papayas/etc. If the effect changes every second, then it may as well be random, given lag, but if there's a predictable pattern... --Terry 13:25, 18 July 2007 (CDT)

  • I think you're reading a weeeeee bit too far into things. Moreover, having an effect that changes every 15 minutes, let along 15 seconds, would be incredibly laggy. If anything, it would change at rollover, during maintainance. --TechSmurf 13:46, 18 July 2007 (CDT)
    • Not necessarily. It doesn't have to update its effect every time increment, it just has to check the clock whenever you click an adventure. "Oh look!", the jacket says, "It has been X time since I was last 'used'. I will now grant my wearer a new effect." I'm willing to bet that there's already a 'check time' in the script when doing adventures anyway, for bookkeeping reasons. But hey, that's what discussion pages are for. Rampant speculation. Mmm... sweet, sweet speculation... --AltyMcAltAlt 01:49, 20 July 2007 (CDT)
  • I believe that this jacket increases item drops. Since spades try to find out things, this jacket uncovers stuff. I might be reading too much meaning into something so small, but probably the effect does not change from day to day, and is just a steady, unchanging item drop increaser. -Coogi Hat Edited 1:59 PM EST August 6, 2007


Let's organize the spading

Well, the "+" indicates that it adds something, doesn't it? So we can probably rule out fumble and crit chance, since these are "x times", not "plus x". So if it's a rather basic (a.k.a. not too obscure) enchantment, it could grant


- +

 -> adventures at rollover
 -> drops
 -> Items
 -> Meat
 -> Food
 -> Weapons
 -> Probably other types that aren't granted by existing gear
 -> MP to use spells
 -> duration of buffs/spells cast
 -> chance of combat adventures
 -> familiar weight
 -> adventures from food/booze/spleen
 -> fullness/drunkenness/spleen when an item is consumed
 -> stats gained after combat
 -> Monster Level
 -> melee/ranged/spell damage
 -> elemental damage

So... let the spading begin, and feel free to edit if I'm forgetting something or you can rule out something. --Akatosh 10:13, 27 July 2007 (CDT)

I'd say cross out rollover, since the diamonds have that. --MrAndersonMan 06:53, 31 July 2007 (CDT)

Semi-rares are a new mechanic, so what about 'decreases the time between semi-rares'? There's a period where the fortune cookies don't work, so if it changed from 300-odd adventures to 250-odd adventures..? --AltyMcAltAlt 06:47, 3 August 2007 (CDT)

wondering if

its no effect, that will make it pretty impossible to spade for any effects at all.--Myst44 05:00, 15 August 2007 (CDT)

It definitely has some sort of effect. Jick talked briefly on Radio KoL about how he had to come up with a useful effect for this item that was not immediately noticeable or trackable via strictly monitoring usually observed numbers or effects.Landar 02:02, 19 August 2007 (CDT)

Then we can take off -> adventures at rollover -> MP to use spells -> duration of buffs/spells cast and -> familiar weight. Those are pretty noticable.--Fly boy42 16:37, 20 August 2007 (CDT)

possibly a modifier that modifies other modifiers?--Myst44 02:25, 26 August 2007 (CDT)


______

Does any one else get the feeling that if Jick suggested it is apparent over time it may be an adventure dependent item... Such as after 2000 adventures, or multi-ascensions an effect pops up? --Sleepycali 23:04, 26 August 2007 (PST)

How To Spade?

This is probably a stupid question but I couldn't find a page on it sooo...How exactly does one go about spading? Someone should make a page all about it, could help some people a lot! Jihiro 23:14, 28 August 2007 (CDT)

-Spading is the act of discovering or uncovering new information about the game. When a new area is released, it is generally the spades who make a page for it. Spades do things like fight a certain encounter 1000 times to determine the approximate item drop frequency of each of that encounter's items. Spades do things like work out the item drop bonuses of effects that imply they grant item drops, ditto for meat drops. Things like that. --Wildfire393 00:37, 29 August 2007 (CDT)

Jick says 5 effects

Jick on the September 3rd radio show said that the jacket has 5 effects. he also said (paraphrased) that 'Whether or not they are rewarding when you figure them out is up for discussion' --Ashallond 22:05, 3 September 2007 (CDT)

Meat Drop Effect

date: Monday, September 10, 2007 / Bor 3
character: Brian of Loathing (L20 DB)
location: Treasury

equipment: Hat: Bounty-hunting helmet, Colonel Mustard's Lonely Spades Club Jacket, Bottle-rocket crossbow, Flaming talons, Bounty-hunting pants, Baron Von Ratsworth's monocle, Zinc Delta of Tranquility, Lucky rabbit's foot

familiar: Baby Gravy Fairy, Eye-pod equipped

buffs/effects: Fat Leon's Phat Loot Lyric, Polka of Plenty, Empathy

skills: Liver of Steel, Chronic Indigestion, Powers of Observatiogn, Gnefarious Pickpocketing, Torso Awaregness, Gnomish Hardigness, Cosmic Ugnderstanding, CLEESH, Disco Aerobics, Disco Eye-Poke, Nimble Fingers, Disco Dance of Doom, Mad Looting Skillz, Disco Nap, Disco Dance II: Electric Boogaloo, Crossbow Fever, Overdeveloped Sense of Self Preservation, Disco Power Nap, Disco Face Stab, Advanced Cocktailcrafting, Ambidextrous Funkslinging, Heart of Polyester, Smooth Movement, Superhuman Cocktailcrafting, Tango of Terror

verified meat drop bonuses:

total: 102% bonus (total 202% meat drop)

meat drop formula: rounddown [unmodified meat drop * (100% + meat drop bonus)]

expected meat drop values in Treasury:

  • base for Knob Goblin Elite Guardsman, 40-65
  • base for Knob Goblin Bean Counter, 48-73
  • expected values after bonus: 80, 82, 84, 86, 88, 90, 92, 94, 96, 98, 101, 103, 105, 107, 109, 111, 113, 115, 117, 119, 121, 123, 125, 127, 129, 131, 133, 135, 137, 139, 141, 143, 145, 147

observed meat drop values: 90, 96, 100, 102, 106, 108, 110, 112, 114, 120, 123, 125, 127, 129, 135, 137, 139

I made an Excel spreadsheet that calculated the expected values for additional meat drop bonuses from the Jacket; when going by increments of 1% (i.e. I didn't test 3.8% meat drop bonus for the Jacket, but did test 3%, 4%, etc.), the only column with all the necessary matching values was that corresponding to an additional 3% meat drop.

Conclusion: 3% meat drop bonus

I would ask that someone confirm this. First, please check my list of stuff to make sure I'm not missing another cause of increased meat drop. Secondly, I'd like to see someone else confirm the values just to be sure Jick didn't put a randomizer into the effect (i.e. what if each of us has a different bonus effect). If you want more details about how to test this mechanism (it requires VERY few adventures), please Kmail either Brian of Loathing (#1194946) or mis2027 (#1136123).

Pending confirmation, I invite anyone to post this effect on the Article page, as well as on the Shirts and Meat from Monsters pages. --Mis2027 15:36, 10 September 2007 (CDT)

  • Very nice find! I had figured this item would have a small +meat bonus along with several other small bonuses, but didn't have a spare character to test it with. I went over your numbers, and this is a real +3% to meat drops. I guess this is a bit of fodder to feed to the main forums.

Also, nice method ;)--QuantumNightmare 23:26, 10 September 2007 (CDT)

Actually, I redid this spading and got a different result. With +142% meat drops, I got (89,75, 85, 92, 68, 94, 72, 92, 82, 87) meat drops in the beanbats. This is consistent with a +1% meat drop. Can you retest this in the beanbats, since we know the base meat drops there so well?--QuantumNightmare 00:25, 11 September 2007 (CDT)

QN, as always, thank you for the assist. However, I have some crazy news.

With ONLY the Jacket, an Automatic catapult, and Polka of Plenty on Brian of Loathing (relevant skills: Gnefarious Pickpocketing and Nimble Fingers), I got these values in the Beanbat Chamber: 58, 60, 62, 62, 64, 65, 67

Known bonus was +80% (i.e. 180% meat drop expected), and these numbers work out to 183%.

I see three possibilities:

  • one of us is too tired to add correctly (not likely)
  • the value is different for different people
  • there's another meat drop bonus I don't know about (incidentally, I'm Blender, so it's not the as-yet unconfirmed Packrat effect)

--Mis2027 02:51, 11 September 2007 (CDT)

P.S. For those that want to join in on the inside joke implied in that wink, QuantumNightmare taught me the meat drop spading method and deserves appropriate recognition for such.

That is one....weird result. While you don't have enough numbers this time to prove the spade jacket has a boost of 3%, your results do completely contradict a 1% bonus. For the record, the beanbat spading was done by a friend of mine wearing the following:
All 3 passives (40%), polka (50%), stainless slacks (20%), toy train (10%), money clip (15%), rabbit's foot (7%), Spade jacket (+unknown). total: 142%
And just now I recruited darkgreycat to send a result. With polka(50%), SS slacks(20%), 3 passives (40%) for a total of 110%, he received (74,70,63,66,74,59,72,66,70,74,80,74,78,61,61) meat. That shows a 3% meat bonus as well.
Luis Sol y Sombrero just added data. With 3 rabbit's feet and polka (+71% meat drops) she received (60,60,62,57,57,64,57,57,58,53,58,55,58,50,60) meat. That's a +2% bonus.
So far we've seen +1% to +3% bonuses, which means one of two things: randomized per player, or randomized per ascension. This leaves two routes to spading this: testing the full range of +meat (does it just vary from +1% to +3%, or can it go higher) and testing how often the +meat effect is randomized (per day, per ascension, per player). Sorry for jumping to conclusions and assuming my 1% was correct.--QuantumNightmare 10:08, 11 September 2007 (CDT)
More testing, with kHALOo. +91% meat drops applied, and (61,71,67,63,67,65,73,57,54,69,54,65,59,54) meat received. That absolutely confirms a 2% meat boost.--QuantumNightmare 10:28, 11 September 2007 (CDT)

Can confirm my two 3% datasets were on consecutive days, Bor 3 and Bor 4. Will do a larger set tomorrow to help address the variability issue and rule-out day-to-day.--Mis2027 12:02, 11 September 2007 (CDT)

Doesn't alter Combat Frequency

Tested the effect of wearing the Jacket in The Haunted Bedroom with Ring of conflict, Fresh Scent, The Sonata of Sneakiness, and Smooth Movements active - saw zero combat adventures in 100 turns.

Tested the of wearing the Jacket at The Icy Peak with Monster bait, Hippy Stench, and Carlweather's Cantata of Confrontation active - saw zero non-combat adventures in 100 turns.

Was NOT wearing the Yendorian Finery, had no alterations to monster level, and there was no song playing in The Haunted Ballroom.

I think we can safely say that the Jacket has no classic effect on combat frequency (i.e. not a 5% modifier), but I guess since Jick wrote the rules, he can also modify them - can't rule out a 1% modifier, for example.

--Mis2027 12:02, 11 September 2007 (CDT)

I'd assume anything the shirt does will be on the order of 1-3%, like the meat bonus we've found. As such, I think we need to look out for the possibility of a 1% bonus to combat rates or noncombat rates (possibly switching between the two with each ascension). Unfortunately, we need around 350-400 turns to rule out a 1% change in the combat rate.--QuantumNightmare 12:43, 11 September 2007 (CDT)