Talk:Run Away
From TheKolWiki
This isn't a combat skill, it doesn't show up in the combat skill dropdown, or the skills on the character sheet, and it doesn't have a skill number, should this/there be a game mechanics called Running Away instead? I mean Attack (with your ----) isn't a skill either. --JRSiebz (☎|§|‡) 19:37, 13 August 2006 (CDT)
- There should be a mechanics page titled, "fighting". As I said at Talk:Beaten Up#Effect Length, there's no place for "You lose. You slink away, dejected and defeated." either.--Dehstil (t|c) 19:47, 13 August 2006 (CDT)
- Actually, should it be titled "Fighting" or "Combat" or some other name?--Dehstil (t|c) 17:36, 15 August 2006 (CDT)
- I made the page as a starting point, and possibly as a centre for run-away-chance discussions. If there's a better way to display it, including the messages and NS reference, then by all means. I won't get around to doing it for a while, though. -Deveiel 06:35, 17 August 2006 (CDT)
- Also, "You twiddle your thumbs.", "That doesn't make any sense. Please select an item before you hit that button.", and "That doesn't make any sense - pick a skill from the list..." could go on the page.--Dehstil (t|c) 17:13, 6 September 2006 (CDT)
- Note to self: "Fists of Fury", "Forehead of Fury", or "Feet of Fury" etc.--Dehstil (t|c) 21:59, 25 September 2006 (CDT)
- Concerning the 'Run Away' chance, it seems that it is based on the initiative of the monster and your initiative. (Monster Initiative)-(Player Initiative)=Run away %. This is according to [the guys over at Hardcore Oxygenation]. --Kenny 13:00, 4 December 2006 (CST)
Running away as a result of using combat items such as the ball, spooky ball, & tattered scrap of paper, should be detailed here as well. --CheshireKatz 16:46, 23 December 2006 (CST)
Point of No Escape
This seems like a better place to list some data regarding running away, instead of my usertalk page.
What appears to be the case is that your chance of running away is actually Monster Initiative PLUS Player Initiative Modifiers. That is, if a monster's initiative is 60, and you apply -60% modifiers, you have 0% chance of running away.
I tested:
- fluffy rabbit: 50
- beanbat: 60
- booze giant: 80
- portly abomination: 70
- spectral jellyfish: 60
- very mad scientist: 70
- mad scientist: 70
- Fruit golem: 80
- Knob Goblin mutant: 70
- BASIC elemental: 60
- carnivorous moxie weed: 80
- weremoose: 70
- grass elemental: 60
- writing desk: 50
- bookbat: 70
- banshee librarian: unknown, greater than 170
(The number above lists the amount of negative initiative needed to not be able to run away from the monster.)
This is, essentially, backwards from what most of us would think appropriate for running away...the quicker a monster is, the tougher the monster is to run away from. Not so...I was able to run away from skeletal monkeys and anglerbush on the first term, even with more than -200% modifiers.
More to come.--Foggy 18:47, 21 April 2008 (CDT)
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