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Talk:Advanced Dreadsylvania Mechanics

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Superbosses

Sorry it looks like bumcheekcity had already made a hard mode boss section which blind ol' me somehow missed. In that section it said Count Drunkula needs the kiwitini while Falls-From-Sky just needs a kiwi? Is that right? I thought the bugbear needed the kiwitini, according to /hardcore. --Melon (talk) 12:21, 31 July 2013 (UTC)

Pie is myst only?

So far the only confirmations of making a pie I've seen have come from myst classes, but non-myst classes have not been able to make it. Can anyone counterclaim that the pie is makable by myst classes only? It would make sense given they are the "food" based classes. --Melon (talk) 09:53, 1 August 2013 (UTC)

Dreadsylvanian Types

There are a lot of shared effects for monsters of a type (ghost, bugbear, etc) and element (cold, spooky, etc) in this zone. Should we make a page or grid to collect all the various abilities and debuffs which happen once you start banishing?--Vanter (talk) 23:27, 1 August 2013 (UTC)

  • Theres a kolspading thread about spading that. We'll add it once it's spaded. — Cool12309 (talk) 00:10, 2 August 2013 (UTC)

It's here : http://kolspading.com/forums/viewtopic.php?f=2&t=403 --Darzil (talk) 17:32, 2 August 2013 (UTC) Spaded starting balance between types. I noticed that in 22 areas that we didn't tune, we encountered the more common foe about 60% of the time. Which the more common foe was varied between instances. We encountered the more common foe 12153 times, and the less common foe 8111 times. That is almost exactly 60/40. My speculation would be that the +/- encounters change it by 20%, so that the less common foe can be 100% removed, but the common one only taken down to 20% - edit - wrong, it's 35%. Should be pretty easy to prove. --Darzil (talk) 17:35, 2 August 2013 (UTC)

Carriageman

The Carriageman section doesn't seem like an Advanced mechanic to me. I think it ought to be moved to the Dreadsylvania page. Any objections? --Greycat (talk) 00:16, 2 August 2013 (UTC)

Determining the boss

Seems to default to Falls-From-Sky, Mayor Ghost and The Unkillable Skeleton. If you banish a certain type of monster, and that monster type has been banished more than the other monster type that shares that zone, it will change the boss to the other type. So if you banish bugbears once, and don't banish werewolves, you'll get the Great Wolf. If you banish bugbears once and werewolves once, it will default to Falls-From-Sky. Whack (talk) 10:24, 8 August 2013 (UTC)

  • forgive me if i'm not up to speed. are you saying that the "most monsters of that type" theory has been proved wrong? "banished more" would suggest "fought fewer". can you banish before you fight any monsters? could you fight only one kind (ZHAHM unlock?) and could this be of benefit otherwise? --Evilkolbot (talk) 12:08, 8 August 2013 (UTC)
    • It's difficult to know exactly when a type of monster gets banished and whether that would affect your boss (and whether or not your boss can be changed once you hit 1000). However, the 'default' boss for the Woods seems to be random between FFS and Wolf - sometimes there will be 60% wolves, 40% bugbears with Wolf default, other times it's 40% wolves, 60% bugbears with FFS default. Same deal with Village, so with no banishes the default is changing between those two. Castle always seems to default to Skeleton with no banishes, though I may simply not be looking at enough data. However, you can determine what your instance's default boss is by looking at how many of that type of monster has been fought. But as Jick said on the radio, you CAN force a certain boss - and you do that by banishing the same type of monster as the boss that you don't want to fight. Whack (talk) 13:28, 8 August 2013 (UTC)
      • I think right now we have "we don't know for sure", and I know Darzil from the forums (and some others) are trying to figure it out. Banishing does seem to affect things, but again, no clue. — Cool12309 (talk) 15:57, 8 August 2013 (UTC)
        • too soon to tell, cool. i think my point is that "banishing" and "fight fewer monsters" are separate. the mechanic may have been set up with the expectation that they would be the same. weird things could happen when they're not. hotstuff is quite good at his job, though. time will tell. --Evilkolbot (talk) 16:36, 8 August 2013 (UTC)
        • it seems lotsophil ? on the forums has confirmed it's banishing and not kill count that's important. there does seem to be an odd mechanic involved if you don't banish. spading continues. --Evilkolbot (talk) 12:07, 9 August 2013 (UTC)

Werewolves special attack

The werewolves have a special attack that auto hits, that I first noticed at 4 kisses (but may come earlier). I buffed up to try to reduce the damage, but it went UP. It seems to take roughly 1/3 of your hp, bypassing all ways of reducing damage (DR, DA, Moxie, Elemental Resist, etc is there an etc?) --Hastifer (talk) 17:14, 8 August 2013 (UTC)

When I used the ghost protocol (spectral item), it should make both me and the enemies attacks deal 1 damage. This even works on some bosses. However, the werewolves damage still did the normal amount, meaing it acted outside of the values applied to negate physical/magical damage. --Darkwolf (talk) 08:04, 10 August 2013 (UTC)

The Machine table

More compact The Machine skill table suggestion:

Seal Clubber Turtle Tamer Pastamancer Sauceror Disco Bandit
Turtle Tamer Club Earth
combat skill, 50 MP
~380 dmg
 
Pastamancer Carbohydrate Cudgel
combat skill, 30 MP
? dmg
Turtleini
combat skill, 35 MP
? dmg
 
Sauceror Splattersmash
combat skill, 25 MP
Sauceshell
combat skill, 30 MP, Prevent damage & deal ~80 hot dmg
Spaghetti Breakfast
1/day summoning skill, 30 MP
obtain Spaghetti breakfast
(???-quality food)
 
Disco Bandit Grab a Cold One
1/day summoning skill, 30 MP
obtain Cold One
(???-quality booze)
Conspiratorial Whispers
combat skill, 25 MP
damage + delevel every round
Shadow Noodles
combat skill, 30 MP, 3-5 round stun + 8-10 delevel
Splashdance
combat skill, 30 MP
heals ~55 dmg
does not cost combat round
 
Accordion Thief Song of the North
10 Adv, 100 MP
weapon dmg +100%, cold damage +50
Song of Slowness
10 Adv, 100 MP
+50% initiative
Song of Starch
10 Adv, 100 MP
+50% max HP
Song of Sauce
10 Adv, 100 MP
+100% spell dmg, +50 hot dmg, +50 dmg to hot spells
Song of Bravado
10 Adv, 100 MP
+15% all attributes

I haven't figured out how to make the lines go away in the upper right, though. --Club (#66669) (Talk) 22:25, 9 August 2013 (UTC)

Removed lines; I'm not a huge fan of a huge black box in the table. Perhaps instead of top-down we do it down-top and make them white? It might look better. — Cool12309 (talk) 23:22, 9 August 2013 (UTC)
Set the color on the border, I hadn't considered that. So you'd prefer it shapped like this:
version 1 version 2
  TT PM S DB AT
SC sc-tt sc-pm sc-s sc-db sc-at
TT   tt-pm tt-s tt-db tt-at
PM     pm-s pm-db pm-at
S       s-db s-at
DB         db-at
  AT DB S PM TT
SC sc-at sc-db sc-s sc-pm sc-tt
TT tt-at tt-db tt-s tt-pm  
PM pm-at pm-db pm-s    
S s-at s-db      
DB db-at        
-Club (#66669) (Talk) 03:27, 10 August 2013 (UTC)
That but mirrored. — Cool12309 (talk) 04:26, 10 August 2013 (UTC)
I.E. "version 2"? --Club (#66669) (Talk) 04:54, 10 August 2013 (UTC)
That'd do it. — Cool12309 (talk) 05:09, 10 August 2013 (UTC)

Yet another version, after complaints and issues, in Template talk:DreadSkills‎ --Club (#66669) (Talk) 19:19, 21 August 2013 (UTC)

Consumables Breakpoint

I haven't noticed any place to put these numbers yet, I hope here is appropriate.

My clan just finished a run and one boss dropped 2 consumables (2 kiss difficulty, 10,292 kisses before fight) and the last one dropped 3 consumables (6 kiss difficulty, 10,492 kisses before fight) Both weren't in hard mode.

Is data being collected on this anywhere? And if yes, can you point me to it? I just wanted to share this with anyone that happens to be spading. --Andrew3 (talk) 22:07, 14 August 2013 (UTC)

Special Enemy Powers

I made table versions of the spading data linked to from the page.

Kisses Hot Cold Spooky Stench Sleaze
1 +50% Init n/a n/a n/a n/a
2
  • +100% Init
  • Player takes take 5-22 damage on melee
  • Chance to shrug stuns
  • Chilled to the Bone (1 adv of +1 attack, +3 MP cost)
  • 1 turn of Curse (see below)
  • Environmental 5-25 damage
  • Nauseated (2 adv) when Player hit
  • Chance to fumble
3
  • +150% Init
  • Player takes take (some) damage on melee
  • Chance to shrug stuns
  • Chilled to the Bone (2 adv of +2 attack, +9 MP cost)
  • 2 turn of Curse (see below)
  • Environmental 17-40 damage
  • Nauseated (3 adv) when Player hit
  • Chance to fumble
4
  • +200% Init
  • Player takes take 37-67 damage on melee
  • Chance to shrug stuns
  • Chilled to the Bone (3 adv of +3 attack, +27 MP cost)
  • 3 turn of Curse (see below)
  • Environmental 23-52 damage
  • Nauseated (4 adv) when Player hit
  • Chance to fumble
5
  • +250% Init
  • Player takes take (some) damage on melee
  • Chance to shrug stuns
  • Chilled to the Bone (4 adv of +4 attack, +81 MP cost)
  • 4 turn of Curse (see below)
  • Environmental (some) damage
  • Nauseated (5 adv) when Player hit
  • Chance to fumble
6
  • +300% Init
  • Player takes take (some) damage on melee
  • Chance to shrug stuns
  • Chilled to the Bone (5 adv of +5 attack, +243 MP cost)
  • 5 turn of Curse (see below)
  • Environmental (some) damage
  • Nauseated (6 adv) when Player hit
  • Chance to fumble
Kisses Werewolf Bugbear Zombie Ghost Vampire Skeleton
base
  • Base Att 400
  • Base Def 400
  • Base 500 HP
n/a n/a
  • Physical damage reduced to 1
  • Drains 10 HP per round
n/a
1
  • Att Mox-10 modifier
  • Def Mus-10 modifier
  • HP (Mus-10)x1.25 modifier
  • Init +25%
  • Bonus to hit
  • Att 500
  • Def 500
  • HP 800
  • Init +25%
  • Environmental damage (4-17)
  • No damage cap.
  • Att 500
  • Def 500
  • HP 800
  • Init +25%
  • Att 500
  • Def 500
  • HP 800
  • Init +25%
  • Att 500
  • Def 500
  • HP 800
  • Init +25%
  • Att 500
  • Def 500
  • HP 1000
  • Init +25%
2
  • Att Mox
  • Def Mus
  • HP Musx1.25
  • Init +35%
  • Bonus to hit
  • Att 600
  • Def 600
  • HP 1000
  • Init +35%
  • Environmental damage (14-40)
  • 333 damage cap.
  • Att 600
  • Def 600
  • HP 1000
  • Init +35%
  • Removes one adv of one positive buff upon successful hit
  • Att 600
  • Def 600
  • HP 1000
  • Init +35%
  • Touched by a Ghost (1 adv) upon successful hit
  • Reduce stats at start of combat
  • Att 600
  • Def 600
  • HP 1000
  • Init +35%
  • 22% chance to avoid melee attacks
  • Att 600
  • Def 600
  • HP 2000
  • Init +35%
3
  • Att Mox+10
  • Def Mus+10
  • HP (Mus+10)x1.25
  • Init +45%
  • Bonus to hit
  • Att 700
  • Def 700
  • HP 1200
  • Init +45%
  • Environmental damage (27-58)
  • 200 damage cap.
  • Att 700
  • Def 700
  • HP 1200
  • Init +45%
  • Removes 2 adv of 2 positive buffs upon successful hit
  • Att 700
  • Def 700
  • HP 1200
  • Init +45%
  • Touched by a Ghost (2 adv) upon successful hit
  • Reduce stats at start of combat
  • Att 700
  • Def 700
  • HP 1200
  • Init +45%
  • 25% chance to avoid melee attacks
  • Att 700
  • Def 700
  • HP 4000
  • Init +45%
4
  • Att Mox+20
  • Def Mus+20
  • HP (Mus+20)x1.25
  • Init +55%
  • Bonus to hit
  • Att 800
  • Def 800
  • HP 1400
  • Init +55%
  • Environmental damage (41-75)
  • 140 damage cap.
  • Att 800
  • Def 800
  • HP 1400
  • Init +55%
  • Removes 3 adv of 3 positive buffs upon successful hit
  • Att 800
  • Def 800
  • HP 1400
  • Init +55%
  • Touched by a Ghost (3 adv) upon successful hit
  • Reduce stats at start of combat
  • Att 800
  • Def 800
  • HP 1400
  • Init +55%
  • 47% chance to avoid melee attacks
  • Att 800
  • Def 800
  • HP 8000
  • Init +55%
5
  • Att Mox+30
  • Def Mus+30
  • HP (Mus+30)x1.25
  • Init +65%
  • Bonus to hit
  • Att 900
  • Def 900
  • HP 1600
  • Init +65%
  • Environmental damage (some)
  • 100 damage cap.
  • Att 900
  • Def 900
  • HP 1600
  • Init +65%
  • Removes 4 adv of 4 positive buffs upon successful hit
  • Att 900
  • Def 900
  • HP 1600
  • Init +65%
  • Touched by a Ghost (4 adv) upon successful hit
  • Reduce stats at start of combat
  • Att 900
  • Def 900
  • HP 1600
  • Init +65%
  • 59% chance to avoid melee attacks
  • Att 900
  • Def 900
  • HP 16000
  • Init +65%


6
  • Att Mox+40
  • Def Mus+40
  • HP (Mus+40)x1.25
  • Init +75%
  • Bonus to hit
  • Att 1000
  • Def 1000
  • HP 1800
  • Init +75%
  • Environmental damage (some)
  • 100 damage cap.
  • Att 1000
  • Def 1000
  • HP 1800
  • Init +75%
  • Removes 5 adv of 5 positive buffs upon successful hit
  • Att 1000
  • Def 1000
  • HP 1800
  • Init +75%
  • Touched by a Ghost (5 adv) upon successful hit
  • Reduce stats at start of combat
  • Att 1000
  • Def 1000
  • HP 1800
  • Init +75%
  • 89% chance to avoid melee attacks
  • Att 1000
  • Def 1000
  • HP 37000(?)
  • Init +75%

Negative status effects from monsters:

So, what do people think? --Club (#66669) (Talk) 18:49, 10 October 2013 (UTC)

Hard Mode drops x2

Some data points:

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