User:Lilac/QuestData

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NERD TIME

I wrote a fairly straightforward KoL quest simulator in Java. It takes the encounter queues, Olfaction, banishing, and any known special mechanics into account, and assumes ideal decision-making for each quest. Each quest is hand-coded to reflect the decisions you'd make while doing it. 1,000,000 samples are run for each quest.

The end goal of this is to produce average turn yields for each quest under varying conditions, which is useful to speedrunners, and also to generate the standard deviation of each quest, which helps us identify which parts of the game are actually the most RNG-swingy. If you're unfamiliar with standard deviation, take a look at its Wikipedia article for a fairly good explanation.

HC Speedrun Quests Table

All numbers are in Adventures, except for Mainstat, which is in substat points and does not include noncombat gains, +ML, or +stats. Click a quest to go to its section on this page.

Quest # Turns # C # NC Mainstat Stdev Ratio Notes
Outskirts of Cobb's Knob 11.0 0.0 0.00
The Haunted Pantry 9.9 0.7 0.07
The Haunted Billiards Room 9.2 2.9 0.32 -15% combat
The Haunted Library 7.5 1.9 0.25 -15% combat, does not unlock Gallery
The Haunted Bedroom 11.0 2.9 0.26 -15% combat, includes getting spectacles
The Haunted Ballroom (set song) 4.0 3.2 0.80 -15% combat
The Spooky Forest (larva) 7.2 1.1 0.15 -20% combat
The Spooky Forest (temple map) 11.0 3.8 0.35 -20% combat, does not include mosquito larva
Tavern Cellar 5.9 1.5 0.25 -20% combat, assumes you're able to skip every NC
The Bat Hole 7.3 0.6 0.08 Includes 2 turns for clover + YR; Boss Bat's Lair alone is 5.3 avg
Inside Cobb's Knob 6.0 0.0 0.00 SR + 3x cake turns + fighting the King + FARQUAR
Friars 24.7 5.5 0.22 -20% combat, assumes you have 234% food drops
The Defiled Nook 8.5 1.4 0.16 +250% items
The Defiled Niche 10.7 1.0 0.09 Sniffs dirty lihcs, no banishing
The Defiled Cranny 8.0 2.9 0.36 -20% combat, +64 ML, does not include fighting the boss
The Defiled Alcove 9.5 2.2 0.23 -20% combat, +200% initiative
Defiled Cyrpt Bosses 5.0 0.0 0.0
Obligatory Pirate's Cove (outfit) 9.0 3.6 5.4 29 3.7 0.41 -20% combat, +200% item drop
Insults + Insult Beer Pong 18.7 11.5 7.2 120 3.8 0.20 +10% combat, 6 insults, 1-turn map, includes 4 quest turns
The F'c'le 6.6 5.8 0.7 72 2.5 0.38 +10% combat, no banishing, does not include the final fledges turn
The Goatlet 4.8 1.3 0.27 +150% item, sniffs but does not banish
Itznotyerzitz Mine 1.0 0.0 0.0 1 turn for the outfit (SR), then Unaccompanied Miner (otherwise spend some clovers)
The eXtreme Slope 15.3 4.7 0.31 -20% combat, +200% item drop
Lair of the Ninja Snowmen 15.0 3.9 0.26 +10% combat, farms all 3 assassins
Smut Orc Logging Camp 19.8 1.4 0.07 +200% items, loadstone but no hatchet (i.e. Knoll sign), bridge but no clovers
A-boo Peak 8.7 0.7 0.08 +250% item drop, uses a clover if necessary
Twin Peak 8.5 2.6 0.31 -20% combat, +200% item drop
Oil Peak 6.0 0.0 0.00 Assumes you run enough +item to get 12 crudes from the 5 cartels
Castle Basement 3.8 2.8 0.74 -20% combat, assumes amulet
Castle Ground Floor 11.0 0.0 0.00
Castle Top Floor 7.5 3.9 0.52 -20% combat, assumes Mohawk wig and model airship
The Hole in the Sky 16.5 2.6 0.16 +234% items, assumes you need key + hat + weapon
Belowdecks 5.1 2.3 0.45 Does not farm a guitar, sniffs but does not banish
The Palindome 12.0 5.1 0.43 +10% combat, +234% item
The Upper Chamber 13.2 3.0 0.23 +300% item drop, 2 tangles, gets and places wheel with -20% combat
Hippy Camp (start the war) 6.4 4.9 0.77 -20% combat, assumes you already have the outfit
Sonofa Beach (2 barrels) 8.7 4.1 0.47 +10% combat, assumes you quake-arrow the other 3 barrels
DoD unlock 9.8 5.8 0.59 -20% combat, does not include free Teleportitis re-rolls when it sends you to a skippable NC
Dungeons of Doom (zap wand) 5.8 4.2 0.72 -20% combat, does not include boxen or DoD unlock
Fear Man's Level (digital key) 8.5 1.2 0.14 Enough +item to guarantee all pixel drops; sniffs morbid skills, no banishing

The Haunted Billiards Room

Assumes you get a hand chalk during the delay. We're done when we've hit the noncombat.

Modifiers Avg. Turns Stdev
none 9.9 4.2
-5% combat 9.3 3.7
-10% combat 8.8 3.3
-15% combat 8.4 3.1
-20% combat 8.2 2.9
-25% combat 8.0 2.8

The Haunted Library

Just calculating this for the stdev, since we're done after 1 noncombat. (It assumes you're not unlocking the Gallery.)

Modifiers Avg. Turns Stdev
none 9.0 3.5
-5% combat 8.3 2.8
-10% combat 7.9 2.3
-15% combat 7.5 1.9
-20% combat 7.2 1.6
-25% combat 7.0 1.4

The Haunted Bedroom

We're done when we have Spookyraven's spectacles and have encountered the wooden nightstand twice.

Modifiers Avg. Turns Stdev
none 12.2 3.7
-5% combat 11.7 3.4
-10% combat 11.3 3.1
-15% combat 11.0 2.9
-20% combat 10.7 2.7

The Haunted Ballroom (set song)

We're done when we have encountered Strung-Up Quartet.

Modifiers Avg. Turns Stdev
none 7.5 6.4
-5% combat 5.9 5.0
-10% combat 4.8 3.9
-15% combat 4.0 3.2
-20% combat 3.4 2.7
-25% combat 3.0 2.3

The Spooky Forest (larva)

Includes the 5-turn delay.

Modifiers Avg. Turns Stdev
none 7.9 1.0
-5% combat 7.7 1.1
-10% combat 7.5 1.1
-15% combat 7.4 1.1
-20% combat 7.2 1.1
-25% combat 7.1 1.0

The Spooky Forest (temple map)

Does not include the mosquito larva and therefore the 5-turn delay. Assumes the last turn you spent in the zone was getting the larva (i.e. you have a fresh Arboreal Respite superlikely timer). We're done when we've received Arboreal Respite four times.

Modifiers Avg. Turns Stdev
none 18.8 5.0
-5% combat 16.2 4.9
-10% combat 14.1 4.6
-15% combat 12.4 4.2
-20% combat 11.0 3.8
-25% combat 9.8 3.5

Tavern Cellar

Assumes you can skip all noncombats. (This may be a big assumption for HC in many paths.) Also assumes that the base combat rate is 85%, which we're pretty sure it is.

Below +117 ML

In this situation, you just take as many tangles as you get before the faucet. Sticking around for extras is not worth it.

Modifiers Avg. Turns Stdev
none 7.4 1.4
-5% combat 7.0 1.4
-10% combat 6.6 1.5
-15% combat 6.2 1.5
-20% combat 5.9 1.5
-25% combat 5.5 1.5

+120 ML

Now the simulator sticks around until it has three tangles. (Each tangle saves ~2.5 turns in the Upper Chamber, and it doesn't take that long to farm a third at this level of +ML.) Remember, this still assumes that we skip all noncombats.

Modifiers Avg. Turns Stdev
+15% combat 9.9 2.5
+10% combat 9.7 2.6
+5% combat 9.5 2.7
none 9.3 2.8
-5% combat 9.2 2.9
-10% combat 9.1 2.9
-15% combat 9.0 3.0
-20% combat 8.9 3.1
-25% combat 8.8 3.1

Friars

DOES wait for 3 hot wings, but assumes you have 234% food drops at all times. Takes NC ceilings into account. We're done when we have all 3 items and 3 hot wings.

Modifiers Avg. Turns Stdev
none 39.1 5.6
-5% combat 35.1 6.1
-10% combat 31.2 6.3
-15% combat 27.7 6.0
-20% combat 24.7 5.5
-25% combat 22.1 4.9


The Defiled Nook

Only calculated here for the stdev. Does not include the turn spent fighting the boss. We're done when we're at <= 25 evil.

Modifiers Avg. Turns Stdev
+150% items 10.5 1.9
+200% items 9.4 1.6
+250% items 8.5 1.4
+300% items 7.7 1.0
+350% items 7.2 0.5
+400% items (capped) 7.0 0.0

The Defiled Cranny

Uses integer-perfect ML tiers because I don't know offhand how the random rounding works. Does not include the turn spent fighting the boss. We're done when we're at <= 25 evil.

+49 ML

Modifiers Avg. Turns Stdev
none 14.0 4.1
-5% combat 12.2 3.7
-10% combat 10.8 3.4
-15% combat 9.7 3.0
-20% combat 8.8 2.7
-25% combat 8.1 2.4

+64 ML

Modifiers Avg. Turns Stdev
none 13.2 4.2
-5% combat 11.4 3.8
-10% combat 10.0 3.4
-15% combat 8.9 3.1
-20% combat 8.0 2.9
-25% combat 7.3 2.6

+81 ML

Modifiers Avg. Turns Stdev
none 12.5 4.4
-5% combat 10.7 3.8
-10% combat 9.4 3.3
-15% combat 8.4 2.9
-20% combat 7.6 2.6
-25% combat 6.9 2.4

+100 ML

Modifiers Avg. Turns Stdev
none 11.8 4.6
-5% combat 10.0 4.0
-10% combat 8.7 3.4
-15% combat 7.8 2.9
-20% combat 7.0 2.4
-25% combat 6.4 2.1

The Defiled Alcove

Assumes modern zmobies are a superlikely with chance (15 + bonusInit/10)%. Noncombats act as re-rolls. Does not include the turn spent fighting the boss. We're done when we're at <= 25 evil.

No combat mods (85% combat rate)

Modifiers Avg. Turns Stdev
+50% init 13.7 3.2
+100% init 12.4 2.9
+150% init 11.3 2.7
+200% init 10.4 2.4
+300% init 9.0 2.0
+400% init 8.0 1.7

-10% combat (75% combat rate)

Modifiers Avg. Turns Stdev
+50% init 13.1 3.1
+100% init 11.8 2.8
+150% init 10.8 2.5
+200% init 10.0 2.3
+300% init 8.7 1.9
+400% init 7.7 1.6

-20% combat (65% combat rate)

Modifiers Avg. Turns Stdev
+50% init 12.5 2.9
+100% init 11.2 2.7
+150% init 10.3 2.4
+200% init 9.5 2.2
+300% init 8.3 1.8
+400% init 7.4 1.6

The Obligatory Pirate's Cove (outfit)

Assumes you have no pieces of the outfit to start. If a monster fails to drop an item and it's still in the queue when you hit a relevant NC, it will get that item; if not, it'll get the first item you don't have. Does not use a Slimeling, whose disgorge is less effective than a superfairy on monsters with 2+ equipment drops (i.e. all of the relevant pirates). We're done when we have all three outfit pieces.

Fixed combat rate (70%)

Modifiers Avg. Turns Stdev
+100% items 15.3 7.3
+150% items 14.3 6.9
+200% items 13.4 6.5
+250% items 12.6 6.1
+300% items 11.9 5.8

Increasing combat rate makes this combat-drop-oriented route take more turns.

Fixed item drop rate (+200%)

Modifiers Avg. Turns Stdev
none 11.5 5.2
-5% combat 10.7 4.8
-10% combat 10.1 4.3
-15% combat 9.5 4.0
-20% combat 9.0 3.7
-25% combat 8.6 3.4

Barrrney's Barrr

Assumes you are a non-Myst class at 0 drunkenness (to skip two of the NCs). Normally I'd include +combat tiers for this, but the difference between 80% combat and 100% combat for those conditions is only 0.75 turns, so I assume 90% combat rate for all instances (right in the middle). Assumes that getting the map is a flat +1 turn, which is included. ALSO INCLUDES 4 turns for booty crab, getting blueprints, getting dentures, and returning dentures. Subtract 5 turns from the averages but leave the stdevs the same if you want data without those fixed costs.

Insults Avg. Turns Stdev
3 insults 65.4 55.4
4 insults 25.3 13.6
5 insults 18.9 5.6
6 insults 18.7 3.8
7 insults 20.9 4.4
8 insults 26.5 7.1

The F'c'le

Assumes 234% item drops and that all clingy pirates are banished with cocktail napkins. DOES NOT INCLUDE the 1 turn spent getting the fledges.

No extra banishing

Modifiers Avg. Turns Stdev
none 7.5 3.0
+5% combat 7.0 2.8
+10% combat 6.6 2.5
+15% combat 6.2 2.3
+20% combat 5.8 2.1

Banishes one of chatty/crusty

Modifiers Avg. Turns Stdev
none 7.0 2.6
+5% combat 6.6 2.2
+10% combat 6.2 2.1
+15% combat 5.8 1.9
+20% combat 5.5 1.7

Banishes both chatty and crusty

Modifiers Avg. Turns Stdev
none 6.6 2.2
+5% combat 6.2 1.9
+10% combat 5.8 1.7
+15% combat 5.5 1.5
+20% combat 5.1 1.3

Banishes everything that cannot drop a needed item

(i.e. if I already got a ball polish, banish the creamy pirate; only applies to challenge paths)

Modifiers Avg. Turns Stdev
none 6.4 1.9
+5% combat 6.0 1.7
+10% combat 5.6 1.4
+15% combat 5.3 1.2
+20% combat 5.0 1.0

The eXtreme Slope

This farms the outfit and gets all three noncomats. Assumes ceilings of 7 combats before the second and third NC (which matches spading data). We're done when we've received the third eXtreme NC.

-10% combat

Modifiers Avg. Turns Stdev
+100% items 19.7 5.7
+150% items 19.2 5.6
+200% items 18.8 5.5
+250% items 18.4 5.3
+300% items 18.0 5.2

-15% combat

Modifiers Avg. Turns Stdev
+100% items 17.7 5.4
+150% items 17.3 5.2
+200% items 16.9 5.1
+250% items 16.5 5.0
+300% items 16.2 4.9

-20% combat

Modifiers Avg. Turns Stdev
+100% items 16.0 4.9
+150% items 15.7 4.8
+200% items 15.3 4.7
+250% items 15.0 4.7
+300% items 14.7 4.6

-25% combat

Modifiers Avg. Turns Stdev
+100% items 14.6 4.5
+150% items 14.3 4.4
+200% items 14.0 4.3
+250% items 13.7 4.2
+300% items 13.5 4.2


Lair of the Ninja Snowmen

Assumes the assassin encounter rate formula is ([1.5 * turns spent in zone] plus [(100 * +combat) / (365 - [5 * +combat])])%. Includes forced assassins on turns 11, 21, and 31.

3 assassins

Modifiers Avg. Turns Stdev
+5% combat 16.0 3.9
+10% combat 15.0 3.9
+15% combat 14.2 3.8
+20% combat 13.4 3.7
+25% combat 12.4 3.6

2 assassins

Modifiers Avg. Turns Stdev
+5% combat 12.5 3.4
+10% combat 11.7 3.4
+15% combat 11.0 3.3
+20% combat 10.4 3.3
+25% combat 9.5 3.3

1 assassin

Modifiers Avg. Turns Stdev
+5% combat 8.5 2.9
+10% combat 7.8 3.2
+15% combat 7.2 3.3
+20% combat 6.6 3.4
+25% combat 5.8 3.3

Smut Orc Logging Camp

All cases assume you use the bridge and no clovers. (Clovers save 3.5 turns with no items, 2.3 turns with 1 item, and 1.6 turns with both items.) This is for the quest post-August 14, 2013. If you have one of the two items, it auto-sniffs the first monster that drops the other bridge part. Otherwise, it will sniff one kind of bridge part if that part falls 5 or more behind the other part, and it has 25 or more of that other part. Assumes that the items each provide an independent 50% chance of an extra part. Does not include turn(s) spent to get the hatchet or loadstone.

With no special items

Modifiers Avg. Turns Stdev
+100% items 22.3 1.6
+150% items 21.9 1.4
+200% items 21.6 1.1
+250% items 21.3 0.9
+300% items 21.1 0.7

With either loadstone or hatchet

Modifiers Avg. Turns Stdev
+100% items 20.3 1.1
+150% items 20.1 1.2
+200% items 19.8 1.4
+250% items 19.6 1.4
+300% items 19.3 1.5

With both items

Modifiers Avg. Turns Stdev
+100% items 16.3 1.8
+150% items 16.0 1.8
+200% items 15.6 1.8
+250% items 15.3 1.8
+300% items 15.0 1.7

A-boo Peak

Spends 4 turns for 8% hauntedness, keeps adventuring if needed until it has at least 1 clue, then uses a single clover for the rest of the clues as needed. Totals include the 4 turns from the quest NCs.

Modifiers Avg. Turns Stdev
+150% items 9.3 1.4
+200% items 9.0 1.0
+250% items 8.7 0.7
+300% items 8.6 0.6
+350% items 8.4 0.5
+400% items 8.3 0.5

Twin Peak

Sniffs the first topiary it finds. Includes the 50-turn ceiling. Assumes it passes each noncombat test the first time. We're done when we've encountered 4 noncombats.

-10% combat

Modifiers Avg. Turns Stdev
+100% items 10.8 3.7
+150% items 10.3 3.4
+200% items 10.0 3.1
+250% items 9.7 2.9
+300% items 9.4 2.7

-15% combat

Modifiers Avg. Turns Stdev
+100% items 9.7 3.3
+150% items 9.4 3.0
+200% items 9.2 2.8
+250% items 8.9 2.6
+300% items 8.7 2.5

-20% combat

Modifiers Avg. Turns Stdev
+100% items 8.9 2.9
+150% items 8.6 2.7
+200% items 8.5 2.6
+250% items 8.3 2.4
+300% items 8.1 2.3

-25% combat

Modifiers Avg. Turns Stdev
+100% items 8.1 2.6
+150% items 8.0 2.5
+200% items 7.8 2.3
+250% items 7.7 2.2
+300% items 7.6 2.1

Castle Basement

Includes the turn ceiling on NCs. All cases correctly transverse the NCs. We're done when the Ground Floor is unlocked.

With no special items

Gets and uses the dumbbell.

Modifiers Avg. Turns Stdev
none 18.8 6.2
-5% combat 15.2 6.2
-10% combat 12.4 5.8
-15% combat 10.3 5.2
-20% combat 8.6 4.6
-25% combat 7.4 4.0

With an umbrella but no amulet

Uses the umbrella if it can, and tries for the dumbbell while doing so.

Modifiers Avg. Turns Stdev
none 14.9 7.1
-5% combat 12.0 6.6
-10% combat 9.9 6.0
-15% combat 8.2 5.3
-20% combat 6.9 4.6
-25% combat 5.9 4.0

With an amulet

First NC always clears it.

Modifiers Avg. Turns Stdev
none 8.0 3.0
-5% combat 6.5 3.4
-10% combat 5.4 3.3
-15% combat 4.5 3.1
-20% combat 3.8 2.8
-25% combat 3.2 2.4

Castle Top Floor

All cases assume you have a model airship and that you need to unlock the HitS. Includes the turn ceiling on NCs. We're done when the wheel is turned and we have the rocketship.

Without Mohawk wig

Solves both parts from the Steampunk NC, getting the wheel first to enable universal travel to that NC.

Modifiers Avg. Turns Stdev
none 22.1 8.9
-5% combat 17.9 8.2
-10% combat 14.7 7.4
-15% combat 12.3 6.6
-20% combat 10.4 5.7
-25% combat 8.9 5.0

With Mohawk wig

Gets the wheel first however it can, then gets the HitS.

Modifiers Avg. Turns Stdev
none 16.1 4.3
-5% combat 13.0 4.8
-10% combat 10.7 4.7
-15% combat 8.9 4.4
-20% combat 7.5 3.9
-25% combat 6.5 3.5


The Hole in the Sky

Assumes you need the key, hat, and weapon. Assumes +234% items. Sniffs the first Astronomer it finds, then dismisses On the Trail; it will then sniff the Skinflute/Camel's Toe, or if either stars or lines fall far behind the other it will sniff that appropriately. Assumes that the 25% rejection rate on Astronomers means no Astronomer for that turn no matter what, and not simply a queue re-roll.

Modifiers Avg. Turns Stdev
none 16.5 2.6

The Palindome

Assumes 234% item drops (to guarantee 1-turn ketchup hound and stunt nuts), that all superlikelies (shelf items, Drawn Onward) are 25% rolls unaffected by combat rate, and that the item superlikelies are all rolled for individually (i.e. you get multiple rolls if you need more than one).

Modifiers Avg. Turns Stdev
none 12.3 5.1
+5% combat 12.1 5.1
+10% combat 12.0 5.1
+15% combat 11.9 5.0
+20% combat 11.8 5.0
+25% combat 11.7 5.0

The Upper Chamber

All cases assume you sniff tomb rats. Does not include the turns spent rotating the Lower Chamber or fighting Ed. I haven't included banishing, but each monster you perma-banish with a turn-consuming banisher saves you roughly 1.0 - 1.5 turns. We're done when we have enough ratchets to complete all rotations with the listed setup.

Farm 9 ratchets, place the wheel, no tangles

Assumes you find the wheel while getting ratchets. Assumes -20% combat for placing the wheel.

Modifiers Avg. Turns Stdev
+150% items 27.1 6.1
+200% items 23.2 4.8
+250% items 20.5 3.8
+300% items 18.4 3.1
+350% items 16.8 2.6
+400% items (capped) 15.5 2.2

Farm 9 ratchets, place the wheel, 1 tangle

Modifiers Avg. Turns Stdev
+150% items 24.6 6.0
+200% items 20.7 4.7
+250% items 17.9 3.8
+300% items 15.8 3.1
+350% items 14.2 2.5
+400% items (capped) 12.9 2.1

Farm 9 ratchets, place the wheel, 2 tangles

Modifiers Avg. Turns Stdev
+150% items 22.0 6.0
+200% items 18.1 4.7
+250% items 15.3 3.7
+300% items 13.2 3.0
+350% items 11.6 2.6
+400% items (capped) 10.3 2.0

Farm 9 ratchets, place the wheel, 3 tangles

Modifiers Avg. Turns Stdev
+150% items 19.4 5.9
+200% items 15.5 4.6
+250% items 12.7 3.7
+300% items 10.6 2.9
+350% items 9.0 2.4
+400% items (capped) 7.8 1.9

Farm 11 ratchets, do not place wheel, no tangles

Still assumes you get the wheel, even though you don't use it.

Modifiers Avg. Turns Stdev
+150% items 30.3 6.5
+200% items 25.6 5.0
+250% items 22.2 3.9
+300% items 19.6 3.1
+350% items 17.7 2.4
+400% items (capped) 16.1 1.8

Farm 11 ratchets, do not place wheel, 1 tangle

Modifiers Avg. Turns Stdev
+150% items 27.8 6.5
+200% items 23.0 5.0
+250% items 19.6 3.9
+300% items 17.0 3.0
+350% items 15.1 2.3
+400% items (capped) 13.5 1.6

Farm 11 ratchets, do not place wheel, 2 tangles

Around here you have the chance to not get the wheel at all; subtract 1 turn from these if you assume that.

Modifiers Avg. Turns Stdev
+150% items 25.2 6.4
+200% items 20.4 4.9
+250% items 17.0 3.8
+300% items 14.5 2.9
+350% items 12.5 2.2
+400% items (capped) 10.9 1.5

Farm 11 ratchets, do not place wheel, 3 tangles

Modifiers Avg. Turns Stdev
+150% items 22.6 6.4
+200% items 17.8 4.9
+250% items 14.4 3.8
+300% items 11.9 2.9
+350% items 9.9 2.1
+400% items (capped) 8.3 1.4

The Hippy Camp (Verge of War)

Assumes you already have the Frat Warrior Fatigues. We're done when we've started the war.

Modifiers Avg. Turns Stdev
none 15.0 12.3
-5% combat 11.3 9.1
-10% combat 9.0 7.2
-15% combat 7.5 5.8
-20% combat 6.4 4.9
-25% combat 5.6 4.2

Sonofa Beach

Includes the scheduled LFM encounters at turns 12, 24, 36, 48, and 60.

5 barrels

Modifiers Avg. Turns Stdev
none 29.9 8.8
+5% combat 23.8 7.5
+10% combat 19.8 6.4
+15% combat 16.8 5.5
+20% combat 14.7 4.7
+25% combat 13.0 4.0

4 barrels

Modifiers Avg. Turns Stdev
none 24.2 7.9
+5% combat 19.3 6.7
+10% combat 16.0 5.7
+15% combat 13.7 4.8
+20% combat 12.0 4.1
+25% combat 10.6 3.6

3 barrels

Modifiers Avg. Turns Stdev
none 18.5 6.8
+5% combat 14.8 5.8
+10% combat 12.3 4.9
+15% combat 10.6 4.2
+20% combat 9.3 3.7
+25% combat 8.2 3.3

2 barrels

Modifiers Avg. Turns Stdev
none 12.9 5.4
+5% combat 10.4 4.7
+10% combat 8.7 4.1
+15% combat 7.4 3.7
+20% combat 6.4 3.3
+25% combat 5.6 2.9

1 barrel

Modifiers Avg. Turns Stdev
none 7.2 4.1
+5% combat 5.7 3.9
+10% combat 4.7 3.5
+15% combat 3.9 3.0
+20% combat 3.3 2.6
+25% combat 2.8 2.2

Greater-Than Sign (DoD unlock)

Doesn't care about boxen. Assumes 25% rate for Oracle. Does not factor in free re-rolls of Teleportitis when it sends you to a skippable NC. We're done when we have gotten to the Oracle.

Modifiers Avg. Turns Stdev
none 15.6 9.4
-5% combat 13.3 8.0
-10% combat 11.7 7.0
-15% combat 10.6 6.3
-20% combat 9.8 5.8
-25% combat 9.1 5.4

Dungeons of Doom (zap wand)

Does not include turns spent unlocking the DoD (see above), and doesn't care about boxen. We're done once we get the lighting store.

Modifiers Avg. Turns Stdev
none 9.6 7.4
-5% combat 8.2 6.2
-10% combat 7.2 5.4
-15% combat 6.4 4.7
-20% combat 5.8 4.2
-25% combat 5.2 3.7