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Talk:Spading

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A while ago I did a rough draft of a "statistics for spades" guide at User:Starwed/Spading. Probably info which should make it's way into any mainspace article on spading. --Starwed 11:25, 30 August 2007 (CDT)

I agree, that was the infomation I wanted to add to this article but was far to lazy to write out myself. I plan on adding that content after the holiday weekend. thank you =) --Zafoquat 14:42, 31 August 2007 (CDT)

Would anyone mind if I completely rewrote this page to be more similar to the paragraphs I just added? I do not think the page in the current form will help any would-be-spaders. Some basic spading theory as well as some of starwed's math would be a big help to most people.--QuantumNightmare 13:27, 16 September 2007 (CDT)

Contents

A question about spading deleveling items

I'm currently testing the bronzed locust, and trying to determine how to best spade out the deleveling effect. My thought is this:

  • Start with a high-level character and go unarmed into battle.
  • Hit with Fist of Fury.
  • Use delevelling item.
  • Hit with Fist of Fury.
  • Repeat

If I'm right, the difference between the two (ignoring critical hits) should give me within one or two what the deleveling effect was.

For example, I'm using a multi with stats of 344/260/288. I then adventured in the Valley, taking into account the numbers above. (The problem is, I'm hitting with just enough damage to wollop some of the monsters after the third hit.)

Is this a good approach to take? Is there a better way to do it? Should I level up and go after the Snowmen to have a better chance of getting four hits?--Foggy 11:17, 26 September 2007 (CDT)

You're probably better off using the basement, with constant ML monsters. This eliminates the need to get a 2-hit baseline on each monster you fight. Also, damage reducing items such as the scuba gear might help.--QuantumNightmare 13:51, 26 September 2007 (CDT)
My concern about double-hitting was more random number variance, not ML variance. Unarmed combat, as it turns out, doesn't appear to have an RNG factor, despite what the weapon damage page claims (if it does, it hasn't shown up in 50 rounds of combat so far).
The Weapon Damage page doesn't indicate any RNG for unarmed combat. You're quite right that when trying to spade an ML adjustment, fluctuations around the base defense don't matter.--Starwed 15:30, 26 September 2007 (CDT)
While unarmed combat will always deal 1 damage due to weapon power, the Weapon Damage page does seem to imply that the extra 0-1 damage term is applied regardless of weapon used. Is this incorrect?--QuantumNightmare 20:02, 26 September 2007 (CDT)
Ah, I missed that in haste. Yes, it seems to be incorrect for unarmed combat at least: I haven't noticed any variation. --Starwed 08:02, 27 September 2007 (CDT)

I've emended the sequence above to reflect this.--Foggy 14:43, 26 September 2007 (CDT)

Initiative Spading

So, what's a reliable way to spade out initiative? I've never really been sure how to go about that. --TechSmurf 22:55, 13 October 2007 (CDT)

Deleveling Equipment Spading

Is there any good way to spade deleveling effects on weapons (like the clockwork crossbow)? The current technique is based on being barehanded. --TechSmurf 09:41, 12 June 2008 (CDT) I believe that weapons all work the same way, deleveling 10-20% of the weapons power. If you wanted to double-check this, you'd just need a lot more data points to compensate for the variability of the damage dealt. --Starwed 15:44, 12 June 2008 (CDT)

History

Should there be a paragraph on the history of the term "spading" and how it relates to KoL? I don't know how many people come to this page looking for that definition, but I'm sure some do... --TelcontarNuva 23:21, 3 July 2008 (CDT)

Item Drops

So, I just thought of an expensive but accurate way to spade out item drops: Hobopolis bosses. For each ++100% item drops, they'll drop an additional consumable item. Stack up with known effects to a certain point, add the unknown effect, and see how many consumables you get. Play around with varying levels of known bonuses against bosses till you whittle down the unknown bonus. Viable enough to put in the article, though? --[TechSmurf][T][C] 01:07, 25 August 2008 (CDT)

  • This has been suggested... however a dev has mentioned we need to double check if you actually do get a guaranteed consumable drop for each +100% item drops first. Once someone tests several bosses with +99.0%/99.9%, and +499.0%/499.9% and confirms the mechanic, we can use this for spading.--QuantumNightmare 01:14, 25 August 2008 (CDT)

Things useful to spading

This can be useful, and hopefully made obsolete.

This is more of a reminder to keep a list of things which should be incorporated into the spading article (or may have already been). --Raijinili 00:42, 2 September 2008 (CDT)

This page was last modified on 2 September 2008, at 05:42.
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