Talk:Combat Frequency
I believe Jick stated on the 25/01/07 radio show that the amorous turtles are superlikelies. Someone verify if he did and put that in here if so. -Madalin
I know this may sound crazy, but I'm somewhat 86% sure about this: Disco Bandits have passive non-combat increase and Seal Clubbers have passive combat increase... As a DB, the 4 Immaterias and the F-F-Fantastic! aventures appeared to me in 15 turns, that's fast. --Fernando Bono 12:06, 10 June 2006 (CDT)
- On a recent radio show, Jick confirmed that +/- %combat modifiers DO affect the Immateria adventures in the Airship, meaning they are not superlikely. However, I don't recall whether he included the S.O.C.K. in this list, though I suspect it is also a normal adventure. Superlikely adventures generally only show up in areas with a lot of other non-combat adventures so RNG screwage doesn't make you waste fifty adventures trying to get it. --Quietust 11:16, 13 October 2006 (CDT)
Are the new combat/non-combat increasers confirmed to be at 5%/each? Else someone should change that. -- NitraMo SA IA 16:00, 13 March 2006 (CST)
Needs clarification - is it a pure increase, or a multiplicative one, like with gravy fairy? In other words, would a 50/50 split in combat encounters and noncombat encounters + moose of the musk = 55/45, or 52.5(or 50*1.05)/47.5
Once the combat/non-combat has been decided, does each different type of adventure have the same chance of happening (at least in most cases)? --Sors 16:23, 11 July 2006 (CDT)
"September 06 - The adventure and monster queues are now 5 units long rather than 3. If you don't know what this means, don't worry about it... :)" This needs to be looked into.--Dehstil (t|c) 16:57, 13 September 2006 (CDT)