User:Lilac/QuestData
NERD TIME
I wrote a fairly straightforward KoL quest simulator in Java. It takes the encounter queues, Olfaction, banishing, and any known special mechanics into account, and assumes ideal decision-making for each quest. Each quest is hand-coded to reflect the decisions you'd make while doing it. 1,000,000 samples are run for each quest.
The end goal of this is to produce average turn yields for each quest under varying conditions, which is useful to speedrunners, and also to generate the standard deviation of each quest, which helps us identify which parts of the game are actually the most RNG-swingy. If you're unfamiliar with standard deviation, take a look at its Wikipedia article for a fairly good explanation.
HC Speedrun Quests Ordered by Stdev
If something's in italics, it only applies in special cases like a challenge path with heavy restrictions.
Quest | Turns | Stdev | Notes |
---|---|---|---|
Desert / Oasis | 32.2 turns | 8.7 turns | - Assumes you have the drum machine in time (big assumption) - Assumes 33% superlikely rates - Assumes no clovers or Hipster/Goth fights - Includes finding the Oasis |
Friars | 25.0 turns | 5.6 turns | -20% combat, assumes you have 234% food drops |
Sonofa Beach (1 barrel) | 4.9 turns | 4.4 turns | +10% combat, assumes you faxed and quake-arrowed 4 barrels |
Dungeons of Doom (zap wand) | 5.8 turns | 4.2 turns | -20% combat, does not include boxen or DoD unlock |
Castle Top Floor | 7.7 turns | 4.0 turns | -20% combat, assumes Mohawk wig and model airship |
Castle Basement | 3.9 turns | 2.8 turns | -20% combat, assumes amulet |
The F'c'le | 6.4 turns | 2.5 turns | +10% combat, does not include the final fledges turn |
Friars
DOES wait for 3 hot wings, but assumes you have 234% food drops at all times. Takes NC ceilings into account. We're done when we have all 3 items and 3 hot wings.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 39.8 | 5.4 |
-5% combat | 35.7 | 6.1 |
-10% combat | 31.8 | 6.3 |
-15% combat | 28.2 | 6.1 |
-20% combat | 25.0 | 5.6 |
-25% combat | 22.4 | 5.0 |
Dungeons of Doom (zap wand)
Does not include turns spent unlocking the DoD itself, and doesn't care about boxen. We're done once we get the lighting store.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 9.8 | 7.5 |
-5% combat | 8.3 | 6.3 |
-10% combat | 7.3 | 5.4 |
-15% combat | 6.5 | 4.7 |
-20% combat | 5.8 | 4.2 |
-25% combat | 5.3 | 3.7 |
The F'c'le
Assumes 234% item drops and that all clingy pirates are banished with cocktail napkins. DOES NOT INCLUDE the 1 turn spent getting the fledges.
No extra banishing
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 7.3 | 3.0 |
+5% combat | 6.9 | 2.7 |
+10% combat | 6.4 | 2.5 |
+15% combat | 6.1 | 2.2 |
+20% combat | 5.8 | 2.1 |
Banishes one of chatty/crusty
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 6.9 | 2.5 |
+5% combat | 6.5 | 2.2 |
+10% combat | 6.1 | 2.0 |
+15% combat | 5.7 | 1.8 |
+20% combat | 5.4 | 1.7 |
Banishes both chatty and crusty
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 6.5 | 2.1 |
+5% combat | 6.1 | 1.9 |
+10% combat | 5.7 | 1.6 |
+15% combat | 5.4 | 1.5 |
+20% combat | 5.1 | 1.3 |
Banishes everything that cannot drop a needed item
(i.e. if I already got a ball polish, banish the creamy pirate; only applies to challenge paths)
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 6.4 | 1.9 |
+5% combat | 5.9 | 1.6 |
+10% combat | 5.6 | 1.4 |
+15% combat | 5.2 | 1.2 |
+20% combat | 5.0 | 1.0 |
Castle Basement
Includes the turn ceiling on NCs. All cases correctly transverse the NCs. We're done when the Ground Floor is unlocked.
With no special items
Gets and uses the dumbbell.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 19.6 | 6.1 |
-5% combat | 15.8 | 6.3 |
-10% combat | 12.9 | 5.9 |
-15% combat | 10.6 | 5.3 |
-20% combat | 8.9 | 4.7 |
-25% combat | 7.5 | 4.1 |
With an umbrella but no amulet
Uses the umbrella if it can, and tries for the dumbbell while doing so.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 15.5 | 7.2 |
-5% combat | 12.5 | 6.7 |
-10% combat | 10.2 | 6.1 |
-15% combat | 8.4 | 5.4 |
-20% combat | 7.1 | 4.7 |
-25% combat | 6.0 | 4.1 |
With an amulet
First NC always clears it.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 8.4 | 2.8 |
-5% combat | 6.8 | 3.4 |
-10% combat | 5.5 | 3.4 |
-15% combat | 4.6 | 3.1 |
-20% combat | 3.9 | 2.8 |
-25% combat | 3.3 | 2.5 |
Castle Top Floor
All cases assume you have a model airship and that you need to unlock the HitS. Includes the turn ceiling on NCs. We're done when the wheel is turned and we have the rocketship.
Without Mohawk wig
Solves both parts from the Steampunk NC, getting the wheel first to enable universal travel to that NC.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 23.0 | 8.9 |
-5% combat | 18.6 | 8.3 |
-10% combat | 15.2 | 7.5 |
-15% combat | 12.6 | 6.6 |
-20% combat | 10.6 | 5.8 |
-25% combat | 9.1 | 5.1 |
With Mohawk wig
Gets the wheel first however it can, then gets the HitS.
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 16.7 | 4.0 |
-5% combat | 13.5 | 4.8 |
-10% combat | 11.1 | 4.8 |
-15% combat | 9.2 | 4.4 |
-20% combat | 7.7 | 4.0 |
-25% combat | 6.6 | 3.5 |
Desert / Oasis
Assumes you have a drum machine by the appropriate adventure, which I realize is a big assumption. Includes finding the Oasis in the first place. Assumes no clovers are used on Ultrahydrated. Assumes all D/O superlikelies are 33%. Assumes no Hipster/Goth fights. We're done when we have the worm-riding hooks.
Avg. Turns | Stdev |
---|---|
32.2 | 8.7 |
Sonofa Beach
5 barrels
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 49.5 | 21.0 |
+5% combat | 33.0 | 13.6 |
+10% combat | 24.8 | 9.9 |
+15% combat | 19.8 | 7.7 |
+20% combat | 16.5 | 6.2 |
+25% combat | 14.1 | 5.1 |
4 barrels
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 39.6 | 18.8 |
+5% combat | 26.4 | 12.1 |
+10% combat | 19.8 | 8.9 |
+15% combat | 15.8 | 6.8 |
+20% combat | 13.2 | 5.5 |
+25% combat | 11.32 | 4.5 |
3 barrels
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 29.7 | 16.2 |
+5% combat | 19.8 | 10.5 |
+10% combat | 14.8 | 7.7 |
+15% combat | 11.9 | 5.9 |
+20% combat | 9.9 | 4.8 |
+25% combat | 8.5 | 3.9 |
2 barrels
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 19.8 | 13.3 |
+5% combat | 13.2 | 8.6 |
+10% combat | 9.9 | 6.2 |
+15% combat | 7.9 | 4.8 |
+20% combat | 6.6 | 3.9 |
+25% combat | 5.7 | 3.2 |
1 barrel
Modifiers | Avg. Turns | Stdev |
---|---|---|
none | 9.9 | 9.4 |
+5% combat | 6.6 | 6.1 |
+10% combat | 4.9 | 4.4 |
+15% combat | 4.0 | 3.4 |
+20% combat | 3.3 | 2.8 |
+25% combat | 2.8 | 2.3 |
Modifiers | Avg. Turns | Stdev |
---|