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Talk:Combat Initiative

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The little round pebble needs to be added to the list. --Hoboapple 12:56, 1 September 2008 (CDT)

This article is missing one very important thing-- an explanation of what initiative actually does. I can extrapolate from the first section, but shouldn't the purpose of initiative be the very first thing in the article? Kantania 19:49, 25 January 2007 (CST)

I believe the current formula is correct (or very close). Hence, it's probably time to start testing it on other monsters. If anyone wants to help, check the linked thread on the HCO forums.

what about the toy jetpack?--Warjunkie 09:11, 22 December 2006 (CST)

what about the hors d'oeuvre tray?--Bostonvaulter 19:53, 12 January 2007 (CST)

I've updated several items in this list. Here is an explanation of how I came to these conclusions. Cheers! —Dentarthurdent(T,C) 03:05, 2 March 2007 (CST)

Erm... The links to the hardcoreoxygenation place don't work. Have they moved or gone kaput? And is there somewhere else that monster init values might be found? --LegendaryBard 01:14, 21 May 2007 (CDT)

  • They popped up on a new domain name after a recent outage. I have updated the above link. --Jonrock 01:51, 21 May 2007 (CDT)

Contents

Three-handed

Is there an initiave penalty for any other three-handed weapon (e.g. ridiculously huge sword)? --Volante 11:21, 16 August 2006 (CDT)

I think the three-handed weapon would say so if it did. It looks to me that combat initiative is straight forward when it comes to items. I mean, every item that has an initiative modifier says so explicitly. -Holler 12:11, 17 August 2006 (CDT)

Cunctatitis

According to the Cunctatitis page, the effect remvoes ALL combat intiative, not just 100%. A player with 260% combat initiative had dire bunnies get the jump out of him 9 out of 9 times, and failed all 30 run away attempts for each of these nine times.--Wildfire393 19:51, 20 April 2007 (CDT)

Is this really understood?

"The detailed mechanics of Combat Initiative are only now becoming fully understood."

If this is really understood, will someone please write an undertandable summary of what this does?

If not, could we reword this to, "The detailed mechanics of Combat Initiative are not fully understood." Swampthings 16:52, 24 January 2008 (CST)

There are definitely things still not understood. Or they've changed and things have not been updated. In particular, most monsters (even in popular zones) do not have initiative values on the wiki, only in a 2-year-old HCO forum thread, and I doubt some of the values are still correct. I have been leveling in the ballroom with full brimstone (including +50% initiative from the boxers and +64 ML from the outfit), hipposkin poncho (+10 ML), spring fusilli (+40% initiative), overdeveloped... (+20% initiative), aria (+36 ML at my current level 18), and detuned radio at 10, and no other effects known to modify initiative or monster level except for the little box of fireworks, which is tossing M-##s for damage 100% of the time and never doing the initiative or monster level effects. I should have +110% initiative, about +70% since my mainstat is 300 and the monster level is around 230, and -110% from the non-radio ML boosts, for a net +70%. Since the monsters supposedly have 0 base initiative, I should have 170% chance of gaining initiative (so I should get it all the time, even if some numbers are a little bit off). In fact, I am always getting the jump on the platters but never on the skeletons or waltzers. Unless something has changed in the formula, these monsters must have had very high boosts in their base initiative. --Devjoe 23:13, 13 May 2009 (UTC)

Running/Jumping Discrepancy

The initiative values Larryboy's been getting have been consistently 5 lower than the listed values. I recall something like this coming up a while back with beanbats and fluffy bunnies. Could there be an extra +/- 5 somewhere in the equation that hasn't been noticed before? --TechSmurf 21:45, 12 August 2008 (CDT)

  • Are you using the HCO guide as a base? I don't know if it's been updated since NS13. I think the ±5 difference you're mentioning was noted at User talk:Foggy#Initiative Spading. At first glance, the method Larryboy's using seems OK against what's known about Run Away, assuming he's doing a lot of reps. But maybe we should be more aggressive leaving such work to the spading clans. --Bagatelle 22:31, 12 August 2008 (CDT)
    • I'm using nothing as a base except my infrequent glancing at the recent changes page these past few days-- I kept nothing the values he had were off by 5. --TechSmurf 22:32, 12 August 2008 (CDT)
      • I did some of my own testing on bunnies during NS13. They seem to have a 45% chance of getting the jump on a player when checking getting the jump directly, while foggy's "running away" testing showed they have an initiative of 50%. Personally, I don't think this theory has been finished.-QuantumNightmare 00:27, 13 August 2008 (CDT)

Necroing this topic. Looking back over what's on my talk page, Spading page, etc., I think I never made it clear that the PoNE wasn't definitely the monster's initiative. Indeed, what I'm finding is that the PoNE and initiatives from the HCO guide were often 5 off (a monster with initiative 45 had a PoNE of 50). This makes some sense if the code has ties go to the player.

My theory is that the Monster's PoNE = Monster Initiative + 5. This has been shown for the fluffy bunny. If we can show this for a certain number of other creatures (about 10) from different locations in the kingdom, I think we can start using PoNE as a way to ascertain initiative.

(I should note that PoNE was used previously to determine Initiative Effects, all of which later turned out to be accurate.)

For now, I'm going to go back to posting PoNE's on Run Away for the time being.--Foggy 17:18, 10 September 2009 (UTC)

This page was last modified on 10 September 2009, at 17:18.
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