Talk:Love Potion

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Spading

I haven't seen this in any spreadsheets so I'll here --Gausie (talk) 10:42, 21 June 2018 (UTC)

I added a column for maximum MP % adjustments as well.

I have yet to notice any sort of pattern from some dozens of love potion summons (I didn't track the specific numbers unfortunately), however. --Volc (talk) 23:54, 24 June 2018 (UTC)

Potion number Muscle Mysticality Moxie Maximum HP (%) Maximum MP (%)
4128 -21 -96 45 40 0
96988 -91 84 55 0 0
23083 14 -6 -20 10 0
78625 -70 12 100 30 30
17905 -70 -18 40 30 30
58067 -14 90 -10 10 10
91969 -28 -42 -50 30 -10
85462 -49 -60 -65 -20 10
36698 49 -6 -55 20 0
36286 -7 54 -95 -20 20
37070 -35 72 -25 -20 30
24640 -35 102 -35 40 30
98218 42 78 -90 -10 -10
37070 -91 54 -5 20 0
27195 0 102 0 10 30
12529 -28 -102 40 30 -10

Well, I see one pattern from the table above. The MP adjustment is obviously related to the potion number modulo 5. Potion numbers ending in 5 have +30% adjustment; 6, +20%; 2 and 7, +10%; 3 and 8, 0%; and 9, -10%. I predict that potions ending in 0 have +30% MP, 1 have +20%, and 4 have -10%. That doesn't seem to work for the HP column with a divisor of 7, though. --Aventuristo (talk) 17:23, 4 July 2018 (UTC)

Cracked HP. The divisor is 8, not 7. The HP adjustment is +40% - 10%*(potion number mod 8). This corresponds well with MP, which appears to be +30% - 10%*(potion number mod 5). --Aventuristo (talk) 17:58, 4 July 2018 (UTC)

Cracked Moxie. At first I thought the divisor would be 41, since the Mox adjustments are divisible by 5 and there are 41 multiples of 5 from 100 to -100. But it's not 41; it's 42. The Mox adjustment that is consistent with the table above is +105% - 5%*(potion number mod 42). I wonder what happens if the potion number is evenly divisible by 42. --Aventuristo (talk) 18:14, 4 July 2018 (UTC)

Cracked Mysticality and Muscle. (By the way, I think there's a typo in the table. I got -54% Mys for 36286, not +54%.) To summarize, if N is the potion number:

  • Muscle adjustment = +105 - (N mod 30) * 7
  • Mysticality adjustment = +102 - (N mod 35) * 6
  • Moxie adjustment = +105 - (N mod 42) * 5
  • HP adjustment = +40% - (N mod 8) * 10%
  • MP adjustment = +30% - (N mod 5) * 10%

It would seem that the adjustments have a slight positive expectation, except for MP (significantly positive) and Mys (0 expectation). --Aventuristo (talk) 18:40, 4 July 2018 (UTC)

Nice find. However, I am fairly certain that I've seen higher -MP penalties than simply -10%. I'm in run, so I cannot summon them, but I'll see if I can replicate this or not. --Volc (talk) 23:55, 4 July 2018 (UTC)

(Edited my summary above. Mainstats aren't percentages, sorry.) Thanks, Volc. My formulas fit the numbers in the table perfectly, so if there's a potion that yields -20% MP, I definitely want to know about it. --Aventuristo (talk) 05:44, 5 July 2018 (UTC)

Actually, you know what? Maybe you will find a -20% MP potion, and if you did, I'd wager that its number would end in a 0. I make that claim because it would balance the distribution better if 0 were -20% instead of +30%. (I'd check this myself, but I haven't actually read my skillbook yet. Too random for my taste. But if I can know beforehand how good a potion would be, that might change things.) --Aventuristo (talk) 05:52, 5 July 2018 (UTC)

(Just used the skillbook. I didn't know the exact enchantment would be available in the item description. Cool.) I added a data point. Number 37070, ending in 0, has a Max MP buff of +30%, not -20%. All (de)buffs are as predicted. --Aventuristo (talk) 15:32, 6 July 2018 (UTC)

Added a few extra data points. Haven't encountered any MP values lower than -10, so I might have been mistaken.--Volc (talk) 18:55, 7 July 2018 (UTC)

Is it possible that casting the spell with specific values for some things guarantees a certain value similar to how Calculate the Universe works? I'm going to test it by casting it every day with empty organs to see what numbers come up--Malibu Stacey (talk) 23:41, 16 August 2018 (UTC)