User:Lilac/QuestData

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Revision as of 17:51, 25 August 2013 by imported>Lilac (Adding Ballroom song)

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 Table

All average (mean) and standard deviation numbers are in Adventures. Click a quest to go to its section on this page.

Quest Avg. Stdev Ratio Notes
The Haunted Billiards Room 9.2 2.9 0.32 -15% combat
The Haunted Library 7.5 1.9 0.25 -15% combat, does not unlock Gallery
The Haunted Bedroom 11.0 2.9 0.26 -15% combat, includes getting spectacles
The Haunted Ballroom (set song) 4.0 3.2 0.80 -15% combat
The Spooky Forest (temple map) 10.9 3.7 0.34 -20% combat, does not include mosquito larva
Friars 24.7 5.5 0.22 -20% combat, assumes you have 234% food drops
The Defiled Nook 8.5 1.4 0.16 +250% items
The Defiled Cranny 8.0 2.9 0.36 -20% combat, +64 ML, does not include fighting the boss
The Defiled Alcove 9.5 2.2 0.23 -20% combat, +200% initiative
Obligatory Pirate's Cove (outfit) 9.0 3.7 0.41 -20% combat, +200% item drop
Insults + Insult Beer Pong 18.7 3.8 0.20 +10% combat, 6 insults, 1-turn map, includes 4 quest turns
The F'c'le 6.6 2.5 0.38 +10% combat, no banishing, does not include the final fledges turn
Smut Orc Logging Camp 19.8 1.4 0.07 +200% items, loadstone but no hatchet (i.e. Knoll sign), bridge but no clovers
Castle Basement 3.8 2.8 0.74 -20% combat, assumes amulet
Castle Top Floor 7.5 3.9 0.52 -20% combat, assumes Mohawk wig and model airship
Desert/ Oasis 32.4 8.1 0.25 - No clovers, superwater, or Hipster/Goth fights
- Assumes 33% superlikely rates
- Includes finding a drum machine
- Includes finding the Oasis
- Frequency distribution chart
Belowdecks 5.1 2.3 0.45 No guitar needed, sniffs but does not banish
The Palindome 15.4 6.7 0.44 +10% combat, +234% item, makes many assumptions about the superlikelies
The Upper Chamber 13.2 3.0 0.23 +300% item drop, 2 tangles, gets and places wheel with -20% combat
Hippy Camp (start the war) 6.4 4.9 0.77 -20% combat, assumes you already have the outfit
Sonofa Beach (2 barrels) 10.0 6.3 0.63 +10% combat, assumes you quake-arrow the other 3 barrels
DoD unlock 9.8 5.8 0.59 -20% combat, does not include free Teleportitis re-rolls when it sends you to a skippable NC
Dungeons of Doom (zap wand) 5.8 4.2 0.72 -20% combat, does not include boxen or DoD unlock

The Haunted Billiards Room

Assumes you get a hand chalk during the delay. We're done when we've hit the noncombat.

Modifiers Avg. Turns Stdev
none 9.9 4.2
-5% combat 9.3 3.7
-10% combat 8.8 3.3
-15% combat 8.4 3.1
-20% combat 8.2 2.9
-25% combat 8.0 2.8

The Haunted Library

Just calculating this for the stdev, since we're done after 1 noncombat. (It assumes you're not unlocking the Gallery.)

Modifiers Avg. Turns Stdev
none 9.0 3.5
-5% combat 8.3 2.8
-10% combat 7.9 2.3
-15% combat 7.5 1.9
-20% combat 7.2 1.6
-25% combat 7.0 1.4

The Haunted Bedroom

We're done when we have Spookyraven's spectacles and have encountered the wooden nightstand twice.

Modifiers Avg. Turns Stdev
none 12.2 3.7
-5% combat 11.7 3.4
-10% combat 11.3 3.1
-15% combat 11.0 2.9
-20% combat 10.7 2.7

The Haunted Ballroom (set song)

We're done when we have encountered Strung-Up Quartet.

Modifiers Avg. Turns Stdev
none 7.5 6.4
-5% combat 5.9 5.0
-10% combat 4.8 3.9
-15% combat 4.0 3.2
-20% combat 3.4 2.7
-25% combat 3.0 2.3

The Spooky Forest (temple map)

Does not include the mosquito larva and therefore the 5-turn delay. Assumes the last turn you spent in the zone was getting the larva (i.e. you have a fresh Arboreal Respite superlikely timer). We're done when we've received Arboreal Respite four times.

Modifiers Avg. Turns Stdev
none 18.1 4.7
-5% combat 15.8 4.6
-10% combat 13.9 4.4
-15% combat 12.2 4.1
-20% combat 10.9 3.7
-25% combat 9.7 3.4

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 39.1 5.6
-5% combat 35.1 6.1
-10% combat 31.2 6.3
-15% combat 27.7 6.0
-20% combat 24.7 5.5
-25% combat 22.1 4.9


The Defiled Nook

Only calculated here for the stdev. Does not include the turn spent fighting the boss. We're done when we're at <= 25 evil.

Modifiers Avg. Turns Stdev
+150% items 10.5 1.9
+200% items 9.4 1.6
+250% items 8.5 1.4
+300% items 7.7 1.0
+350% items 7.2 0.5
+400% items (capped) 7.0 0.0

The Defiled Cranny

Uses integer-perfect ML tiers because I don't know offhand how the random rounding works. Does not include the turn spent fighting the boss. We're done when we're at <= 25 evil.

+49 ML

Modifiers Avg. Turns Stdev
none 14.0 4.1
-5% combat 12.2 3.7
-10% combat 10.8 3.4
-15% combat 9.7 3.0
-20% combat 8.8 2.7
-25% combat 8.1 2.4

+64 ML

Modifiers Avg. Turns Stdev
none 13.2 4.2
-5% combat 11.4 3.8
-10% combat 10.0 3.4
-15% combat 8.9 3.1
-20% combat 8.0 2.9
-25% combat 7.3 2.6

+81 ML

Modifiers Avg. Turns Stdev
none 12.5 4.4
-5% combat 10.7 3.8
-10% combat 9.4 3.3
-15% combat 8.4 2.9
-20% combat 7.6 2.6
-25% combat 6.9 2.4

+100 ML

Modifiers Avg. Turns Stdev
none 11.8 4.6
-5% combat 10.0 4.0
-10% combat 8.7 3.4
-15% combat 7.8 2.9
-20% combat 7.0 2.4
-25% combat 6.4 2.1

The Defiled Alcove

Assumes modern zmobies are a superlikely with chance (15 + bonusInit/10)%. Noncombats act as re-rolls. Does not include the turn spent fighting the boss. We're done when we're at <= 25 evil.

No combat mods (85% combat rate)

Modifiers Avg. Turns Stdev
+50% init 13.7 3.2
+100% init 12.4 2.9
+150% init 11.3 2.7
+200% init 10.4 2.4
+300% init 9.0 2.0
+400% init 8.0 1.7

-10% combat (75% combat rate)

Modifiers Avg. Turns Stdev
+50% init 13.1 3.1
+100% init 11.8 2.8
+150% init 10.8 2.5
+200% init 10.0 2.3
+300% init 8.7 1.9
+400% init 7.7 1.6

-20% combat (65% combat rate)

Modifiers Avg. Turns Stdev
+50% init 12.5 2.9
+100% init 11.2 2.7
+150% init 10.3 2.4
+200% init 9.5 2.2
+300% init 8.3 1.8
+400% init 7.4 1.6

The Obligatory Pirate's Cove (outfit)

Assumes you have no pieces of the outfit to start. If a monster fails to drop an item and it's still in the queue when you hit a relevant NC, it will get that item; if not, it'll get the first item you don't have. Does not use a Slimeling, whose disgorge is less effective than a superfairy on monsters with 2+ equipment drops (i.e. all of the relevant pirates). We're done when we have all three outfit pieces.

Fixed combat rate (70%)

Modifiers Avg. Turns Stdev
+100% items 12.7 5.8
+150% items 12.0 5.5
+200% items 11.5 5.2
+250% items 11.0 5.0
+300% items 10.5 4.8
+350% items 10.0 4.6

Increasing combat rate makes this combat-drop-oriented route take more turns.

Fixed item drop rate (+200%)

Modifiers Avg. Turns Stdev
none 11.5 5.2
-5% combat 10.7 4.8
-10% combat 10.1 4.3
-15% combat 9.5 4.0
-20% combat 9.0 3.7
-25% combat 8.6 3.4

Barrrney's Barrr

Assumes you are a non-Myst class at 0 drunkenness (to skip two of the NCs). Normally I'd include +combat tiers for this, but the difference between 80% combat and 100% combat for those conditions is only 0.75 turns, so I assume 90% combat rate for all instances (right in the middle). Assumes that getting the map is a flat +1 turn, which is included. ALSO INCLUDES 4 turns for booty crab, getting blueprints, getting dentures, and returning dentures. Subtract 5 turns from the averages but leave the stdevs the same if you want data without those fixed costs.

Insults Avg. Turns Stdev
3 insults 65.4 55.4
4 insults 25.3 13.6
5 insults 18.9 5.6
6 insults 18.7 3.8
7 insults 20.9 4.4
8 insults 26.5 7.1

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 7.5 3.0
+5% combat 7.0 2.8
+10% combat 6.6 2.5
+15% combat 6.2 2.3
+20% combat 5.8 2.1

Banishes one of chatty/crusty

Modifiers Avg. Turns Stdev
none 7.0 2.6
+5% combat 6.6 2.2
+10% combat 6.2 2.1
+15% combat 5.8 1.9
+20% combat 5.5 1.7

Banishes both chatty and crusty

Modifiers Avg. Turns Stdev
none 6.6 2.2
+5% combat 6.2 1.9
+10% combat 5.8 1.7
+15% combat 5.5 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 6.0 1.7
+10% combat 5.6 1.4
+15% combat 5.3 1.2
+20% combat 5.0 1.0

Smut Orc Logging Camp

All cases assume you use the bridge and no clovers. (Clovers save 3.5 turns with no items, 2.3 turns with 1 item, and 1.6 turns with both items.) This is for the quest post-August 14, 2013. If you have one of the two items, it auto-sniffs the first monster that drops the other bridge part. Otherwise, it will sniff one kind of bridge part if that part falls 5 or more behind the other part, and it has 25 or more of that other part. Assumes that the items each provide an independent 50% chance of an extra part. Does not include turn(s) spent to get the hatchet or loadstone.

With no special items

Modifiers Avg. Turns Stdev
+100% items 22.3 1.6
+150% items 21.9 1.4
+200% items 21.6 1.1
+250% items 21.3 0.9
+300% items 21.1 0.7

With either loadstone or hatchet

Modifiers Avg. Turns Stdev
+100% items 20.3 1.1
+150% items 20.1 1.2
+200% items 19.8 1.4
+250% items 19.6 1.4
+300% items 19.3 1.5

With both items

Modifiers Avg. Turns Stdev
+100% items 16.3 1.8
+150% items 16.0 1.8
+200% items 15.6 1.8
+250% items 15.3 1.8
+300% items 15.0 1.7

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 18.8 6.2
-5% combat 15.2 6.2
-10% combat 12.4 5.8
-15% combat 10.3 5.2
-20% combat 8.6 4.6
-25% combat 7.4 4.0

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 14.9 7.1
-5% combat 12.0 6.6
-10% combat 9.9 6.0
-15% combat 8.2 5.3
-20% combat 6.9 4.6
-25% combat 5.9 4.0

With an amulet

First NC always clears it.

Modifiers Avg. Turns Stdev
none 8.0 3.0
-5% combat 6.5 3.4
-10% combat 5.4 3.3
-15% combat 4.5 3.1
-20% combat 3.8 2.8
-25% combat 3.2 2.4

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 22.1 8.9
-5% combat 17.9 8.2
-10% combat 14.7 7.4
-15% combat 12.3 6.6
-20% combat 10.4 5.7
-25% combat 8.9 5.0

With Mohawk wig

Gets the wheel first however it can, then gets the HitS.

Modifiers Avg. Turns Stdev
none 16.1 4.3
-5% combat 13.0 4.8
-10% combat 10.7 4.7
-15% combat 8.9 4.4
-20% combat 7.5 3.9
-25% combat 6.5 3.5

Desert / Oasis

This one is pretty robust:

  • First, finds the Oasis in the unhydrated Desert.
  • After that, it gets Ultrahydrated as needed, but superlikelies in the Oasis will correctly override that adventure.
  • If the stone rose is found before a drum machine, it will stay in the Oasis until it finds a blur (assumes 234% item drop).
  • We're done when we have the worm-riding hooks.
Modifiers Avg. Turns Stdev
none 32.4 8.1
1 clover 30.2 7.8
2 clovers 30.1 7.6
Superwater (KOLHS) 28.9 7.4

Belowdecks

Assumes you don't need a guitar, that you sniff the gaudy pirate, and that you don't banish anything. We're done when we have two gaudy keys.

Avg. Turns Stdev
5.1 2.3

The Palindome

Assumes 234% item drops (to guarantee 1-turn ketchup hound and stunt nuts) and that all superlikelies (shelf items, Drawn Onward) are 25% rolls unaffected by combat rate.

Modifiers Avg. Turns Stdev
none 15.6 6.6
+5% combat 15.5 6.6
+10% combat 15.4 6.7
+15% combat 15.4 6.7
+20% combat 15.3 6.7

The Upper Chamber

All cases assume you sniff tomb rats. Does not include the turns spent rotating the Lower Chamber or fighting Ed. I haven't included banishing, but each monster you perma-banish with a turn-consuming banisher saves you roughly 1.0 - 1.5 turns. We're done when we have enough ratchets to complete all rotations with the listed setup.

Farm 9 ratchets, place the wheel, no tangles

Assumes you find the wheel while getting ratchets. Assumes -20% combat for placing the wheel.

Modifiers Avg. Turns Stdev
+150% items 27.1 6.1
+200% items 23.2 4.8
+250% items 20.5 3.8
+300% items 18.4 3.1
+350% items 16.8 2.6
+400% items (capped) 15.5 2.2

Farm 9 ratchets, place the wheel, 1 tangle

Modifiers Avg. Turns Stdev
+150% items 24.6 6.0
+200% items 20.7 4.7
+250% items 17.9 3.8
+300% items 15.8 3.1
+350% items 14.2 2.5
+400% items (capped) 12.9 2.1

Farm 9 ratchets, place the wheel, 2 tangles

Around here you have the chance to not get the wheel at all; subtract 1 turn from these if you assume that.

Modifiers Avg. Turns Stdev
+150% items 22.0 6.0
+200% items 18.1 4.7
+250% items 15.3 3.7
+300% items 13.2 3.0
+350% items 11.6 2.6
+400% items (capped) 10.3 2.0

Farm 9 ratchets, place the wheel, 3 tangles

Modifiers Avg. Turns Stdev
+150% items 19.4 5.9
+200% items 15.5 4.6
+250% items 12.7 3.7
+300% items 10.6 2.9
+350% items 9.0 2.4
+400% items (capped) 7.8 1.9

Farm 11 ratchets, do not place wheel, no tangles

Still assumes you get the wheel, even though you don't use it.

Modifiers Avg. Turns Stdev
+150% items 30.3 6.5
+200% items 25.6 5.0
+250% items 22.2 3.9
+300% items 19.6 3.1
+350% items 17.7 2.4
+400% items (capped) 16.1 1.8

Farm 11 ratchets, do not place wheel, 1 tangle

Modifiers Avg. Turns Stdev
+150% items 27.8 6.5
+200% items 23.0 5.0
+250% items 19.6 3.9
+300% items 17.0 3.0
+350% items 15.1 2.3
+400% items (capped) 13.5 1.6

Farm 11 ratchets, do not place wheel, 2 tangles

Around here you have the chance to not get the wheel at all; subtract 1 turn from these if you assume that.

Modifiers Avg. Turns Stdev
+150% items 25.2 6.4
+200% items 20.4 4.9
+250% items 17.0 3.8
+300% items 14.5 2.9
+350% items 12.5 2.2
+400% items (capped) 10.9 1.5

Farm 11 ratchets, do not place wheel, 3 tangles

Modifiers Avg. Turns Stdev
+150% items 22.6 6.4
+200% items 17.8 4.9
+250% items 14.4 3.8
+300% items 11.9 2.9
+350% items 9.9 2.1
+400% items (capped) 8.3 1.4

The Hippy Camp (Verge of War)

Assumes you already have the Frat Warrior Fatigues. We're done when we've started the war.

Modifiers Avg. Turns Stdev
none 15.0 12.3
-5% combat 11.3 9.1
-10% combat 9.0 7.2
-15% combat 7.5 5.8
-20% combat 6.4 4.9
-25% combat 5.6 4.2

Sonofa Beach

5 barrels

Modifiers Avg. Turns Stdev
none 50.0 21.2
+5% combat 33.3 13.7
+10% combat 25.0 10.0
+15% combat 20.0 7.7
+20% combat 16.7 6.2
+25% combat 14.3 5.2

4 barrels

Modifiers Avg. Turns Stdev
none 40.0 19.0
+5% combat 26.7 12.3
+10% combat 20.0 8.9
+15% combat 16.0 6.9
+20% combat 13.3 5.6
+25% combat 11.4 4.6

3 barrels

Modifiers Avg. Turns Stdev
none 30.0 16.4
+5% combat 20.0 10.6
+10% combat 15.0 7.7
+15% combat 12.0 6.0
+20% combat 10.0 4.8
+25% combat 8.6 4.0

2 barrels

Modifiers Avg. Turns Stdev
none 20.0 13.4
+5% combat 13.3 8.7
+10% combat 10.0 6.3
+15% combat 8.0 4.9
+20% combat 6.7 3.9
+25% combat 5.7 3.3

1 barrel

Modifiers Avg. Turns Stdev
none 10.0 9.4
+5% combat 6.7 6.1
+10% combat 5.0 4.5
+15% combat 4.0 3.4
+20% combat 3.3 2.8
+25% combat 2.9 2.3

Greater-Than Sign (DoD unlock)

Doesn't care about boxen. Assumes 25% rate for Oracle. Does not factor in free re-rolls of Teleportitis when it sends you to a skippable NC. We're done when we have gotten to the Oracle.

Modifiers Avg. Turns Stdev
none 15.6 9.4
-5% combat 13.3 8.0
-10% combat 11.7 7.0
-15% combat 10.6 6.3
-20% combat 9.8 5.8
-25% combat 9.1 5.4

Dungeons of Doom (zap wand)

Does not include turns spent unlocking the DoD (see above), and doesn't care about boxen. We're done once we get the lighting store.

Modifiers Avg. Turns Stdev
none 9.6 7.4
-5% combat 8.2 6.2
-10% combat 7.2 5.4
-15% combat 6.4 4.7
-20% combat 5.8 4.2
-25% combat 5.2 3.7