User:Lilac/QuestData

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Revision as of 17:55, 9 August 2013 by imported>Lilac

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

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