User talk:Foggy

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Revision as of 16:27, 21 April 2008 by imported>Foggy

Please add the Attack Messages to Talk:Player Hit Messages for now - we haven't decided how this new info will be incorporated into the Wiki. Thanks --Gymnosophist 00:41, 13 September 2006 (CDT)

Lumpy Critical

Did Lumpy's critical hit do any elemental damage? Also, roughly how much did it hurt? (Ugh! Ow! or Ouch! Ooh! Ow!) --Quietust 09:13, 15 September 2006 (CDT)

  • None. I don't have the damage, but isn't monster damage independent of the message? --Foggy
    • It is, but we always include the "Ouch!" messages, just to make them stand out. --Quietust 10:03, 15 September 2006 (CDT)

Use of int()

Hello. I have noticed that you are changing rounding formulae on familiar pages to use the int() function, instead of saying "rounding down" or floor(). I would like to point out that type-casting to an integer is probably less well-known than even the floor() function, and thus can be more confusing to the average KoL player. Consistency is always good, but we have to be sure our constants are good ones. Perhaps we could link "int" to a small KolWiki page that defines its meaning (i.e., that it rounds down).


Familiar spading

re: your question on my discussion page, I like to get at least 100 rounds of data per weight, whenever it's feasible. (easy on a combat orbeginning-of-combat familiar, not so easy on end-of-combat ones, at least at the lighter weights). --Hellion 16:12, 19 April 2007 (CDT)

I was adventuring in The Haunted Conservatory with a Lime and no effects other than the No Worries. I might have added wrong... multiple times... or something like that. It probably is +3, but I'm pretty sure I got +4. My clan doesn't have a Jukebox anymore so I can't really check right now. I removed the message about +4. We really should see if it's level dependent or not. --CG1:t,c,e 18:08, 6 June 2007 (CDT)

Effect Help

Thanks for sending me a message. Could you tell me how to send messages please? I wanted to write you back and say that I totally screwed up a page because I couldn't do the effectid# (which then messed up the page of the item you got the effect from). I'd like to fix all this but your good advice about the soft green echo eyedrop antidote is not possible at the moment because I'm a level 7 Hardcore on finding this information. I'm total wiki newb :(--Barata 21:39, 26 June 2007 (CDT)

Initiative Spading

Neat technique. You might want to add it to the spading page. --TechSmurf 13:37, 19 April 2008 (CDT)

I will. Right now I'm testing a few other effects as negative initiative modifiers (Black Face specifically).--Foggy 15:22, 19 April 2008 (CDT)

One other effect to verify is +ML itself. I've got a bit of information up, but have tiny sample sizes.-QuantumNightmare 15:26, 19 April 2008 (CDT)

With Blackface? That should be easy enough to check.--Foggy 15:29, 19 April 2008 (CDT)

Oh no, verify how +ML lowers initiative. It seems like +1ML lowers your initiative chances by 1% over and above the decreased initiative chances caused by making the term min(0,player mainstat - monster ML) smaller.-QuantumNightmare 15:36, 19 April 2008 (CDT)

I tried a dreadlock whip (+10ML) and buoybottoms & Amulet of Yendor. That gives me -40%, plus the +10ML. No change in my ability to run away. At -45% + dreadlock, I can still run away, at -50% + dreadlock, I can't.--Foggy 09:42, 21 April 2008 (CDT)

  • At +50ML, I can get the jump on bunnies. At +55ML, I don't get the jump on bunnies. At +45ML and the MCD set at 10 (total of +55), I can get the jump on bunnies. Looks like running away and getting the jump are calculated somewhat differently. Testing done with base mainstat of 0.--QuantumNightmare 10:16, 21 April 2008 (CDT)

The extra ML is likely having an effect on the formula for getting the jump on the monster, without actually changing the player's initiative. (One of the reasons that I chose to test initiative by running away is that the formula for it is pretty simply, and pans out with equipment with stated initiative modifiers.) But much like mainstat has no effect on running away, it's likely the extra ML doesn't affect running away, just getting the jump.

Incidentally, i think I've finished up on initiative spading for now...I tested outfits that have no known effect and found only the 8-bit and tapered had a boost; the outfits I can't test are the first crimbo outfit, and the radio free regalia. --Foggy 11:27, 21 April 2008 (CDT)