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Combat Frequency

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When adventuring in a location, the game first decides whether you will receive a combat or non-combat encounter. Each location has a preset percentage of yielding a combat encounter.

Contents

Modifiers

This is a comprehensive list of everything in the game that can modify a location's preset combat frequency percentage.

  • Each modifier directly alters the chance by 5% in the appropriate direction. For example, using monster bait in an area normally having a 50% chance of combat will result in a 55% chance of combat.
    • There is one exception: the Jumpsuited Hound Dog boosts combats encounters relative to its weight, up to a maximum of 5% at 30 pounds.
  • These effects stack, so it's possible to have 5 combat increasers for a +25% combat bonus or 5 non-combat increasers for a +25% non-combat bonus.
  • You can mix combat and non-combat modifiers; the result is handled by simple arithmetic.
  • It is possible in some areas to completely eliminate one type of encounter. For example, the Penultimate Fantasy Airship has 80% combat; using four combat increasers will give you a 100% combat rate, eliminating the Random Lack of an Encounter adventure and any Immateria that you don't have yet.
  • A Shimmering Portal is a unique location in that it has non-combat adventures with a 100% combat rate. To receive these non-combat adventures, one must use one or more non-combat modifiers.
Source Source Type Increases Duration Cost Notes
Jumpsuited Hound Dog Familiar Combat Always   Boosts combats by floor (weight / 6), to a maximum of 5% at 30 pounds
monster bait Accessory Combat Always   Cannot equip more than one
Hippy Stench Item effect Combat 10 turns Item loss Obtained from reodorant or handful of pine needles
Carlweather's Cantata of Confrontation AT buff Combat 5/10/15 turns 20 MP  
Musk of the Moose SC non-combat skill Combat 10 turns 10 MP  
 
ring of conflict Accessory Non-combat Always   Cannot equip more than one; requires 25 mysticality to equip
Fresh Scent Item effect Non-combat 10 turns Item loss Obtained from deodorant or chunk of rock salt
The Sonata of Sneakiness AT buff Non-combat 5/10/15 turns 20 MP  
Smooth Movements DB non-combat skill Non-combat 10 turns 10 MP  
Sono Un Amanten Non Un Combattente Song choice Non-combat Always 1 adventure Obtained from the Strung-Up Quartet choice adventure
Mer-kin sneakmask Hat Non-combat Always   Underwater only; Moxie +5%, Combat Initiative +30%; requires 85 moxie to equip
Colorfully Concealed Item effect Non-combat 10 turns Item loss Underwater only; Obtained from Mer-kin hidepaint

Superlikely Adventures

There are certain non-combat adventures that are not affected by combat frequency modifiers. These have been labeled "superlikely" adventures and have a percent chance to occur every turn. This is a list of all known superlikely adventures.

  • All Bad Moon-specific adventures are superlikelies.
    • It is unknown what the frequency of Bad Moon adventures are.
    • It is also unknown if all Bad Moon adventures share the same frequency.
  • Most of the NS13 superlikelies are still being spaded.
Location Adventure Name Frequency Description Notes
The Haunted Ballroom We'll All Be Flat 25% Part of the Quest for the Holy MacGuffin This adventure is also affected by delay()
The Spooky Forest A Three-Tined Fork 25% Gives your choice of the different classes' starting items This becomes a regular noncombat after it is received once
The Spooky Forest Rock-a-bye Larva 25% Receive mosquito larva
The Haunted Billiards Room That's your cue 25% Receive pool cue
The Enormous Greater-Than Sign Plus? Plus what? 25% Receive plus sign
The Enormous Greater-Than Sign The Oracle Will See You Now 33% Grants access to The Dungeons of Doom
The Hidden Temple At Least It's Not Full Of Trash 25% Part of the Quest for the Holy MacGuffin
The Hidden Temple Dvorak's Revenge 25% Part of the Quest for the Holy MacGuffin
The Hidden Temple No Visible Means of Support 25% Part of the Quest for the Holy MacGuffin
The Palindome Rod Nevada, Vendor 25% Part of the Quest for the Holy MacGuffin
The Palindome Last Egg Gets Al 25% Part of the Quest for the Holy MacGuffin
The Palindome Do Geese See God? 25% Part of the Quest for the Holy MacGuffin
The Arid, Extra-Dry Desert Let's Make a Deal! 33% Part of the Quest for the Holy MacGuffin
The Arid, Extra-Dry Desert A Sietch in Time  ?% Part of the Quest for the Holy MacGuffin
The Oasis All Across the Sands  ?% Part of the Quest for the Holy MacGuffin
The Arid, Extra-Dry Desert No Colors Anymore  ?% Part of the Quest for the Holy MacGuffin
The Arid, Extra-Dry Desert Still No Colors Anymore  ?% Part of the Quest for the Holy MacGuffin
The Arid, Extra-Dry Desert Walk Without Rhythm  ?% Part of the Quest for the Holy MacGuffin
The Arid, Extra-Dry Desert Walk Without Rhythm 2  ?% Part of the Quest for the Holy MacGuffin
The Oasis Blowin' in the Wind (page 1)  ?% Part of the Quest for the Holy MacGuffin
The Oasis Blowin' in the Wind (page 2)  ?% Part of the Quest for the Holy MacGuffin
The Oasis Blowin' in the Wind (pages 3-15)  ?% Part of the Quest for the Holy MacGuffin
The Arid, Extra-Dry Desert The Sleeper Has Awakened  ?% Part of the Quest for the Holy MacGuffin

The following are believed to be superlikelies:

Location Adventure Name Frequency Description
Degrassi Knoll Screwdriver, wider than a mile. 25% Receive rusty screwdriver
The Sleazy Back Alley They Tried and Pailed 25% Receive pail of pretentious paint
Outskirts of Cobb's Knob Brushed off... 25% Receive pretentious paintbrush
The Haunted Pantry Shoe of Many Colors 25% Receive pretentious palette
The Sleazy Back Alley Spirit of the Slug Lord 25% Receive the Slug Lord's map
The Haunted Pantry Spirit of the Dolphin King 25% Receive Dolphin King's map
Outskirts of Cobb's Knob The Ghost of Dr. Hobo Jones 25% Receive Dr. Hobo's map
The Deep Fat Friars' Gate Highway to Hey Deze 25% Receive Hey Deze map

Scheduled Quest Adventures

There are yet more adventures not affected by combat frequency modifiers. Upon ascension, these adventures are predetermined to occur on a given adventure within the defined range and nothing can speed up their occurrence.

Location Adventure Name Description Occurrence
Outskirts of Cobb's Knob Code Red Receive Knob Goblin encryption key Always occurs within 3-15 adventures
The Haunted Pantry The Manor in Which You're Accustomed Unlocks Spookyraven Manor Always occurs within 3-14 adventures
The Defiled Nook giant skeelton One of The Cyrpt bosses Always occurs within 4-15 adventures, but only if you've received Skull, Skull, Skull already
The Defiled Cranny huge ghuol One of The Cyrpt bosses Always occurs within 4-15 adventures, but only if you've received Go Slow Past the Drawers already
The Defiled Niche gargantulihc One of The Cyrpt bosses Always occurs within 4-15 adventures, but only if you've received Urning Your Keep already
The Defiled Alcove conjoined zmombie One of The Cyrpt bosses Always occurs within 4-15 adventures, but only if you've received Turn Your Head and Coffin already
The Haunted Conservatory Polo Tombstone Receive Spookyraven gallery key Always occurs within roughly 2-12 adventures
The Deep Fat Friar's Gate We're on a Bridge! Receive Azazel's unicorn Always occurs on the 10th adventure spent in this area
The Deep Fat Friar's Gate It's a Good Ship! Receive Azazel's lollipop Always occurs on the 20th adventure spent in this area
The Deep Fat Friar's Gate Going Ballet Up Receive Azazel's tutu Always occurs on the 30th adventure spent in this area
The Deep Fat Friar's Gate Bureaucracy of the Damned Azazel, Ma Belle quest completion During its quest, always occurs every 7 gate adventures or upon returning from 7 adventures spent anywhere; see below.
The Worm Wood All non-combats Always occurs with 7-9 adventures of Absinthe-Minded, 4-5 adventures of Absinthe-Minded, or 1 adventure of Absinthe-Minded; see the Worm Wood Done Quickly
  • Bureaucracy of the Damned is unique in that its adventure counter will still be decremented when you adventure somewhere other than the Friar's Gate. And even if you spend more than 7 adventures in a different location, Bureaucracy of the Damned will always be encountered as soon as you return to the Friar's Gate. Therefore, the optimal way to do the quest is to leave as soon as you receive the tutu, coming back after 7 or more adventures for the reward.

Advanced Mechanics

While the previous information should be adequate for a novice, there are advanced mechanics to combat frequency that all speed-ascenders should be aware of.

Delay()

The underlying mechanic behind most of the scheduled quest adventures has been labeled "delay". Most of the community refers to it specifically as delay().

  • Delay() is a function that artificially extends every ascension by a set number of turns. This number, while still unknown, is the same for everyone.
  • This set number is randomly distributed over various quest locations in 0-9 increments.
  • When a location is delayed, any quest related adventure is rejected and a new adventure is rolled, regardless of whether the quest adventure was superlikely, non-combat, or combat.
  • It is unknown exactly which locations are affected by delay() and which are not. For the most part, however, delay() is assumed to affect almost all quest adventures that cannot be skipped by softcore pulls. For more explicit information, see the AllianceFromHell link below.
  • Remaining delayed turns are not decremented by skipped non-combats, but can be decremented by combats that don't take a turn (like if you use a tattered scrap of paper, for instance).
  • Since there is no way to determine if a zone has been delayed or not, the strategy implications from understanding the delay() mechanic are minimal (since you will always assume a zone is not delayed). However, for example, if you have both an extremely long Friar and Crypt quest, you can reasonably assume that the majority of your delay() was invested within those two quests. Using this knowledge you will be able to play slightly more aggressively later on.
  • Delay() was implemented to provide a hard floor that would stop new items or strategies from breaking the softcore game. Jick has stated that he does not like this mechanic and that he is working on a better solution to this problem.

Notes

  • Jick had said that combat modifiers will not go higher than 25% either way.
  • The most up-to-date data on superlikelies/scheduled adventures/non-combats and delays can be found on this post on the AllianceFromHell forums.
  • Jick confirmed the existence of superlikelies in this post.
Dressing Up
Maximizing

Mus · Mys · Mox · HP · MP · WDmg · SDmg · Init · DA · DR · Res
FightStats· ML · Items · Meat · HP Regen · MP Regen · Adv

Modifiers

Mus · Mys · Mox · HP · MP · WDmg · SDmg · Init · DA · DR · Res
FightStats · ML · Items · Meat · HP Regen · MP Regen · Adv


PrismDmg · RDmg · Crit · SCrit · Fumb · Stun · Passive Dmg
Fam Wt · MP Cost · Spell Elts · Combat% · Hobo · PvP


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This page was last modified on 18 October 2009, at 21:34.
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