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Talk:Sugar Rush

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Crimbo items

I've merged all the items from the Crimbo Cafe, the Eating Cave, and the Crimboween Spooky Cafe for a couple reasons, but mostly because there was only one item at the Eating Cave that gives the effect. I'm not sure exactly what the section should be listed at on the page, or if links should be provided to the individual pages, but I think they should be combined. Agree? Disagree? --TheDotGamer 23:43, 4 December 2006 (CST)

That's cool. I originally created the "list by source" groupings to keep the "basic/year-round" items separate from the special-event items. Getting so nitpicky that lists have only one item in them is silly. Hm, on second thought, maybe "Crimbo 2005" and "Crimbo 2006" could be separated, but I wouldn't go further than that. --Jonrock 03:44, 5 December 2006 (CST)
Well, now that the Crimbo 2005 items are re-available Crimbo 2006 it doesn't even make sense to sort them out that way. Still though, I think we can come up with a better name than "Crimbo Items". --TheDotGamer 18:08, 7 December 2006 (CST)
Crimbo 2005 items are not re-available. The items this year, while similar, are still different items. I'm not saying they should be re-sorted, just that... ya know... they're not the same. --MrPaulie 19:54, 7 December 2006 (CST)
I guess I wasn't very clear in my post... I meant that the food and drinks that were available at the Crimbo Cafe during Crimbo 2005 are available again. Unless that is what you mean -- that there are two different versions of the gingerbread stir-fry, candycaine, etc... But the items give the same substat and adventures as they used to. Also, doesn't consuming one of the items from the Crimborg Nutrition Station increase the consumption count in the consumption records if that person already consumed the same thing at the Crimbo Cafe? I just assumed that it did, although I haven't tested it. --TheDotGamer 20:25, 13 December 2006 (CST)

Initiative

According to this thread, sugar rush might also increase initiative:

When a subset of experienced players were polled without knowledge of this thread's question, the reply was "+5% muscle, +5% moxie, -10% mysticality, +X% init". After quoting the wiki, the reply from this same subset of experieced players was, "The wiki is wrong." So, what you're observing seems to be common knowledge, but not common enough to have appeared on the wiki.

So this should quite possibly be added to the page. --Starwed 01:39, 11 December 2006 (CST)


Ok, I did a bit of spading on this. Runnning with against beanbats with a base stat of 32, sugar rush, and no other init boosts, I get the following result:

Expected jump %: 50
Actual result, with Sugar Rush: 151/218 = 69.27%

This data suggests that sugar rush gives a boost of ~19%. And since init boosts seem to always come in multiples of 5, that means the actual bonus is most likely 20%. --Starwed 04:11, 28 December 2006 (CST)

Playing around with the Shadow gave me a value of 20% to 25% initiative boost. Specifically, I was able to win initiative sometimes with Sugar Rush on top of a +35% boost, and sometimes lost with Sugar Rush and +120%. Ran out of time and patience to figure out which it is exactly. —Dentarthurdent(T,C)

Since my own testing convinced me it's unlikely to be more than 20%, I'm going to go ahead and peg it at 20. More confirmation would be quite welcome, though. --Starwed 06:06, 2 March 2007 (CST)

I've been using running away as a way to test initiative values.

  • At -50% my character cannot run away from bunnies. At -45% he ca.
  • A pegleg brings me down to -50%. with sugar rush, and tap shoes, I cannot run away.
  • A pegleg and 1-ball brings me down to -45%. With sugar rush and tap shoes, I can run away (about 5% of the time).

Sugar rush is 20%, not 25%. --Foggy 13:19, 19 April 2008 (CDT)

This page was last modified on 19 April 2008, at 18:19.
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