User:MindlessGames

From A KoL Wiki
Revision as of 08:33, 1 November 2009 by imported>MindlessGames (Ingredient Quality Table: tasty.)

My main is RoyalTonberry

Ingredient Quality Table

Quality Values
Ingredient Quality Notes
jabanero pepper 1.4 (almost certainly)
wad of tofu 1.2 (probably)
pile of jumping beans 1.5 (probably)
stalk of asparagus 1.4 (maybe?)
single-serving herbal stuffing 6 (probably)
bat wing 1.3 (probably) [1.1-1.3 inclusive, bat wing stir-fry]
rat appendix 1.3 (probably)
displaced fish 1.5 (probably)
McMillicancuddy's special lager 4 (maybe?)
brine 2.5 (almost certainly)
banana 3 (almost certainly, but this is weird...)
hill of beans 1.3 (probably)
Wok 2.9 (probably)
guano coffee cup 2 (probably) [between 1.8 and 2.7 inclusive, hippy herbal tea]
lihc eye 1.2 (probably)
fricaseed brains 1.5 (probably) [between 1.4 and 1.6 inclusive]
Casserole dish 1.4 or 1.5 (looking good for 1.4, based on brains casserole)
papaya 1.5 (probably, papaya sling gives 1.4-1.6 inclusive)
taco shell 1 (probably)
carob chunks 1.5 (probably)
Known
seaode 1
basic sea slugs 1
sea fruit 3
enchanted bean 2
knoll mushroom 1.4
warm mushroom 1.5
cool mushroom 1.5
pointy mushroom 1.5
flaming mushroom 3
frozen mushroom 3
stinky mushroom 3
gloomy black mushroom 4.4
oily golden mushroom 4.4
mushroom fermenting solution 4
catsup 1
ketchup 1
dough 1
pie tin 1
Beer 1
Flower 1
Ghuol Egg 1
Basic Fruits 1
Basic Booze 1
Skewer 1.1
Brownie Mix 1.2
Herbs 1.3
goat cheese 1.3
knob mushroom 1.3
knob sausage 1.3
Hellion cube 1.4
Spooky Shroom 1.4
Pr0n Legs 1.5
Spices 2
Fermenting Powder 2
Keys 2
Reagent 3
Dry noodles 3
Garnishes 3
TPS fruit 3
Superbooze 3
Grue Egg 9.6

Disgorging and Pickpocketing

for n items all with drop rate p:
integrate over x: p*(1-p*x)^(n-1)
gives: -((1-p*x)^n) / n
evaluate 0 to 1 gives: -((1-p)^n) / n + 1/n
simplifying: 1/n * (1 - (1 - p)^n)

Castle data

it looks like you can expect:

  • +0% combats --> (75+0)/((75+0) + (25-0)*2/3) = 81.82% combats
  • +5% combats --> (75+5)/((75+5) + (25-5)*2/3) = 85.71% combats
  • +10% combats --> (75+10)/((75+10) + (25-10)*2/3) = 89.47% combats
  • +15% combats --> (75+15)/((75+15) + (25-15)*2/3) = 93.10% combats
  • +20% combats --> (75+20)/((75+20) + (25-20)*2/3) = 96.61% combats
  • +25% combats --> (75+25)/((75+25) + (25-25)*2/3) = 100% combats