Talk:Mad Hatrack/archive

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While the mullet wig is a ghoul whelp of the range indicated it does not fire consistently after combat. I am seeing 1 in 4 to 1 in 5 whelp effects post combat. However the dolphin crown does the HP/MP bonus every time. How many dual items don't fire the second ability all the time? --smacfarl 14:47, 26 March 2008 (CST)

I think that the f3dor4 gives an additional +meat drops effect aside from the damage. --Mephistopheleus 17:49, 1 March 2008 (CST)

Looks like a chef's hat gives +Meat drops, bugbear beanie deals damage. --Skolor 22:07, 29 February 2008 (CST)


Going by the standard familiar conventions, text that refers to winking most likely means +meat drop, text that refers to dancing means +item drop, and text that refers to smiling means +stats. This is fairly obvious but I thought it worth mentioning since no one else has. --Gemelli 23:02, 29 February 2008 (CST)

  • In addition, I believe "smiling" indicates +stats. --Bagatelle 11:08, 1 March 2008 (CST)
    • And of course you already said that and I am an noob who has not yet permed the "reading" skill. --Bagatelle 21:40, 3 March 2008 (CST)

Make sure you don't have the sword behind inappropriate prepositions equipped when you get the message you add to the page. --Phrak 00:27, 1 March 2008 (CST)

I discovered that when I equipped the hatrack with the eyepatch (I only have one), that my avatar returned to the 'pirate' outfit state, and I had access to the Pirates Cove (in disguise). Not sure if this happens with any other hats. --Syaldia 08:10, 1 March 2008 (CST)

This is probably a stupid question but could the March hat be equipped by the hatrack?--Gotmilk 08:44, 1 March 2008 (CST)

  • The March Hat is not... a hat. --Bagatelle 11:08, 1 March 2008 (CST)

Does anyone think the "imaginary turtle" and the "invisible elephant" from the Elder turtle shell and the Pith helmet indicate a specific effect?--Wyrd 12:57, 1 March 2008 (CST)

I was had a question about how the familiar multipliers work with the hats. For example, an El Vibrato helmet having no weight cap, and one of its effects would be 1.0 fairy. I would assume that 1.0 fairy would be the equivalent of a 1-lb fairy. Now a pail having a weight cap of 7-lbs have an effect of 2.0 fairy. I was wondering if I take a mad hatrack that's starting at 1-lbs, and I equip it with a pail, would he start out at 2.0 fairy, then 4.0 fairy when he's at 2-lbs, and so on? And then he would reach a max of 14.0 fairy at it's max of 7-lbs for the pail? And please don't give me a rude/and or sarcastic answer because I scanned through this page (it's pretty long) and I'm not 100% if I'm right about this or not. Thanks. --Lemon-claw 11:34, 10 May 2008 (CDT)

Those are multipliers. They tell you how to calculate its effective weight as a fairy/volleyball/whatever. If it's a 1.0 Volleyball, then it acts a volleyball of its indicated weight. So, yes, a pail at 7 pounds would act as if it was a 14 pound fairy (and would not exceed that with a pail on). --Flargen 11:47, 10 May 2008 (CDT)

The chart indicates that the eyepatch (just the plain ol' eyepatch), acts as a 3x barrnacle, but it wasn't doing anything at all for me. Was this actually tested, or just an assumption based on what the enchanted eyepatch does? I didn't actually spade this, but I used it in a handful of combats with it capped out, so supposedly it should act 80% of the time, but i never witnessed it delevel a single time. Subbawtski 03:43, 3 June 2008 (CDT)

Arena

It's weakness is the Scavenger hunt. (familiar name) is a little too scattered to focus on a scavenger hunt. It's also the only arena event that displays a message. That being said, it's strength appears to be the ultimate cage match. It's a 13lb winning at cage matches against a 24lb leprechaun, a 23lb volleyball, a 15lb Ghuol Whelp, and a 26lb Baby Gravy Fairy. I'm winning in 2-4 rounds and only getting 2 experience —Preceding unsigned comment added by Chemistron (talkcontribs) on 1 March 2008, 07:11

lbs Modifiers

I've noticed a few things regarding buffing your this familiar

  • Normal lbs buffs don't seem to work (Amphibian Sympathy, Empathy, etc)
  • Items that increase familiar lbs don't seem to work (Plexiglass helmet)
  • Power of the hat it wears affects lbs
    • Coconut shell == +6 lbs
    • Brimstone Berret == +20 lbs --Grimdel 22:21, 29 February 2008 (CST)
  • The disco mask, possible other 10-power hats too, has either a -1 modifier, or just changes poundage to 2. --Raisins 22:24, 29 February 2008 (CST)
    • I think there is just a limit based on the hat since my plexiglass helmet is giving it plus five. --Chunky_boo 22:42, 29 February 2008 (CST)
      • I agree, could be. I have leash and sympathy active, unhated it is 1lb, with disco mask 2lb, with any 30 power hat (asshat ,bugbear beanie, pail) its at 7lbs, using dolphin king crown (35power) its 8lbs. Unfortunately thats the limit of my hat atm.--Darkness 23:07, 29 February 2008 (CST)
  • Based on Scolor says above - maybe the hat (power?) provides a percentage of your familiar lbs buffs? Oh and w/o a hat, my hatrack is at 1 lb. --Grimdel 22:52, 29 February 2008 (CST)
    • With Leash and Sympathy and an asshat he weighted 7 lbs, when Leash wore of he wore 6.

Table?

If there are more things that can affect the hatrack, perhaps a table should be made so each hat has a row for the comment made and then any effect it may have? --Ashallond 22:39, 29 February 2008 (CST)

I vote table. It seems that through juggling hats you can make it replicate most of the non-mr A familiars in the game, sort of like a less powerful but more controllable chameleon. Plus the hats affect the familiar's weight differently. --Denarius 22:46, 29 February 2008 (CST)


Can't there be a table mirroring the "familiar by ability" table? Or at least one that breaks down the "winks" "smiles" and "dances"? --TACorrenti 02:09, 1 March 2008 (CST)

Something like this?

Hat Attacks Gain stats Delevels
foe
Entangles
foe
Restores HP/MP Increases meat drops Increases
item drops
Notes
Ancient Saucehelm         X      
Anniversary concrete fedora               Function unknown
Antique helmet       X     X  
Asbestos helmet turtle Hot damage           X  

--GoldS 02:36, 1 March 2008 (CST)

That's brilliant, now how about putting it straight in? Anyone got the skills?--Jz 04:56, 1 March 2008 (CST)

  • I've input the table above. I didn't want to populate cells that weren't 100% obvious with regards to the ability; braver souls may wish to see Gemelli's comments above (23:02, 29 February 2008) and tweak the table. --Bagatelle 11:08, 1 March 2008 (CST)
    • How about we put it here until it's done, then more it over? Never mind. Jeez you guys are fast. ~DoubleAW 14:18, 1 March 2008 (CST)

Should I put the weight caps of each hat into the Notes section? Should it have its own column? Or should I just not put it in the table at all?--GoldS 16:06, 1 March 2008 (CST)

The formula can be mentioned in the page's Note section (as it already is), so I don't see any reason to duplicate this, especially when the limits all follow a single formula. I'll add in a link to the page's Note section in the familiar's Ability field, though, so it can be noticed a little more easily. --Flargen 16:14, 1 March 2008 (CST)
I actually think it'd be handy to have the cap directly calculated. The power isn't listed, so it's missing useful information. I'd vote for another column, if the table weren't so wide already. Has anyone found any "special" effects yet? If not, Notes could be converted to Cap. --Bagatelle 16:17, 1 March 2008 (CST)
Why not just have the Weight be in the Special section anyway? If there are special effects we can add them in with the weight without adding a new column, and if there aren't any special effects, just make it Lb Cap instead of Special. I agree that having the Weight or Power on this page would be a bit useful. --The KoW 16:25, 1 March 2008 (CST)

Could we have a the table link up to the combat messages that each hat gives?? IE: click on Basic meat fez, and instead of linking to the hat itself, we are directed instead to the hatrack's combat message(s) while wearing a basic meat fez.--Hetchman 16:54, 1 March 2008 (CST)

The table is great for the current mass-spade. But given the number of hats, it is going to very unwieldy down the road. I think we might want to keep the table in whatever form it finally evolves into, but we may want to put in on another page and keep something more simple and compact on this page. That said, I don't have the magic bullet suggestion for what we should do in the future. I think we might want to put detailed information on each individual hat's page, in a new section. And the Talk pages of each hat's page could be used for spading information, to keep this page from being overly cluttered with spading information for all X number of hats in the kingdom. However, while that suggestion can help remove some of the clutter from here, it doesn't answer what shorthand information we will eventually put here. These are just ideas. I think the shape of what makes the most sense may appear to us as the spading information rolls in. --Mighty Xerxes 18:24, 1 March 2008 (CST)

The simplest resolution should come from the fact that every hat has displayed no more than 2 abilities. So we could hypothetically replace the table with one with 4 columns: Name; Ability 1; Ability 2; Weight Cap. But the proper way to set this up depends on some specifics being spaded out. For the stat gain hats, for example, are they all giving volleyball stats or do some give sombrero stats? And at the hatrack's listed weight, or something else (like the WAF)? Similarly for the other abilities. And either way the table could also be broken up into several tables, which would be easier to deal with and wouldn't become so ugly when trying to use the sort options that are currently in the table. --Flargen 19:49, 1 March 2008 (CST)

Would be nice with a column stating the maximum weight possible with the selected hat. -- NitraMo SA TT 05:15, 2 March 2008 (CST)

  • Now that we have some data on the relative effectiveness of each familiar, can the table be updated to show this information? For example, instead of the meat column just listing "meat", it can say 8*leprechaun, or 0.5*leprechaun, or whatever. Same for the rest.--QuantumNightmare 19:36, 10 March 2008 (CDT)
    • This was being discussed a little further down. One issue being there's still a lot missing, and I think the conjectured multipliers are based on just one or two weights (which is hardly conclusive; it could be an entirely distinct formula that just coincidentally matches up well with the lep at a few points). --Flargen 20:03, 10 March 2008 (CDT)

I know that this table is incredibly long already but could the headers be repeated periodically so readers won't have to scroll as far to flip between headers and data? --Kitsunegami 03:52, 30 March 2008 (CDT)

  • The table is sortable and every non-blank cell explicitly states what the cell represents. Why are repeating headers necessary? --Bagatelle 09:58, 30 March 2008 (CDT)

References

I am rather sure that the mummy head wrapping is a reference to the Hot Hot Heat song "Bandages." -- --Koltreg 23:53, 29 February 2008 (CST)

I forget what commercial it is, but there is one that involves an Indian crying over litter on the ground. For the Oriole-feather headdress, anyway. Jzkqm 00:02, 1 March 2008 (CST)

I think its a reference to Disney's Aladdin. I remember it was a line that the genie says to Aladdin when he was telling him about his life. Bubblewrap bottlecap turtleban: <familiar> steps between you and it and shouts, "Poof! Whaddayou need. POOF! Whaddayouneed. POOF! What do YOU need." It's way too confused to attack this round. --Lemon-claw 00:06, 1 March 2008 (CST)

I reckon there's a "completely hatstand" reference here: Thoughts? --ArgghFW 02:31, 3 March 2008 (CST)

Damage and HP/MP restoration formulas

I'm almost certain that each hat that can attack or restore HP/MP has its own range, and it's not dependent on the weight of the familiar. Can anyone confirm? --GoldS 00:25, 1 March 2008 (CST)

  • Nevermind, they all appear to be using normal formulas. The hippy wig uses the exact same formula as the ghoul whelp -- same ranges. The only exceptions would be the Epic Hats, which are restoring HP/MP at a much higher rate than normal (I'm getting 35 to 51 HP/MP restored when it triggers).--GoldS 04:08, 1 March 2008 (CST)

Getting the mullet wig acting at 2*weight, restoring 15-30 at 10 lb, would it be an idea to add a weight modifier column to the table? Seems like there's a hat-specific modifier to the weight used in the formula for all hats, would be a handy thing to have but I've no to little experience with webpages. --Draco Cracona 06:37, 19 March 2008 (CDT)

  • My bad - the factor of two there is actually applied to the formula rather than the weight, and I guess that this happens for all the familiar effects as well. I also want to check that the formulae for familiars are currently correct, as I thought that with NS-13 they were changed to give diminishing returns (i.e. a 20 lb N will no longer be double the power of a 10 lb N). --Draco Cracona 10:36, 19 March 2008 (CDT)

Familiar weight formula

With a 7 lb Hatrack, and with a collective familiar weight bonus of 51 lbs through effects and the pith helmet, the following values were noted:

MAX FAMILIAR WEIGHT BONUS PER POWER
10 power: -5 lbs
20 power: -2 lbs
30 power: 0 lbs
40 power: 3 lbs
50 power: 5 lbs
60 power: 8 lbs
70 power: 10 lbs
80 power: 13 lbs
90 power: 15 lbs
100 power: 18 lbs
110 power: 20 lbs
120 power: 23 lbs
140 power: 28 lbs
150 power: 30 lbs
160 power: 33 lbs
170 power: 35 lbs
180 power: 38 lbs
195 power: 41 lbs
200 power: Infinite

These values remained consistent with varying familiar weight bonuses. In cases where the familiar weight bonus was less than the maximum allowed bonus for that power, the familiar weight bonus was used instead. So, the formula is:

Familiar weight = (Base weight) + ((Round((Power - 30) / 4)) OR Bonus weight, depending on which is lower) if power is not 200

OR

Familiar weight = (Base weight) + (Bonus weight) if power is 200.--GoldS 01:35, 1 March 2008 (CST)

Well, that's going to make the brimstone beret rather nice. 200 power hat that you can start with even in HC, and which apparently makes the rack into a volleychaun. --Flargen 01:46, 1 March 2008 (CST)

I was wrong on the formula before - I was looking at it from a base weight of 7, but then noticed the weight values weren't changed in certain cases when the hatrack gained a pound. The correct formulas are:

Weight = 1 when no hat is equipped. Weight = (Base + Bonus) OR floor(Hat power / 4), whichever is lower, for power < 200.
Weight = Base + Bonus for power = 200.--GoldS 03:32, 1 March 2008 (CST)

-Hopefully I'm not the only blockhead here. I can read the formula and I mostly understand it. I just have a bit of a problem translating it into a real number. Is there a way to make a formula (like for excel or something) that will allow you to put in the hat (or it's power), the base weight of the rack and any modifiers - then it spits out the actual weight? I would does this myself, but alas I am still in BM.--TACorrenti 20:01, 1 March 2008 (CST)

Dividing the hats

Any chance someone can sneak in and add edit dividers for the list of hats? It's difficult to edit this page without running into conflicts.

Maiden wig <Name> steps in front of you and curtseys coquettishly. <it> starts flirting with him rather than attacking.--Foggy 06:26, 1 March 2008 (CST)

Borked

Looks like the page has become too big to work with... Snow Queen Crown onwards isn't displaying properly. How about binning the image links for now, and just recording messages? --Jonbly 07:10, 1 March 2008 (CST)

Okay, doubling up here. I think we need to put the hat-specific reference links on the page with the hats they go with. The reference section will otherwise be too massive. --Unnatural20 09:55, 1 March 2008 (CST)

  • The "complete" list of messages is now split into several pages (e.g., Mad Hatrack Messages (A-E)) to prevent hitting the template limit. For consistency's sake, we should probably add the messages to the appropriate hat pages, and migrate the references from the "complete" page to the hat pages. --Bagatelle 11:08, 1 March 2008 (CST)


+Meat?

I've noticed that the makeshift turban does not do its message agianst the hippys on the battlefield(which do not drop meat) and in the organic orchard the hatchling chamber he gives the following message(where they do drop meat)

<Name> winks at you and says "would you like a Squishee? Stereotypes are funny!" You gain 90 Meat.

Is it possible that things that do not drop meat for the mad hatrack do not give the secondary message? Because i know that the makeshift turban is giving +meat. (from 41-60 Meat according to the wiki to 90ish with no +meat on me) Crasn 13:01, 1 March 2008 (CST)

Custom Hats

Ok, spading should go as normal except when spading the MAHI fez and the Sombrero De Vida as these are custom item hats and as such, can only be spaded by their individual characters BoozerBear and User:VidaLondres and that's only IF they have this IotM. As such, I recommend taking both these items of the Mad Hatrack page or just not include Custom Items until something is figured out. --Devion 10:06, 4 March 2008 (CST)

Weight cap

It seems as though either some hats cancel Sympathy, or they all do and some raise levels. I have HC Sympathy, and a 3 pound hat rack. It appears 5 pounds with a bum cheek, 3 pounds with a disco mask, and the rest are regular. --Raisins 22:18, 29 February 2008 (CST)

Do you lose poundage if you equip to a hat that has a level cap below what the current Mad Hatrack's level is? I apologize in advance if i missed this discussion, there is alot to read through.--TURBOjew 00:43, 3 March 2008 (CST)

  • That's what "cap" means. --Bagatelle 21:40, 3 March 2008 (CST)
    • So then you equip your 42lbs madhatrack with another hat of a level cap of oh, 7lbs. Then it is set back to 7, and remains 7 when you equip the higher level hat you must start back at 7lbs. I'm a little dense...--TURBOjew 23:51, 3 March 2008 (CST)
      • The cap only effects BUFFED weight, not base weight. The hatrack gains familiar experience normally, and does not lose familiar experience no matter what hat you equip on it. Your 20 pound hatrack is always 20 pounds - although its buffed weight can drop down below 20, it will always have 400 familiar experience when you take the hat off.--QuantumNightmare 00:11, 4 March 2008 (CST)

What exactly is meant by "no weight cap"? Equestrian 17:46, 1 March 2008 (CST)

  • Also, does anyone have spading data for the wreath of laurels?
  • The other hats follow the floor(Hat power / 4) weight cap formula. That's the maximum amount of weight they can be: For instance, a hatrack with a power 10 hat can be up to 2 lbs, power 100 hat up to 25 lbs, etc. Hats with power 200 don't follow this formula They can be any weight. I have a 68 lb Hatrack right now with a Brimstone Beret equipped. As for the wreath of laurels, here's what I have so far:

Wreath of Laurels testing

Monster: Beanbat
Item drop bonus: +20%
Meat drop bonus: +20%
Expected meat range: 34-48
Expected bean drops: 60%

Familiar weight: 32 lbs
Meat range: 61-88
Bean drops: 43/50
--GoldS 18:01, 1 March 2008 (CST)

Does that mean that they can level up to any weight, as in you can get them up to unlimited weight through combat xp/arena... or you can buff them up to any weight? :/ Seems a bit broken if the first, but a 68lb hatrack is pretty sick.. Tarantio 21:08, 1 March 2008 (CST)

It means its weight is determined like every other familiar in the game. --Flargen 21:10, 1 March 2008 (CST)

That's all well and good, but how does its weight effect it's effects? Using the Wreath of Laurels will a 90lb hatrack bring in more meat then a 20lb one? Anybody have the MATHS on it?--Klowns 23:15, 1 March 2008 (CST)

---So if a hat gives it a 7 weight cap (Asshat) does that mean it maxes out at 7lbs or that is the max you can buff it, meaning it's max weight would then be 27? I am so confused.--TACorrenti 05:45, 3 March 2008 (CST)

  • To my understanding, the cap is on total, after buffs. --Bagatelle 21:40, 3 March 2008 (CST)


  • I just ascended with a 20 pound base hatrack, but since ascension requires dequipping everything, the hatrack was forced back to its hatless weight. After ascending, it was back to a 1-pound and couldn't get it's weight back by putting on a high-cap hat :( --tzielund 12 March 2008
    • Was the last time you ascended before NS13? Every familiar has its experience (and thus weight) reset upon ascension. Been that way for months and months now. You need to pay attention to mechanics. --Flargen 21:05, 13 March 2008 (CDT)
      • No, I've ascended in the past year, and the mad hatrack still has it's full kills experience. It just doesn't have it's weight. I suspect this may happen during ascension, and if someone could confirm this, it should go on the main page. tzielund 09:30, 15 March 2008 (CDT)
        • When you ascend with any familiar in NS13, it keeps it's # of kills, but it's familiar experience drops to 0 and it's weight drops to 1. This happens with every single familiar, and has for the last number of months since NS13 began. You ascended with a 20 pound base hatrack, which became a 1 pound hatrack. Putting a high-capped hat on a light hatrack is still a light hatrack.--QuantumNightmare 10:47, 15 March 2008 (CDT)

Yak Toupee

Are we sure the yak toupee is a delever, when I use it it seems to stun the NS. --Chunky_boo 00:34, 2 March 2008 (CST)

Maybe it does more than one thing. There are quite a few familiars that stun and delevel, it wouldn't be surprising if this did that also. --Lostcalpolydude 02:07, 2 March 2008 (CST)

Random Spading

Draco Cracona (#534701) asked me to post his spading efforts: Mummy mask and black helmet both seem to be +item, as does the second effect from the mullet wig (that's from the combat messages btw) --Grimdel 19:10, 2 March 2008 (CST)

I'll put everything I do from now on in this section. Here is some data for the Brimstone Beret / Wreath of laurels. Each was taken over 50 turns. There was an intrinsic item drop bonus of +30%, and an intrinsic meat drop bonus of +30%. Monster level modifiers were at 0. Monster used was the beanbat.

Brimstone Beret

Weight: 40 lbs.
Base meat range: 28-40
Expected Meat drop bonus: 197%
Expected Meat range (with leprechaun-type and bonuses): 83-119.
Base stat range: 5-6
Expected substat bonus: 6-7.
Expected stat range (with volleyball-type): 11-13

Observations Meat range: 83-119.
Stat range: 11-13.

Raw data

Meat


83 x 3
86 x 1
89 x 4
92 x 4
95 x 4
98 x 2
101 x 8
104 x 3
107 x 11
110 x 4
113 x 2
116 x 3
119 x 1

Stat


11 x 33
12 x 10
13 x 7

Actual meat drop bonus: 197%
Actual substat bonus: 6-7.

CONCLUSION: Brimstone Beret works as a full leprechaun/volleyball hybrid.

Wreath of laurels

Weight: 40 lbs.
Base meat range: 28-40
Expected Meat drop bonus: 197%
Expected Meat range (with leprechaun-type and bonuses): 83-119.
Base item drop %: 50%
Expected item drop bonus (with fairy-type and bonuses: 113.4%
Expected beans dropped: 50/50

Observations
Meat range: 66-92.
Beans dropped: 47/50.

Raw data

Meat


66 x 1
69 x 2
71 x 5
73 x 2
76 x 10
78 x 9
80 x 5
82 x 6
85 x 4
87 x 3
89 x 2
92 x 1

Actual meat drop bonus: ~130%
Actual item drop bonus: ~94%

CONCLUSION: The wreath of laurels does NOT work as a full leprechaun/fairy hybrid. It works as a leprechaun/fairy at 1/2 weight.

--GoldS 23:30, 2 March 2008 (CST)

Well, that's suggestive, but for this sort of the thing the accepted standard is 1000 turns. That's why this is going to be a brutal spade project. Apparently even moreso, if in fact the hat abilities frequently fail to fully reproduce the effects of the canonically associated familiar. I was hoping that the vast majority of them would be full familiars, with the balancing factor being the weight limitations. Wonder how long it took them to put all of this together? --Flargen 23:39, 2 March 2008 (CST)
No, no it's not. 1000 turns is not the accepted standard for spading meat bonuses. All that is needed is 13 individual meat drops from the beanbats, exactly as are provided here. From this, you can figure out the meat bonus to the nearest whole number, or more. However, 1000 turns is a decent beginning for spading item drops. For spading stat bonuses, a dozen turns of volleyball behaviour is enough.
For instance, the wreath data shows a total meat bonus of 130.5%. The beret data shows a meat bonus of between 197.5 and 199.75%. Factoring a base 30% passive meat bonus GoldS seems to be running (2 of the 3 passives), 40 lb + beret = 40 pound leprechaun, 40 lb + wreath = 20 pound leprechaun. His conclusions are surprising....but solid.--QuantumNightmare 11:32, 3 March 2008 (CST)

Orange peel hat

Enemies used: Beanbat for stat observations, giant sandworm for attack observations.
Weight: 40 lbs.
Base stat range: 5-6
Expected substat bonus: 6-7.
Expected stat range (with volleyball-type): 11-13

Observations Attack range: 20-40.
Acting rate: 96/200 rounds.
Stat range: 11-13.

Raw data

Stat


11 x 16
12 x 7
13 x 2

Actual substat bonus: 6-7.

(I forgot to write down the raw data for the attacks, sorry)

CONCLUSION: The orange peel hat works as a full volleyball. The attack range is (weight / 2) to weight. Familiar acts approximately 50% of the time. It may or may not act at a lower or higher rate depending on how much it weighs. More data may be needed for this.--GoldS 11:52, 3 March 2008 (CST)

Jewel-eyed wizard hat

Before you even ask, no, I did not have any +monster level effects or equipment present, and when I fought the beanbats without the hatrack, I got the normal 5-6 substat gain. And it's not a stat day.

Base meat: 28-40
Expected meat drop bonus: 48%
Expected meat range: 42-60
Expected stat range: 5-6

Observations
Damage range: 3-99
Meat range: 55-76

Raw data

Meat


55 x 3
57 x 1
59 x 2
61 x 4
62 x 9
64 x 6
66 x 7
68 x 6
70 x 7
72 x 2
74 x 2
76 x 1

Stat


8 x 28
9 x 19
10 x 3

Actual substat gain: 3-4.
Actual meat bonus: ~90%
Isolated meat bonus: ~60%

CONCLUSION: As surprising as this may sound, the jewel-eyed wizard has three effects. The first is the most obvious -- the damage. We can guess that this does between 1-100 damage. The meat and stat bonuses, however, are more odd. From the data collected, the meat bonus from the jewel-eyed wizard hat is 60%. Looking at the leprechaun formula, this would be about a 10 lb leprechaun. 10 lbs also fits well for the substat gain - sqrt(10) is roughly 3.16 substat points. It also accounts for the rarity of the times when there were 10 substat points. So, this acts as a 10 lb leprechaun/volleyball, and as an attack familiar. Phew. --GoldS 20:06, 3 March 2008 (CST)

Huh. Odd. Things continue to get ridiculous, but I guess maybe it's to be expected from an IotM that only has 10 power. Could you run some combats against bunnies or something to make sure it isn't just a fixed meat gain amount, like the ant hoe and it's kin? --Flargen 20:12, 3 March 2008 (CST)
Just fought a sandworm and got 507 with the Hatrack and 357 without. 507 is way out of the range of +30% with the meat range the wiki has, 357 isn't. It's a percentage increase.--GoldS 20:14, 3 March 2008 (CST)

Time helmet

I'm still a bit new to spading item drop percentages, so I'll just list my findings and give full permission to anyone that knows what they're doing to edit this so it's nice and pretty.

I've got a passive 30% to item drops, plus Packrat which I can't find any hard data on and may make all of my efforts here for naught. Anyway, I've run 314 advs against beanbats so far, wearing nothing but a disco ball and my 25lb Time Helmet. I have 299 enchanted beans, and gained +10 advs. --FFiXMaster 16:13, 4 March 2008 (CST)

Another 305 turns run today, another 288 beans and +5 advs. --FFiXMaster 12:38, 5 March 2008 (CST)
Another 292 turns tun today, another 278 beans and +7 advs. Totals so far are 911 adventures spent, 865 beans dropped, and 22 adventures from the helmet. --FFiXMaster 17:28, 6 March 2008 (CST)
When exactly are the extra adventures given? At the end of combat, or during the course of combat? If the latter, the adventure gains are meaningless without knowing how many rounds this was over (presumably the same as the number of adventures, given it's beanbats, but you might be messing around with spices for the fun of it, or sometimes fumbling). --Flargen 20:20, 6 March 2008 (CST)
They've been given at the end of combat every time I've noted it, 'else I would've been giving round counts, as well. :) --FFiXMaster 15:50, 7 March 2008 (CST)
  • It looks like you have a total of +95% item drops. Can you run +4% or +5% item drops for a few days? That would help confirm what the exact bonus is.--QuantumNightmare 18:51, 6 March 2008 (CST)
    • I can run it with my duct tape sword instead of the disco ball for the next few days, sure. --FFiXMaster 15:50, 7 March 2008 (CST)

Okay, 317 advs run with a duct tape sword and a plexi pendant for the asked +5% item drops and the complete impossibility for combats to go more than one round. I ended up with 309 beans and +4 advs. --FFiXMaster 16:28, 7 March 2008 (CST)

Day 2 of above equips. 307 advs, 300 beans, +6 advs. --FFiXMaster 16:02, 8 March 2008 (CST)
Day 3 of above equips. 310 advs, 306 beans, +6 advs.
Totals so far: 934 advs, 915 beans, 16 advs. Would my time be better spent continuing with the Time helmet or moving onto the indie/3D glasses? --FFiXMaster 12:04, 9 March 2008 (CDT)

Is it premature to say 1/50 chance of adventure?--Rentsy 21:38, 25 April 2008 (CDT)

Pretty much. The issue here is the need for a high degree of accuracy when looking at such a small percentage. With the current data here on the talk page, a figure of 2% has an error margin of about .7% in either direction (for 90% confidence), which is rather substantial. Getting that down to just a margin of .3% with a similar confidence level requires nearly 6000 data points. Which would really best be obtained with multiple spaders; that's around a month's worth of turns for a single person. So on a practical level, maybe that's as good as we're going to get until some dedicated spaders take up the charge, but it's not really good enough to make the claim. One would like to think Jick and Co. went for the "nice" value of 1/50, but there's plenty of evidence on the wiki to suggest that them picking the nice values is fairly rare. --Flargen 00:56, 26 April 2008 (CDT)

Today, at max weight (25 lbs), I got +1 adventure after 2 adventures, after 43 adventures, and after 95 adventures. Overall I got a free adventure 3 out of 393 adventures. I will keep adding data as I get it. --Kow 13:45, 2 August 2008 (CDT)

Outrageous Sombrero

(Items)
Weight: 25 lbs.
Additional Item Drops +55%
Items Spading: Heavy D (39.3%), Original G (41.3%)
Modified Item Drops (w/the additional): Heavy D (60.9%), Original G (64%)
Observations Heavy D: 86.3%.
Original G: 77.2%.

Raw data

1 is item dropped, 0 it did not
Heavy D: 10110111111011111110111111111111111101111110
Original G: 11111111011111011110110000111110111111110011
+19.8%
+0.768%/lbs. 1/3rd of a fairy Only 44 data points, need more to be conclusive.
--Eniteris 18:11, 20 March 2008 (CDT)

Damage and attack frequency data

The following is data for all of the hats with attacking functionality (or at least all of them that were listed in the table when I did this.)--GoldS 00:24, 21 April 2008 (CDT)

RANGES


Asbestos helmet turtle
Weight: 20
Range: 20-30
Acted rounds: 118/250
Acting rate: 47.2%

Weight: 10
Range: 10-15

Asshat
Weight: 7
Range: 21-42
Acted rounds: 170/250
Acting rate: 68.0%

weight: 3
Range: 9-18

Balaclava
Weight: 12
Range: 10-15 (6-12) (16-27 total)
Acted rounds: 140/250
Acting rate: 56.0%

Weight: 6
Range: 10-15 (3-6) (13-21 total)

Barskin hat
Weight: 13
Range: 14-26
Acted rounds: 122/250
Acting rate: 48.8%

Weight: 6
Range: 6-12

Basic meat helmet
Weight: 10
Range: 5-10
Acted rounds: 123/250
Acting rate: 49.2%

Weight: 5
Range: 2-5

Bat hat
Weight: 25
Range: 13-25
Acted rounds: 113/250
Acting rate: 45.2%

Weight: 45
Range: 24-44

Biomechanical crimborg helmet
Weight: 25
Range: 13-25
Acted rounds: 118/250
Acting rate: 47.2%

Weight: 37
Range: 20-37

Bugbear beanie
Weight: 7
Range: 7-14
Acted rounds: 117/250
Acting rate: 46.8%

Weight: 3
Range: 3-6

Bum cheek Weight: 5
Range: 7-15
Acted rounds: 172/250
Acting rate: 68.8%

Weight: 2
Range: 3-6

Chef's hat
Weight: 7
Range: 35-42
Acted rounds: 60/250
Acting rate: 24.0%

Weight: 3
Range: 15-18

Chrome helmet turtle
Weight: 25
Range: 13-23
Acted rounds: 126/250
Acting rate: 50.4%

Weight: 30
Range: 15-30

Clockwork hat
Weight: 20
Range: 40-60
Acted rounds: 119/250
Acting rate: 47.6%

Weight: 10
Range: 20-30

Clown wig
Weight: 12
Range: 6-12 (2-3) (2-3) (2-3) (2-3) (2-3) (OR 10-15 total)
Acted rounds: 137/250
Acting rate: 54.8%

Weight: 6
Range: 3-6 (2-3) (2-3) (2-3) (2-3) (2-3) (OR 10-15 total)

Cold ninja mask
Weight: 20
Range: 16-24
Acted rounds: 168/250
Acting rate: 67.2%

Weight: 10
Range: 8-12

Cursed Eyepatch
Weight: 25
Range: 26-50
Acted rounds: 128/250
Acting rate: 51.2%

Weight: 50
Range: 54-100

Demon-horned hat
Weight: 17
Range: 15-18
Acted rounds: 247/250
Acting rate: 98.8%

Weight: 8
Range: 7-8

Disco mask
Weight: 2
Range: 1-2
Acted rounds: 110/250
Acting rate: 44%

Weight: 1
Range: 1

Dolphin king's crown
Weight: 8
Range: 17-24
Acted rounds: 168/250
Acting rate: 67.2%

Weight: 4
Range: 8-12

Draggin' ball hat
Weight: 25
Range: 14-25
Acted rounds: 125/250
Acting rate: 50%

Weight: 12
Range: 6-12

Enchantlers
Weight: 25
Range: 12-25
Acted rounds: 124/250
Acting rate: 49.6%

Weight: 12
Range: 6-12

EXtreme scarf
Weight: 25
Range: 12-25
Acted rounds: 124/250
Acting rate: 49.6%

Weight: 12
Range: 6-12

F3d0r4
Weight: 25
Range: 16-25
Acted rounds: 123/250
Acting rate: 49.2%

Weight: 27
Range: 13-26

Fire
Weight: 2
Range: 19-35
Acted rounds: 111/250
Acting rate: 44.4%

Weight: 1
Range: 17-25

Football helmet
Weight: 25
Range: 12-25
Acted rounds: 120/250
Acting rate: 48%

Weight: 37
Range: 20-36

Giant discarded bottlecap
Weight: 25
Range: 13-24
Acted rounds: 135/250
Acting rate: 54%

Weight: 38
Range: 20-38

Goat beard
Weight: 15
Range: 22-30
Acted rounds: 113/250
Acting rate: 45.2%

Weight: 7
Range: 10-14

Goofily-plumed hat
Weight: 17
Range: 8-17
Acted rounds: 131/250
Acting rate: 52.4%

Weight: 8
Range: 4-8

Helmet turtle
Weight: 2
Range: 1-2
Acted rounds: 121/250
Acting rate: 48.4%

Weight: 1
Range: 1

Hodgman's porkpie hat
Weight: 25
Range: 75-100
Acted rounds: 198/200
Acting rate: 99.0%

Jewel-eyed wizard hat
Weight: 2
Range: 3-99
Acted rounds: 71/250
Acting rate: 28.4%

Weight: 1
Range: 2-98

Kentuck-style derby
Weight: 5
Range: 2-5
Acted rounds: 110/250
Acting rate: 44.0%

Weight: 2
Range: 1-2

Knobby helmet turtle
Weight: 5
Range: 10-12
Acted rounds: 191/250
Acting rate: 76.4%

Weight: 2
Range: 4-5

Leather mask
Weight: 15
Range: 16-29
Acted rounds: 175/250
Acting rate: 70.0%

Weight: 7
Range: 7-14

Lihc Face
Weight: 22
Range: 46-63
Acted rounds: 118/250
Acting rate: 47.2%

Weight: 11
Range: 23-32

Linoleum helmet turtle
Weight: 25
Range: 12-25
Acted rounds: 133/250
Acting rate: 53.2%

Weight: 12
Range: 6-12

Meaty helmet turtle
Weight: 17
Range: 17-25
Acted rounds: 136/250
Acting rate: 54.4%

Weight: 8
Range: 8-12

Mesh cap
Weight: 25
Range: 12-22
Acted rounds: 121/250
Acting rate: 48.4%

Weight: 40
Range: 20-40

Metallic foil cat ears
Weight: 7
Range: 7-14
Acted rounds: 249/250
Acting rate: 99.6%

Weight: 3
Range: 3-6

Nasty rat mask
Weight: 25
Range: 12-25
Acted rounds: 126/250
Acting rate: 50.4%

Weight: 12
Range: 6-12

Ol' Scratch's stovepipe hat
Weight: 25
Range: 75-100
Acted rounds: 198/200 Acting rate: 99.0%

Opera mask
Weight: 2
Range: 14-30
Acted rounds: 162/250
Acting rate: 64.8%

Weight: 1
Range: 12-20

Orange peel hat
Weight: 25
Range: 12-25
Acted rounds: 116/250
Acting rate: 46.4%

Weight: 40
Range: 20-40

Oriole-feather headdress
Weight: 3
Range: 9-12
Acted rounds: 129/250
Acting rate: 51.6%

Weight: 1
Range: 3-4

Pentacorn hat
Weight: 10
Range: 6-10
Acted rounds: 125/250
Acting rate: 50.0%

Weight: 5
Range: 2-5

Pimpin' meat hat
Weight: 13
Range: 13-39
Acted rounds: 186/250
Acting rate: 74.4%

Weight: 6
Range: 7-18

Pixel hat
Weight: 12
Range: 24-36
Acted rounds: 155/250
Acting rate: 62.0%

Weight: 6
Range: 12-18

Ravioli hat
Weight: 2
Range: 1-2
Acted rounds: 123/250
Acting rate: 49.2%

Weight: 1
Range: 1

Seal-skull helmet
Weight: 2
Range: 1-2
Acted rounds: 126/250
Acting rate: 50.4%

Weight: 1
Range: 1

Skeletortoise
Weight: 7
Range: 24-31
Acted rounds: 125/250
Acting rate: 50.0%

Weight: 3
Range: 16-19

Snorkel
Weight: 2
Range: 1-2
Acted rounds: 126/250
Acting rate: 50.4%

Weight: 1
Range: 1

Snow queen crown
Weight: 25
Range: 26-49
Acted rounds: 154/250
Acting rate: 61.6%

Weight: 28
Range: 32-55

Spiky turtle helmet
Weight: 25
Range: 12-25
Acted rounds: 297/300
Acting rate: 99.0%

Sponge helmet
Weight: 25
Range: 25-50
Acted rounds: 122/250
Acting rate: 48.8%

Weight: 30
Range: 30-60

Weight: 35
Range: 35-70

Viking helmet
Weight: 5
Range: 5-10
Acted rounds: 246/250
Acting rate: 98.4%

Weight: 2
Range: 2-4

Wooden salad bowl
Weight: 25
Range: 12-24
Acted rounds: 119/250
Acting rate: 47.6%

Weight: 30
Range: 17-29

Yak toupee
Weight: 25
Range: 13-25
Acted rounds: 114/250
Acting rate: 45.6%

Weight: 12
Range: 6-12

Yellow plastic hard hat
Weight: 22
Range: 13-22
Acted rounds: 115/250
Acting rate: 46.0%

Weight: 11
Range: 5-11

DAMAGE FORMULAS

Hats in bold have been checked at more than one weight, and are thus more securely put into the table.

floor(Weight/2) - Weight


Balaclava (Cold damage)
Basic meat helmet
Bat hat
Biomechanical crimborg helmet
Chrome helmet turtle
Clown wig (physical)
Disco mask
Draggin' ball hat
Enchantlers
EXtreme scarf
F3d0r4
Football helmet
Giant discarded bottlecap
Goofily-plumed hat
Kentuck-style derby
Linoleum helmet turtle
Mesh cap
Nasty rat mask
Orange peel hat
Ravioli hat
Seal-skull helmet
Snorkel
Spiky turtle helmet
Wooden salad bowl
Yak toupee
Yellow plastic hard hat

Weight x 0.8 - Weight x 1.2


Cold ninja mask

Weight x 0.9 - Weight x 1.1


Demon-horned hat

Weight - Weight x 1.5


Asbestos helmet turtle
Meaty helmet turtle

Weight - Weight x 2


Barskin hat
Bugbear beanie
Cursed eyepatch
Leather mask
Metallic foil cat ears
Snow queen crown
Sponge helmet
Viking helmet

Weight x 1.5 - Weight x 2


Goat beard

Weight - Weight x 3


Pimpin' meat hat

Weight x 1.5 - Weight x 3


Bum cheek

Weight x 2 - Weight x 2.5


Knobby helmet turtle

Weight x 2 - Weight x 3


Clockwork hat
Dolphin king's crown
Lihc face
Pixel hat

Weight x 3 - weight x 4


Asshat
Oriole-feather headdress

Weight x 5 - weight x 6


Chef's hat

(Weight x 2 + 10) - (Weight x 3 + 10)


Skeletortoise

(Weight x 2 + 10) - (weight x 10) + 10)


Opera mask

(Weight x 2 + 15) - (weight x 10) + 15)


Fire

Unknown/Custom range


Balaclava (physical) (10-15 damage) Clown wig (chromatic) (2-3 damage for each element)
Jewel-eyed Wizard Hat (1-100, random)

ACTING RATES

Hats have been checked over a period of 250 combat rounds.

25%


Chef's hat
Jewel-eyed wizard hat

50%


Asbestos helmet turtle
Balaclava
Barskin hat
Basic meat helmet
Bat hat
Biomechanical crimborg helmet
Bugbear beanie
Chrome helmet turtle Clockwork hat
Clown wig
Cursed eyepatch
Disco mask
Draggin' ball hat
Enchantlers
EXtreme scarf
F3dor4
Football helmet
Giant discarded bottlecap
Goat beard
Goofily-plumed hat
Helmet turtle
Kentucky-style derby
Lihc face
Linoleum helmet turtle
Meaty helmet turtle
Mesh cap
Nasty rat mask
Orange peel hat
Oriole-feather headdress
Pentacorn hat
Ravioli hat
Seal-skill helmet
Skeletortoise
Snorkel
Sponge helmet
Wooden salad bowl
Yak toupee
Yellow plastic hard hat

66%


Asshat
Bum cheek
Cold ninja mask
Dolphin king's crown
Leather mask
Opera mask
Pixel hat
Snow queen crown

75%


Knobby helmet turtle
Pimpin' meat hat

99%


Demon-horned hat
Metallic foil cat ears
Spiky turtle helmet
Viking helmet


A question: did you take the activation rate data down as well? By which I mean the chance the hat(rack) will attack in a round. --Flargen 03:21, 3 April 2008 (CDT)

  • Not at all, no. Sorry. This is something else that needs to be spaded...--GoldS 16:32, 3 April 2008 (CDT)
  • And done. Needs more data though.--GoldS 12:07, 15 April 2008 (CDT)
    • And now it has more data. My hands hurt.--GoldS 20:54, 22 April 2008 (CDT)
      • GoldS, you rock. Hard. --Nossidge 07:39, 23 April 2008 (CDT)

Volleyball-type Data

It's me again. Here's data for most, but not all, of the hats that add volleyball functionality to the Hatrack. I ran out of adventures before I could test the ones that weren't listed on the table. If you want to add to this list, please, please make sure it isn't a stat day, you aren't in a zodiac sign that gives +substat, and you have no monster level modifiers on. Again, these are preliminary results for hats at one weight per hat, don't take it as law until more data comes in. Especially the stuff that isn't following the volleyball formula. --GoldS 03:41, 5 March 2008 (CST)

FOR ALL

Beanbats
Base substat gain: 5-6

DATA


Asshat
Weight: 7
Range: 7-9
Bonus: 2-3
Full Bonus: Yes.

Barskin hat
Weight: 13
Range: 9-11
Bonus: 4-5
Full Bonus: Yes.

Bat hat
Weight: 25
Range: 10-11
Bonus: 5
Full Bonus: Yes.

Bowler
Weight: 25
Range: 11-13
Bonus: 6-7
Full Bonus: No (1.5x Volleyball?)

Brimstone Beret
Weight: 25
Range: 10-11
Bonus: 5
Full Bonus: Yes.

Bum cheek
Weight: 5
Range: 7-9
Bonus: 2-3
Full Bonus: Yes.

Catskin cap
Weight: 25
Range: 10-11
Bonus: 5
Full Bonus: Yes.

Clingfilm cap
Weight: 25
Range: 10-11
Bonus: 5
Full Bonus: Yes.

Clockwork hat
Weight: 20
Range: 9-11
Bonus: 4-5
Full Bonus: Yes.

Crimbo hat
Weight: 25
Range: 11-13
Bonus: 6-7
Full Bonus: No (1.5x Volleyball?)

Crumpled felt fedora
Weight: 40
Range: 10-12
Bonus: 5-6
Full Bonus: No (0.75x Volleyball)

Draggin' ball hat
Weight: 25
Range: 10-11
Bonus: 5
Full Bonus: Yes.

Extra-large palm-frond toupee
Weight: 25
Range: 10-11
Bonus: 5
Full Bonus: Yes.

Filthy knitted dread sack
Weight: 15
Range: 8-10
Bonus: 3-4
Full Bonus: Yes.

Fire
Weight: 2
Range: 6-8
Bonus: 1-2
Full Bonus: Yes.

Foolscap fool's cap
Weight: 10
Range: 10-12
Bonus: 5-6
Full Bonus: No (x3 Volleyball?)

Grass hat
Weight: 20
Range: 11-13
Bonus: 6-7
Full Bonus: No (x2 Volleyball?)

Grungy bandana
Weight: 25
Range: 10-11
Bonus: 5
Full Bonus: Yes.

Hodgman's porkpie hat
(This data was taken on a moxie day, but the moxie substat gains were "corrected" for the 1.25 bonus they got.)
Weight: 25
Range: 8-10
Bonus: 3-4
Full Bonus: No (1/2 Volleyball)

Jewel-eyed wizard hat
Weight: 2
Range: 8-10
Bonus: 3-4
Full Bonus: No, 10 lb Volleyball.

Knob Goblin visor
Weight: 12
Range: 9-11
Bonus: 4-5
Full Bonus: No (x2 Volleyball?)

Mesh cap
Weight: 25
Range: 10-11
Bonus: 5
Full Bonus: Yes.

Orange peel hat
Weight: 25
Range: 10-11
Bonus: 5
Full Bonus: Yes.

Orcish baseball cap
Weight: 15
Range: 8-10
Bonus: 3-4
Full Bonus: Yes.

Oriole-feather headdress
Weight: 3
Range: 8-9
Bonus: 3
Full Bonus: No (x3 Volleyball?)

Pimpin' meat hat
Weight: 13
Range: 8-10
Bonus: 3-4
Full Bonus: Yes.

Pixel hat
Weight: 12
Range: 9-11
Bonus: 4-5
Full Bonus: No (x2 Volleyball?)

Plexiglass pith helmet
Weight: 25
Range: 10-11
Bonus: 5
Full Bonus: Yes.

Red traffic cone
Weight: 15
Range: 10-12
Bonus: 5-6
Full Bonus: No (x2 Volleyball?)

Safarrri hat
Weight: 22
Range: 11-13
Bonus: 6-7
Full Bonus: No (X2 volleyball?)

Star hat
Weight: 25
Range: 8-10
Bonus: 3-4
Full Bonus: No (1/2 volleyball?)

Stone baseball cap
Weight: 25
Range: 10-11
Bonus: 5
Full Bonus: Yes.

Water-polo cap
Weight: 25
Range: 10-11
Bonus: 5
Full Bonus: Yes.

Crimbo Hat: 15 pounds, 5-6 bonus stats 20 pounds, 5-6 bonus stats 25 pounds, 6-7 bonus stats Bonus is between 1.67*volleyball and 1.8*volleyball. I'm calling it 1.75.

Grim Googles: 16 pounds: 4 bonus stats 21 pounds: 4-5 bonus stats

FORMULAS

1/2 Volleyball


Star hat

Volleyball


Asshat
Barskin hat
Bat hat
Brimstone Beret
Bum cheek
Catskin cap
Clingfilm cap
Clockwork hat
Draggin' ball hat
Extra-large palm frond toupee
Filthy knitted dread sack
Fire
Grungy bandanna
Mesh cap
Orange peel hat
Orcish baseball cap
Pimpin' meat hat
Plexiglass pith helmet
Stone baseball cap
Water-polo cap

Volleyball x 1.5


Bowler
Crimbo hat

Volleyball x 2


Grass hat
Knob goblin visor
Pixel hat
Red traffic cone
Safarrri hat

Volleyball x 3


Foolscap fool's cap
Oriole-feather headdress

Volleyball x 5


Jewel-eyed wizard hat

I'll go ahead and add this data to the table.--GoldS 01:11, 15 March 2008 (CDT)

Whelp-type Data

Data definitely needs to be checked at lower weights, especially the epic hats.--GoldS 19:24, 30 April 2008 (CDT)

DATA


Ancient Saucehelm
Weight: 12
Range: 34-51
Acting Rate: 54/100

Formula: (wt+5)*(2-3)

Baron von Ratsworth's tophat
Weight: 18
Range: 34-69
Acting Rate: 53/100

Formula: (wt+5)*(1.5-3)

Big bad voodoo mask
Weight: 25
Range: 16-30
Acting Rate: 54/100

Weight: 30
Range: 18-35

Weight: 35
Range: 20-39

Formula: (wt+5)*(.5-1)

Colander of Em-er'il
Weight: 12
Range: 34-49
Acting Rate: 56/100

Formula: (wt+5)*(2-3)

Crown of the Goblin King
Weight: 17
Range: 11-22
Acting Rate: 49/100

Formula: (wt+5)*(.5-1)

Disco 'Fro Pick
Weight: 12
Range: 37-51
Acting Rate: 44/100

Formula: (wt+5)*(2-3)

Dolphin King's crown
Weight: 8
Range: 13-25
Acting Rate: 48/100

Formula: (wt+5)*(1-2)

Elder Turtle Shell
Weight: 12
Range: 34-50
Acting Rate: 50/100

Formula: (wt+5)*(2-3)

Longhaired hippy wig
Weight: 25
Range: 16-30
Acting Rate: 49/100

Weight: 30
Range: 17-35

Weight: 35
Range: 21-38

Formula: (wt+5)*(.5-1)

Mohawk wig
Weight: 25
Range: 15-30
Acting Rate: 49/100

Weight: 30
Range: 17-35

Weight: 35
Range: 20-39

Formula: (wt+5)*(.5-1)

Mullet wig
Weight: 10
Range: 15-30
Acting Rate: 50/100

Formula: (wt+5)*(1-2)

Snow queen crown
Weight: 25
Range: 15-30
Acting Rate: 52/100

Weight: 28
Range: 17-33

Formula: (wt+5)*(.5-1)

Spooky hockey mask
Weight: 25
Range: 30-45
Acting Rate: 47/100

Formula: (wt+5)*(1-1.5)

Wolf mask
Weight: 25
Range: 16-30
Acting Rate: 44/100

Weight: 30
Range: 19-35

Formula: (wt+5)*(.5-1)(HP only)

Potato-type Data

--GoldS 22:39, 22 March 2008 (CDT)

Antique Helmet
Weight: 25
Expected block %: 37.5%

Block rate: 35/200
Block %: 17.5%
Potato Multiplier: 0.5x

Baron von Ratsworth's tophat
Weight: 18
Expected block %: 27%

Block rate: 46/200
Block %: 23%
Potato Multiplier: 1.0x

Bubblewrap bottlecap turtleban
Weight: 17
Exepected block %: 25.5%

Block rate: 50/200
Block %: 25%
Potato Multiplier: 1.0x

Cornuthaum
Weight: 21
Expected block %: 31.5%

Block rate: 83/200
Block %: 41.5%
Potato Multiplier: 1.5x?

El Vibrato helmet
Weight: 25
Expected block %: 37.5%

Block rate: 35/200
Block %: 17.5%
Potato Multiplier: 0.5x

Extra-large palm-frond toupee
Weight: 25
Expected block %: 37.5%

Block rate: 65/200
Block %: 32.5%
Potato Multiplier: 1.0x

Filthy knitted dread sack
Weight: 15
Expected block %: 22.5%

Block rate: 49/200
Block %: 24.5%
Potato Multiplier: 1.0x

Furry green turtle
Weight: 11
Expected block %: 16.5%

Block rate: 69/200
Block %: 34.5%
Potato Multiplier: 2.0x

Goat beard
Weight: 15
Expected block %: 22.5%

Block rate: 34/200
Block %: 18.5%
Potato Multiplier: 1.0x

Grungy bandana
Weight: 25
Expected block %: 37.5%

Block rate: 31/200
Block %: 15.5%
Potato Multiplier: 0.5x

Irate sombrero
Weight: 11
Expected block %: 16.5%

Block rate: 35/200
Block %: 17.5%
Potato Multiplier: 1.0x

Knob Goblin visor
Weight: 12
Expected block %: 18%

Block rate: 32/200
Block %: 16%
Potato Multiplier: 1.0x

Longhaired hippy wig
Weight: 25
Expected block %: 37.5%

Block rate: 69/200
Block %: 34.5%
Potato Multiplier: 1.0x

Maiden wig
Weight: 8
Expected block %: 12%

Block rate: 134/500
Block %: 26.8%
Potato Multiplier: 2.0x

Mohawk wig
Weight: 25
Expected block %: 37.5%

Block rate: 77/200
Block %: 38.5%
Potato Multiplier: 1.0x

Mullet wig
Weight: 10
Expected block %: 15%

Block rate: 89/200
Block %: 44.5%
Potato Multiplier: 3.0x

Raspberry beret
Weight: 12
Expected block %: 18%

Block rate: 182/500
Block %: 36.4%
Potato Multiplier: 2.0x

Star hat
Weight: 25
Expected block %: 37.5%

Block rate: 35/200
Block %: 17.5%
Potato Multiplier: 0.5x

Time helmet
Weight: 25
Expected block %: 37.5%

Block rate: 46/150
Block %: 23%
Potato Multiplier: 0.5x

Toy space helmet
Weight: 25
Expected block %: 37.5%

Block rate: 41/200
Block %: 20.5%
Potato Multiplier: 0.5x

Yak toupee
Weight: 25
Expected block %: 37.5%

Block rate: 68/200
Block %: 34%
Potato Multiplier: 1.0x

FORMULAS

0.5x Potato


Antique Helmet
El Vibrato helmet
Grungy bandana
Star hat
Time helmet
Toy space helmet

1.0x Potato


Baron von Ratsworth's tophat
Bubblewrap bottlecap turtleban
Extra-large palm-frond toupee
Filthy knitted dread sack
Goat beard
Irate sombrero
Knob Goblin visor
Longhaired hippy wig
Mohawk wig
Yak toupee

1.5x Potato


Cornuthaum

2.0x Potato


Furry green turtle
Raspberry beret

3.0x Potato


Mullet wig

KoL Con 3-D Glasses

I've run 1,200 adventures at the beanbats with a 2lb hatrack with the 3D glasses, and have received 1,018 enchanted beans. I've got a passive +30% to item drops, plus Packrat. (bolding it to make sure it's not overlooked in case it skews my data) I was wearing nothing but a disco ball when running these adventures, and Empathy/Leash/Ode were my only active effects, before anyone asks. --FFiXMaster 04:30, 14 March 2008 (CDT)

indie comic hipster glasses

I've run 100 advs twice at the beanbats with a 2lb pair of indie comic hipster glasses. First 100 advs got me a 53/47 split of 11/10 stats, and the second 100 I ran at +3ML and got me a 77/23 split of 11/12. --FFiXMaster 15:43, 15 March 2008 (CDT)

Grimacite gasmask

I spaded on my main, MrAndersonMan. Here's some data.

CASTLE 75 adv - 57 combats 16867 meat = 296 meat / combat with 95% meat bonus, base = 152

30 lb. hatrack 68 adv - 59 combats (+5% combat) 29371 meat = 498 meat / combat

152*3.28=498 152*1.95

Bonus: 30 lb. = 133%, matches with Lep's 30 lb. = 135%, = 1x Leprechaun Item spading tomorrow. Disappointing... I was hoping for at least 2x Lep... oh well. At least I pretty much have a volleyfairy now. --MrAndersonMan 08:58, 22 March 2008 (CDT)

And now for items... I tracked goat's milk and cheese and whiskey. Total 209 combats Diary 64 Drunk 75 Sabre 70 37 whiskey 36 goat milk 16 goat beard 62 goat cheese 12 sabre teeth 56.25% goat milk 97% goat cheese 50% whiskey 20% goat milk 40% goat cheese 22.5% whiskey Around +150% item drops, hatrack gives ~90% item drops A 30 lb. fairy, using the formula on the page, should give 66.6% item drop boosts. Assuming that the formula DOES diminish, 1.5x Fairy is a fairy good estimate. Hur hur hur. --MrAndersonMan 08:58, 22 March 2008 (CDT)

Can you try this test for me? Buff you +items to +30%, including passives. Then buff your hatrack to 22 pounds using a rat head balloon, and spend a day at the beanbats. If this really is 1.5x fairy, you shouldn't miss a single bean.--QuantumNightmare 10:16, 22 March 2008 (CDT)

Actual whelp formulas

For whelp-type hats, the multiplier is not used for the weight, but for the minimum and maximum HP/MP restoration values. For instance, Baron von Ratsworth's tophat has a multiplier of 3. At 18 pounds, the ranges are 11.5-23. Multiply that by 3 and the range is 34.5-69. Rounded down, this fits the data that was collected above.

To make it even more confusing, the multiplier for the minimum and maximum range may not be the same. The epic hats multiply the minimum value by 4, and the maximum value by 3!

The question is, how are we going to represent this in the table without it getting messier?--GoldS 22:31, 30 March 2008 (CDT)

I say it's high time we split this off onto another page, a la Familiars by type#Enemy damage. --Flargen 23:00, 30 March 2008 (CDT)

Avatar/Resist Changes

I noticed that, when I had the other pieces of the eXtreme Cold-Weather Gear equipped and put the eXtreme scarf on my hatrack, that my avatar changed into the eXtreme Gear one, complete with scarf. Stats also show the moderate Cold damage resistance that had been added once I equipped the familiar. Perhaps the stats the familiars provide are just copies of the hats code directly? --Hexagon 10:48, 3 March 2008 (CST)

Or perhaps the outfit system just checks to see if you have all the items equipped, without checking which slot they're in - the hat goes in the familiar equipment slot, n'est-ce pas?--Hollow49 13:05, 3 March 2008 (CST)

So that means you can wear complete outfit sets (complete with any bonuses they infer) by putting the hat on your hatrack and wearing whatever you like on your head. Neat. --Hexagon 13:24, 3 March 2008 (CST)

Formatting Thoughts

There's still a lot to be spaded, but given what GoldS has thus far found, it looks like a second section detailing the exact formulas the hats use will become necessary. Which may mean we need to split the current table and this other section off onto pages of their own. As to how to put such a section together, I would suggest something like what is done on Familiars by type. --Flargen 20:52, 3 March 2008 (CST)

  • I was mulling over this too. Depending on how the mechanics spill out, it may be possible to just tag on a leading multiplier to the applicable data cell. e.g., if all +stats end up being volleys, then we put 1.0 volley, 0.5 volley, whatever. This would have the added bonus of keeping the table sortable for easy comparison. --Bagatelle 21:40, 3 March 2008 (CST)
    • GoldS' data on the jew hat would suggest that some of the hats may have fixed contributions (or I guess maybe a x5 multiplier--someone'd have to use a 1 pound jew hat rack to find that out). I suppose an entry like that could just list the exact numbers, though, like "3-4 stats" and "+60% meat", should they be hardcoded. --Flargen 00:49, 4 March 2008 (CST)
      • Hm, it might make sense that hats with lower weight limits have higher multipliers, especially Mr. hats. --Bagatelle 19:44, 4 March 2008 (CST)
        • From what I've seen it's a *n modifier to the familiar equation rather than a *n on the weight, whelps show this, a column with n in would be handy imo. Don't think there's any actual connection between this factor and the weight cap though, although generally higher weight==lower modifier to prevent breakage. --Draco Cracona 10:45, 19 March 2008 (CDT)
  • As an aside, I think it would be nice to have (a version of) the hat table organized by power, too, so as to be able to easily find the best hats to equip on the Hatrack, rather than scanning the alphabetical table and possibly missing something better. --Count Macantuna 21:58, 3 March 2008 (CST)
    • You can already sort the Notes column, which effectively sorts by power. --Bagatelle 22:27, 3 March 2008 (CST)
      • Oh hey. I didn't notice that. Thanks.  :D Count Macantuna 22:28, 3 March 2008 (CST)

Some other formatting issues I was thinking of. We'll need to go through all the pages for individual items and differentiate between messages that occur in combat, and messages that occur at the end of combat. Additionally, the table needs clarification. Some items have two separate abilities, while others have one ability with two effects (for example, the Brimstone Beret).

Hat Attacks Gain stats Delevels
foe
Entangles
foe
Restores
HP/MP
Increases
Meat
drops
Increases
item
drops
Notes
barskin hat phys stat           13 weight cap
big bad voodoo mask     delevel   HP/MP     40 weight cap
bowler   stat       Meat   25 weight cap
Brimstone Beret   stat       Meat   No weight cap

A single color would signify that one ability has two effects, while two colors would signify two effects. Probably not the prettiest way to do it, but it's a start. --TechSmurf 22:04, 3 March 2008 (CST)

  • Hm, good point on the coupled effects (this table keeps getting more and more complicated, graaaaagh). But don't the effect classes happen 100% at the end or 100% during combat? Stat/Meat/items, I assume, would always be end effects; attack/stun/delevel would be during combat, and I can't tell with HP/MP restore or the time helmet's +adv. If so, this could probably be noted in the column headers/Notes section rather than adding yet more data to the table cells. --Bagatelle 22:27, 3 March 2008 (CST)
    • To the best of my knowledge, all of the items/meats/stats stuff are at the end of combat, as usual. No meat or item thieves or such have been discovered. What may be worth distinguishing, though, are combat abilities with multiple effects. If a hat delevels and damages simultaneously, say, it would probably be nice to have that noted in some fashion. Offhand I can't think of any that do that, but I haven't been trying to memorize them. Other groupings that could be color-coded in would be "start of combat/during combat/end of combat". Knowing if a delevel effect triggers only at the start of combat (like a barrrnacle), or randomly during combat rounds (like pressies/NPZRS/etc.), is pretty useful knowledge. Similarly with MP restores. But I don't think it's worth pointing out if the +meat and +items effects, say, are indicated by one message. --Flargen 00:49, 4 March 2008 (CST)

I'd like to see a link from the hat name to the combat text for individual hats. How could that be formatted into the current table design?--Spleenmaster 14:52, 4 March 2008 (CST)

  • Some people believe individual messages should eventually be migrated onto the hat pages. There's already a link to the three message pages in the previous section if you absolutely must see the messages. --Bagatelle 19:44, 4 March 2008 (CST)
    • Alternatively, the links in the table could be changed to links to (anchors in) the message pages, which I think is sort of what he's getting at. Or adding a second link to said message page. But to make the links go to exactly the hat desired (rather than just to their starting letter's position) would require adding a whole bunch of anchors into the page that aren't naturally there. And adding a second link would bulk up an already-bulky table. I don't much like the sound of either of those. --Flargen 01:56, 5 March 2008 (CST)


Okay, the current tables looks disgustingly bloated now. Anyone had any bright ideas on how to pretty things up ? Props to GoldS for spading most of what's there out, but the current format is kind of an eyesore now. --Flargen 02:37, 27 March 2008 (CDT)

  • Some information that's presently included in each cell can be moved to the top of the table, or bottom as notes. For example, no need to have floor( ) present in every damage cell, every damage familiar uses that operation. And no need to include "leperchaun" in each meat cell, a simple weight multiplier is enough.--QuantumNightmare 08:02, 27 March 2008 (CDT)


Here's a sample idea for how we could make tables for each particular ability, using attacking hats in particular. The idea would be to make a page akin to Familiars by type for the hat abilities, and include such a table for each ability. Using the InlineItem template in the code would make things a little easier, but would ultimately lead to be template breakage on the proposed page. So I've made the image/links in the non-templated form.


Damage formulas for attacking hats. Except where otherwise noted, damage is always rounded down.
Hat Action Rate Damage Weight Cap
Turtle.gif asbestos helmet turtle unknown wt*(1-1.5) Hot 20
Asshat.gif asshat unknown wt*(3-6) Stench 07
Skincap.gif barskin hat unknown wt*(1-2) 13
Meathelmet.gif basic meat helmet unknown wt*(.5-1) Sleaze 10

--Flargen 02:23, 31 March 2008 (CDT)

Categorized Effects

Mr. Skullhead indicated quite recently on the forums that the actions produced by hats fall into a series of broad categories.

Here are the ones he hinted at:

  • Helmets - fairy dance (+item)
  • Wigs - Levitating Potato (entangle)
  • Chapeaus - unknown, but includes f3d0r4 (and he said only he would really understand what he classified as a chapeau)
  • Caps - unknown, but includes draggin' ball hat
  • Limited - unknown, but difficult to acquire (one might even say limited!)

This could make categorizing effects on this page easier. --Southwest 21:47, 3 March 2008 (CST)

Noticed another:

  • Crowns/Helms - Whelp (this includes all crowns except the tattered one, and also includes other hats of "regality", like the Epic Hats.

--Southwest 14:11, 9 April 2008 (CDT)

  • Caps would be +stat. The draggin' ball hat, catskin cap, and mesh cap all give +stat. Chapeaus are probably +meat: look at the f3dor4, the anniversary concrete fedora, and the duct tape fedora.--GoldS 21:38, 9 April 2008 (CDT)

All Hats Are Not Created Equal

Started doing some spading on the deleveling hats. I think I got all of them...

Hats that delevel only do so at the beginning of the round. All but a few delevel half their weight rounded down.

  • Beer helmet/reinforced headband: weight/4
  • Makeshift turban: 3/4 wt
  • Crown of the Goblin King: wt
  • enchanted eyepatch: 2*wt (which unfortunately is muted by the low power on this hat)

--Foggy 07:41, 4 March 2008 (CST)


Bug? Or Not

Does anyone have info on this Mad Hatrack bug? I was wondering about how people lost some of their stuff from this bug. read next part..... ---> Stalking The Powers that Be..

Today, 06:03 PM Jick - That's funny, because the last time I looked up "report" in the dictionary, I'm pretty sure it meant something other than "exploit for weeks without reporting, in the case of an insidious infinite...


Today, 01:51 AM Jick - The hat on the hatrack no longer counts toward outfits. Sorry for those of you who were excited about that as a feature -- it was definitely a bug, though. It breaks our insurance policy about...


Today, 01:36 AM Jick - The issue that allowed this to happen has been fixed, and #6 is generating a report that will allow us to send people back their stuff who lost it this way.


Today, 01:30 AM Mr Skullhead - That's only half of the text for the Mahi fez. Much love, Boozer.


Today, 12:50 AM Mr Skullhead - Pretend, just for a second, that you're playing a game with a coherent narrative. I'll wait for a second while we all make that leap. Ready? Okay.

--Lemon-claw 17:37, 4 March 2008 (CST)

The bug that caused people to lose items involved using certain old IotM familiars at the end of a BM run. It had nothing to do with the hatrack. And the bug that jick mentioned in his most recent post is a combination of two bugs...neither of which have anything to do with the hatrack.
And the wiki is a terrible place to discuss bugs that you aren't sure have been fixed yet. I'd advise you not to ask for bug details on here.--QuantumNightmare 20:42, 4 March 2008 (CST)

When you say terrible place to discuss bugs, does that mean its against the rules for me to do that? I was wondering if anyone had any new info on it. I'd like to know about bugs that aren't fixed yet to try out. Anyways, where can I discuss bugs if it's not allowed here? --Lemon-claw 21:47, 4 March 2008 (CST)

I'll be a bit more clear this time. Do not discuss bugs on the wiki. Do not ask for information about live bugs, ever. The only place to discuss bugs is through the "report a bug" link at the top of the in-game display.--QuantumNightmare 22:55, 4 March 2008 (CST)
There are certain exceptions, though. Minor bugs are basically fine. Big bugs (item duping, meat bugs, stat bugs, adventure bugs, et al.) should be kept off the wiki (at least until completely resolved). Otherwise the wiki becomes a potent vector of dissemination, resulting in a substantial increase in the number of ill-intentioned and malicious people abusing the bug. AKA, a bunch of stupid jerkwads do their damnedest to break the game on a fundamental and global level. --Flargen 23:49, 4 March 2008 (CST)

Wool hat gives so-so cold resistence0I think) at wieght 20 in addition to meat drops. THis probably isn't a bug as the wool hat only has the +meat effect in combat and the antique helmet has no resistence boosting. Someone should test all hats for resistence bonuses.

--Brion thenotgiant

Meat Bonuses Skewering

I did some very basic spading with the meat drop hats...I made one assumption, that the meat boost was indicated by winking and had the same formula as leprechauns, with the understanding that the weight might be skewered before the calculation. I then tested the Dire Warren, and adventured til I got 3 different values. For each hat, the number indicates the multiple of the weight used BEFORE the leprechaun formula.

  • Wreath of Laurels (0.5 wt) (which is disappointing...I wonder if all of the Battlefield hats are halved)
  • Demon-horned hat, stainless steel skullcap, tropical crimbo hat, makeshift turban, black cowboy hat, fez of etymology, enchantlers, worn tophat, duct tape fedora (1 * wt)
  • balaclava, Cerebral cloche, ice pick, bowler (1.5 wt)
  • sequined fez (1.75 wt)
  • green traffic cone (2 wt) (I have no other traffic cones to test with)
  • basic meat fez (2.75 wt)
  • chef's hat, meat cowboy hat, irate sombrero (3 wt)
  • party hat (3.75 wt)
  • jewel-eyed wizard hat, harem veil (5 wt)

Other meat-dropping hats not tested: KOL 3-d glasses, indie glasses, grimacite goggles, crimbo hat, brimstone beret, and anniversary concrete fedora.--Foggy 10:36, 6 March 2008 (CST)

GoldS sent me some meat data a few days ago.. here are my conclusions:

  • black cowboy hat, duct tape fedora, enchantlers, F3d0r4, Fez of etymology, Demon-horned hat (1*wt)
  • Cerebral cloche, bowler, Balaclava (1.5*wt)
  • blue traffic cone, green traffic cone (2*wt)
  • Chef's hat, basic meat fez (3*wt)
  • Indie glasses, KoL Con 3-D Glasses (8*wt)
    • The only difference between my data and foggy's is the basic meat fez. My analysis was done with beanbat 8-12 points of beanbat data per hat, and the slightly more accurate leprechaun formula found on the AFH forums. Most regular hats seem to be 1*wt, with zodiac/holiday/mr store items being higher, and the low powered hats being even stronger.--QuantumNightmare 11:07, 9 March 2008 (CDT)

Could you put these results into the table? For example since you have determined that the duct tape fedora has meat drop effect of (1*wt) and we know that the fedora is always 48 lbs and cannot be altered by leveling or familiar buffs, we can just say that the meat drop effect is 11(48)^.74 = +193% right? And the same for each of the others. --smacfarl 10:30, 7 March 2008 (EST)

  • No, it is not always 48 pounds. It is capped at 48 pounds. However, depending on whether the hats with multiple functions end up having the same multipliers across functions, it may be useful to calculate a maximum effective weight column. --Bagatelle 14:37, 7 March 2008 (CST)

I've got both the 3D and the indie glasses, and if someone tells me(i'd likely see a kmail sooner than a reply here, but either work) what they need I can get the data of those in here, too. --FFiXMaster 11:27, 9 March 2008 (CDT)

  • In order to spade meat drops, keep your familiar weight constant and adventure naked in the beanbats. Once you receive 10-11 different meat drops, post the individual meat drops you received. If doesn't matter how many times you received each. A perfect example of this the the info GoldS kmailed me. With this information, it's trivial to find the exact meat bonus.
Syntax example:
30% passives
Demon-horned hat
Weight: 17
Meat drops: 65, 67, 70, 72, 74, 76, 78, 81, 85, 87"--QuantumNightmare 12:50, 9 March 2008 (CDT)
40% passives + Packrat
KoL Con 3-D Glasses
Weight: 2
Meat drops: 69, 72, 74, 76, 78, 81, 83, 85, 87, 90, 96.
indie comic hipster glasses
Weight: 2
Meat drops: 63, 69, 72, 74, 76, 78, 81, 83, 85, 87, 90. --FFiXMaster 16:52, 10 March 2008 (CDT)
  • I think you made a mistake with the 3-D glasses, the meat drops you listed are impossible. Did you have a mayflower/navel ring equipped, or are a packrat? Otherwise, the indie glasses give an 85% bonus, that's a 16 pound leprechaun.--QuantumNightmare 19:33, 10 March 2008 (CDT)
    • The only thing I had equipped was a disco ball so battles didn't last forever, but I am a Packrat, as I said I was. --FFiXMaster 20:15, 10 March 2008 (CDT)
      • Packrat explains it. Thanks for the spading, with that info both results are pretty conclusive.--QuantumNightmare 20:36, 10 March 2008 (CDT)

GoldS sent more meat data, here are the results:

  • Makeshift Turban, Pith helmet, Skullcap, Tropical Crimbo, Wool Hat, Worn Tophat (1*wt)
  • Ice Pick, Outrageous Sombrero (1.5*wt)
  • Red Traffic Cone (2*wt)
  • Irate Sombrero, Meat Cowboy Hat (3*wt)
  • Party Hat (4*wt)
  • Harem Veil (5*wt)

The only unexpected values was:

  • Sequined Fez (1.75*weight)

This hat has a weight cap of 20, and I can assume that after all this testing GoldS's hatrat was at a base 20 pounds. I'd assume this hat is also at 1.5*weight, with a bonus of 25% weight being applied because it's used at the "correct" weight. As well, this result gives a different value for the pith helmet than was previously recorded. Where is there spading for the pith helmet?--QuantumNightmare 08:36, 14 March 2008 (CDT)

I figured out the Crimbo Hat multiplier. The data for a 25 lb crimbo hat didn't seem to fit in either 1.5 or 2.0 weight. I ran a Brimstone Beret at 43 pounds and got the same meat drops I got with the Crimbo hat. The multiplier is 1.75.--GoldS 01:40, 28 March 2008 (CDT)

Beanbat testing confirms 20lb Hatrack with Sequinned fez has meat drop bonus of 150-151%, equivalent to a 35lb leprechaun, giving a 1.75 multiplier--Hollow49 09:10, 3 April 2008 (CDT)

  • 31 pound grim googles gave {78, 98, 109, 106, 84} meat drops. That's a 140% bonus, equivalent to a 31 pound leprechaun. 1*wt.
  • 12 pounds rasberry beret gave {76, 82, 87, 74, 89, 79, 94} meat drops. That's a 116% bonus, equivalent to a 24.5 pound leprechaun. 2*wt.
  • 22 pound radio free hat gave {94, 82, 84, 97, 89, 87, 74, 72} meat drops. That's a 109% bonus, equivalent to a 22.5 pound leprechaun. 1*wt.
  • 25 pounds crimbo hat gave {105, 114, 121, 95, 124, 118, 92} meat drops. That's a 179% bonus, equivalent to a 44 pound leprechaun. 1.75*wt.-QuantumNightmare 09:22, 13 April 2008 (CDT)

Lips/Pole/Tam messages?

I may have missed it in the mass of messages on seperate pages, but does this familiar have special messages for using the Wax Lips et al? I don't know if they're even equippable, but if they aren't then that should probably have it's own note. If they are, adding the messages (probably to the main page?) would be appreciated. Bakapyrite 22:11, 6 March 2008 (CST)


Wax lips

Tiny Brain says "these taste like purple!" and smiles from beneath the wax lips.

Maypole

Tiny Brain says "who do you, who do you, who do you, who do you, who do you think you are?" and does a crazy dance around the maypole.

Tam

Tiny Brain says "faith and begorrah, there are monitoring devices in my scalp!" and winks from under the Tam O'Shanter.

John 09:31, 5 April 2008 (CDT)

Ability Template

I've noticed that some have thrown around the idea of adding the Hatrack abilities to the individual hat pages. Instead of just adding a new section in every page manually, would it be more efficient to create a template to just throw into each hat page? I gave it a shot in the template sandbox, but just don't have enough Wiki skills to make a clean one. Anyone more knowledgeable want to try? Chawmp 04:11, 11 March 2008 (CDT)

Stunning/Entangling

Assuming a levitating potato is at 1.5*weight block rate, the following all tested in the right range for:

  • 0.5 potato toy space helmet, antique helmet, time helmet, El Vibrato helmet, grungy bandana, and star hat
  • 1.0 potato extra-large palm frond toupee, mohawk wig, bubblewrap bottlecap turtleban, Baron von Ratsworth's top hat, filthy knitted dread sack, longhaired hippy wig, Knob Goblin visor, irate sombrero, clown wig, goat beard, and yak toupee
  • 1.5 potato cornuthaum
  • 2.0 potato furry green turtle
  • 2.5 potato raspberry beret
  • 3.0 potato mullet wig, maiden wig

Not surprisingly, the weaker hats have the higher multiplier. Spading is not fully conclusive, but was done by running the familiar at either max weight or 25 pounds (which was lower) through combats while using a hiveminder each turn. The lime potatoes by the way (clown wig, yak toupee and goat beard) all can entangle and attack on the same turn.--Foggy 08:59, 13 March 2008 (CDT)

Thanks! (and a little suggestion)

Just wanted to express my thanks to you guys. The spading on this page is progressing with godspeed! Also, I thought I'd make a little suggestion for a "max power" column added after each current one, so we could sort hats by that.

Then the meat cowboy hat which is 3xleprechaun and has a max weight of 10 would show as a 30lbs lep at best, etc. Or would that be too hard on the table? It's probably better to keep that for later when the mass spading is done, though.

Gratz for it all anyway! --Groli 11:30, 16 March 2008 (CDT)

I'd also like to thank everyone who has undertaken the difficult task of spading this monstrosity. One suggestion/request, though. Would it be possible for someone to create a web page or GM script that would recommend hats for optimizing certain abilities at certain weights. For example, say my hatrack weighs 12 lbs and I want to maximize +meat... right now, I have to sort the table by Meat, then scan through the max weight column and compare it to the multiplier column to figure out which is best. It would be really nice for the computer to magically do so for me. Of course, I guess the spading needs to be completed first (I'm really happy to see that the Fairy abilities have started to have their multipliers spaded, by the way).

Thanks again for all the hard (and extremely useful) work! --DuckAndCower 18:51, 26 March 2008 (CDT)

I would also like to thank and congratulate everyone who has worked on spading the hatrack. You guys have done a great job.

I have a little suggestion too. I don't know how big a sample size must be to pass as acceptable here, but in statistics, 1000 is like, the smallest passable sample size. I know its a big number, 750 should be more than enough. 5 players playing 150 combats with the same hat, same weight, same place, etc. is functionally identical to 750 adv by the same person. We could have very accurate multipliers for every hat, and find out what the +hat drop percentage is for a bare hatrack.

I would like to help out myself, as soon as I finish my Bad Moon loop. Thanks again for your work. --Pepeson 22:13, 30 March 2008 (CDT)\

I suggest adding hatrack effects in the NOTES sections of the individual hat pages.--DiscoNeckTed 12:11, 25 April 2008 (CDT)

Another suggestion, why are custom items displayed in lists like this? There's a single MAHI fez in the kingdom, who cares what it does? It would be really cool if there was a filter for custom items, items you can't get in HC or BM, ultra-rares, IotMs, etc...--Pepeson 20:24, 1 July 2008 (CDT)

Fairy spading

I think it's time to start doing the item drop hats...this is my data so far. If anyone else would like to help with this, please let me know...I'll be updating this table every day with new data. Not conclusive, blah blah blah, but it certainly helps.

Thanks go out to Don Quai Poncerello for providing additional data on the Outrageous sombrero, Stainless steel skullcap, and Tropical Crimbo Hat, and to ScorpionX for lending me a Radio Free Baseball Cap.

FOR ALL

Beanbats
Base item drop: 50%


Antique helmet
Weight: 25
Base item drop bonus: +30%
Item drops: 202/250
Item drop %: 80.8%
Fairy bonus: +30%

Fairy multiplier: 0.5x

Asbestos helmet turtle
Weight: 20
Base item drop bonus: +30%
Item drops: 226/250
Item drop %: 90.4%
Fairy bonus: 50%

Fairy multiplier: 1.0x

Balloon helmet
Weight: 12
Base item drop bonus: +30%
Item drops: 250/250
Item drop %: 100%
Fairy bonus: >=70%

Weight: 12
Base item drop bonus: +20%
Item drops: 147/150
Item drop %: 98%
Fairy bonus: 76%

Fairy multiplier: 3.0x

Basic meat helmet
Weight: 10
Base item drop bonus: +30%
Item drops: 223/250
Item drop %: 89.2%
Fairy bonus: 49%

Fairy multiplier: 2.0x

Beer helmet
Weight: 25
Base item drop bonus: +30%
Item drops: 242/250
Item drop %: 96.8%
Fairy bonus: 64%

Item failed to drop at +40%: Yes (Took 10 adventures)
Item failed to drop at +45%: No (100 adventures)
Fairy bonus: 55% < X < 60%

Fairy multiplier: 1.0x

Biomechanical crimborg helmet
Weight: 25
Base item drop bonus: +40%
Item drops: 99/100
Item drop %: 99%
Fairy bonus: 58%

Item failed to drop at +30%: Yes (Took 3 adventures)
Item failed to drop at +40%: Yes (Took 98 adventures)

Fairy multiplier: 1.0x

Black helmet
Weight: 25
Base item drop bonus: +45%
Item drops: 100/100
Item drop %: 100%
Fairy bonus >=55%

Item failed to drop at +35%: Yes (Took 51 adventures)
Item failed to drop at +40%: Yes (Took 17 adventures)
Item failed to drop at +45%: No (100 adventures)
Fairy bonus: 55% < X < 60%

Fairy multiplier: 1.0x

Blue traffic cone
Weight: 15
Base item drop bonus: +40%
Item drops: 200/200
Item drop %: 100%
Fairy bonus: >=60%

Item failed to drop at +20%: Yes (Took 29 adventures)
Item failed to drop at +30%: Yes (Took 6 adventures)
Item failed to drop at +40%: No (200 adventures)
Fairy bonus: 60% < X < 70%

Fairy multiplier: 2.0x

Bounty hunting helmet
Weight: 25
Base item drop bonus: +20%
Item drops: 200/200
Item drop %: 100%
Fairy bonus: >=80%

Item failed to drop at +20%: No (200 adventures)
Item failed to drop at +15%: Yes (Took 97 adventures)
Item failed to drop at +0%: Yes (Took 3 adventures)
Fairy bonus: 80% < X < 85%

Fairy multiplier: 1.5x

Chrome helmet turtle
Weight: 25
Base item drop bonus: +40%
Item drops: 99/100
Item drop %: 99%
Fairy bonus: 58%

Item failed to drop at +30%: Yes (Took 9 adventures)
Item failed to drop at +35%: Yes (Took 2 adventures)
Item failed to drop at +40%: Yes (Took 93 adventures)

Fairy multiplier: 1.0x

Cloaca-Cola helmet
Weight: 7
Base item drop bonus: +50%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=50%

Item failed to drop at +40%: Yes (Took 18 adventures)
Item failed to drop at +50%: No (150 adventures)
Item failed to drop at +60%: No (100 adventures)
Fairy bonus: 50 < X < 60

Fairy multiplier: 3.0x

Coconut shell
Weight: 7

Item failed to drop at +40%: Yes (Took 4 adventures)
Item failed to drop at +50%: Yes (Took 3 adventures)
Item failed to drop at +60%: Yes (Took 1 adventure)
Item failed to drop at +70%: Yes (Took 11 adventures)
Item failed to drop at +80%: No (100 adventures)

Fairy multiplier: 1.0x


Cornuthaum
Weight: 21
Base item drop bonus: +40%
Item drops: 250/250
Item drop %: 100%
Fairy bonus: >=60%

Item failed to drop at +30%: Yes (Took 41 adventures)
Item failed to drop at +35%: Yes (Took 12 adventures)
Item failed to drop at +40%: No (250 adventures)
Fairy bonus: 60 < X < 65

Fairy multiplier: 1.25x

Depleted Grimacite ninja mask
Weight: 25
Base item drop bonus: +41%
Item drops: 150/150
Item drop %: 100%
Fairy bonus: >=59%

Item failed to drop at +35%: Yes (Took 56 adventures)
Item failed to drop at +41%: No (150 adventures)
Fairy bonus: 59 < X < 65

Fairy multiplier: 1.0x

Dwarvish war helmet
Weight: 25
Base item drop bonus: +41%
Item drops: 150/150
Item drop %: 100%
Fairy bonus: >=59%

Item failed to drop at +35%: Yes (Took 94 adventures)
Item failed to drop at +41%: No (150 adventures)
Fairy bonus: 59 < X < 65

Dyspepsi-Cola helmet
Weight: 7
Base item drop bonus: +50%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=50%

Item failed to drop at +40%: Yes (Took 2 adventures)
Item failed to drop at +50%: No (100 adventures)
Fairy bonus: 50 < X < 60

Fairy multiplier: 3.0x

El Vibrato helmet
Weight: 25
Base item drop bonus: +30%
Item drops: 231/250
Item drop %: 92.4%
Fairy bonus: 55%

Fairy multiplier: 1.0x

Fancy ball mask
Weight: 22
Base item drop bonus: +50%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=50%

Item failed to drop at +30%: Yes (Took 23 adventures)
Item failed to drop at +40%: Yes (Took 8 adventures)
Item failed to drop at +50%: No (100 adventures)
Fairy bonus: 50 < X < 60

Fairy multiplier: 1.0x

Festive holiday hit
Weight: 7
Base item drop bonus: +80%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=20%

Item failed to drop at +40%: Yes (Took 6 adventures)
Item failed to drop at +50%: Yes (Took 8 adventures)
Item failed to drop at +60%: Yes (Took 9 adventures)
Item failed to drop at +70%: Yes (Took 2 adventures)
Item failed to drop at +80%: No (100 adventures)
Fairy bonus: 20 < X < 30

Fairy multiplier: 1.0x

Furry green turtle
Weight: 11
Base item drop bonus: +0%
Item drops: 190/250
Item drop %: 76%
Fairy bonus: 52%

Fairy multiplier: 2.0x

Giant discarded bottlecap
Weight: 25
Base item drop bonus: +50%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=50%

Item failed to drop at +30%: Yes (Took 6 adventures)
Item failed to drop at +40%: Yes (Took 53 adventures)
Item failed to drop at +50%: No (100 adventures)
Fairy bonus: 50 < X < 60

Fairy multiplier: 1.0x

Green traffic cone
Weight: 15
Base item drop bonus: +35%
Item drops: 100/100 Item drop %: 100%
Fairy bonus: >=65%

Item failed to drop at +25%: Yes (Took 13 adventures)
Item failed to drop at +35%: No (100 adventures)
Fairy bonus: 65% < X < 75%

Fairy multiplier: 2.0x

Hodgman's porkpie hat
Weight: 40

Item failed to drop at +45%: Yes (Took 82 adventures)
Item failed to drop at +50%: No (200 adventures)
Fairy bonus: 50% < X < 55%

Fairy multiplier: 0.5x

Ice pick
Weight: 25
Base item drop bonus: +25%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=75%

Item failed to drop at +0%: Yes (Took 8 adventures)
Item failed to drop at +15%: Yes (Took 74 adventures)
Item failed to drop at +25%: No (100 adventures)
Fairy bonus: 75% < X < 85%

Fairy multiplier: 1.5x

Knob Goblin elite helm
Weight: 15
Base item drop bonus: +35%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=65%

Item failed to drop at +20%: Yes (Took 6 adventures)
Item failed to drop at +25%: Yes (Took 18 adventures)
Item failed to drop at +35%: No (100 adventures)
Fairy bonus: 65% < X < 75%

Knobby helmet turtle
Weight: 5
Base item drop bonus: +30%
Item drops: 199/250
Item drop %: 79.6%
Fairy bonus: 30%

Fairy multiplier: 2.0x

Linoleum helmet turtle
Weight: 25
Base item drop bonus: +45%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=55%

Item failed to drop at +35%: Yes (Took 10 adventures)
Item failed to drop at +45%: No (100 adventures)
Fairy bonus: 55% < X < 65%

Fairy multiplier: 1.0x

Meatloaf helmet
Weight: 13
Base item drop bonus: +55%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=45%

Item failed to drop at +35%: Yes (Took 3 adventures)
Item failed to drop at +45%: Yes (Took 5 adventures)
Item failed to drop at +55%: No (100 adventures)
Fairy bonus: 45% < X < 55%

Fairy multiplier: 1.5x

Meaty helmet turtle
Weight: 17
Base item drop bonus: +60%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=40%

Item failed to drop at +50%: Yes (Took 15 adventures)
Item failed to drop at +60%: No (100 adventures)
Fairy bonus: 40% < X < 50%

Fairy multiplier: 1.0x

Miner's helmet
Weight: 20
Base item drop bonus: +50%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=50%

Item failed to drop at +40%: Yes (Took 1 adventure)
Item failed to drop at +50%: No (100 adventures)
Fairy bonus: 50% < X < 60%

Fairy multiplier: 1.0x

Mummy mask
Weight: 25
Base item drop bonus: +45%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=55%

Item failed to drop at +35%: Yes (Took 8 adventures)
Item failed to drop at +45%: No (100 adventures)
Fairy bonus: 55% < X < 65%

Fairy multiplier: 1.0x

Outrageous sombrero
Weight: 25
Base item drop bonus: +30%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=70%

Weight: 25
Base item drop bonus: +0%
Item drops: 130/150
Item drop %: 86%
Fairy bonus: ~72%

Fairy multiplier: 1.5x

Pail
Weight: 7
Base item drop bonus: +60%
Item drops: 100/100
Item drop %: 100%
Fairybonus: >=40%

Item failed to drop at +40%: Yes (Took 1 adventure)
Item failed to drop at +50%: Yes (Took 15 adventures)
Item failed to drop at +60%: No (100 adventures)
Fairy bonus: 40% < X < 50%

Fairy multiplier: 2.0x

Radio Free Baseball Cap
Weight: 25

Item failed to drop at +40%: Yes (Took 99 adventures)
Item failed to drop at +45%: No (100 adventures)
Fairy bonus: 55% < X < 60%

Fairy multiplier: 1.0x

Reinforced beaded headband
Weight: 25
Base item drop bonus: +45%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=55%

Item failed to drop at +35%: Yes (Took 94 adventures)
Item failed to drop at +45%: No (100 adventures)
Fairy bonus: 55% < X < 65%

Fairy multiplier: 1.0x

Skeletortoise
Weight: 7
Base item drop bonus: +30%
Item drops: 213/250
Item drop %: 85.2%
Fairy bonus: 40%

Item failed to drop at +50%: Yes (Took 39 adventures)
Item failed to drop at +55%: Yes (Took 59 adventures)

Fairy multiplier: 2.0x

Spiky turtle helmet
Weight: 25
Base item drop bonus: +41%
Item drops: 200/200
Item drop %: 100%
Fairy bonus: >=59%

Item failed to drop at +35%: Yes (Took 171 adventures)
Item failed to drop at +41%: No (200 adventures)
Fairy bonus: 59% < X < 65%

Fairy multiplier: 1.0x

Sponge helmet
Weight: 25
Base item drop bonus: +45%
Item drops: 200/200
Item drop %: 100%
Fairy bonus: >=55%

Item failed to drop at +35%: Yes (Took 67 adventures)
Item failed to drop at +45%: No (200 adventures)
Fairy bonus: 55% < X < 65%

Fairy multiplier: 1.0x

Stainless steel skullcap
Weight: 22
Base item drop bonus: +30%
Item drops: 139/150
Item drop %: 92.6%
Fairy bonus: 55%

Weight: 22
Base item drop bonus: +20%
Item drops: 137/150
Item drop %: 91.3%
Fairy bonus: 63%

Weight: 22
Base item drop bonus: +0%
Item drops: 161/200
Item drop %: 80.5%
Fairy bonus: 60%

Item failed to drop at +40%: Yes (Took 66 adventures)
Item failed to drop at +45%: Yes (Took 37 adventures)
Item failed to drop at +50%: No (100 adventures)

Fairy bonus: 50% < X < 55%

Fairy multiplier: 1.0x

Straw hat
Weight: 25
Base item drop bonus: +45%
Item drops: 150/150
Item drop %: 100%
Fairy bonus: >=55%

Item failed to drop at +35%: Yes (Took 39 adventures)
Item failed to drop at +45%: No (150 adventures)
Fairy bonus: 55% < X < 65%

Fairy multiplier: 1.0x

Toy space helmet
Weight: 25
Base item drop bonus: +45%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=55%

Item failed to drop at +35%: Yes (Took 90 turns)
Item failed to drop at +45%: No (100 turns)
Fairy bonus: 55% < X < 65%

Fairy multiplier: 1.0x

Tropical Crimbo Hat
Weight: 25
Base item drop bonus: +30%
Item drops: 100/100
Item drop %: 100%
Fairy bonus: >=70%

Weight: 25
Base item drop bonus: +0%
Item drops: 134/150
Item drop %: 89.3%
Fairy bonus: 79%

Fairy multiplier: 1.5x

Wreath of Laurels
Weight: 25
Base item drop bonus: +60%
Item drops: 96/100
Item drop %: 96%
Fairy bonus: 32%

Item failed to drop at +50%: Yes (Took 4 adventures)
Item failed to drop at +60%: Yes (Took 84 adventures)

Fairy bonus: X < 40%

Fairy multiplier: 0.5x


Exactly what do you mean when you say the antique helmet has a ".5x" multiplier? If weight, that leaves it under 20 pounds. The Baby Gravy Fairy page doesn't have a formula for under 20 pounds post NS13. It's even under 17 pounds, which could hypothetically be easily spaded out through use of a rat head balloon and a character without the +5 weight passive. Do you have reliable information for low-weight fairies that hasn't made it onto the wiki? Or is this a post-weight calculation modifier? --Flargen 01:29, 31 March 2008 (CDT)

  • It still applies to the weight. There's information here - http://afh.s4.bizhat.com/viewtopic.php?t=712&mforum=afh - about fairy spading at under 20 lbs. And you can't use a rat head balloon with the hatrack, the hat already takes up the equipment slot.--GoldS 01:38, 31 March 2008 (CDT)
    • I meant put the balloon on an ACTUAL fairy, not a pretend fairy. I'll check the link out shortly. Well, eventually. Thanks. --Flargen 02:24, 31 March 2008 (CDT)

Well, this is it for me. I don't have any of the con hats, don't have access to a Radio Free Baseball Cap, and I'm not BoozerBear. Someone else will have to fill in the gaps.--GoldS 01:45, 19 April 2008 (CDT)

Bare Naked Hatrack Effect?

Mr. Skullhead on the forums stated that a hatrack without a hat wants a hat, and so will increase the chances of hat drops.

Shading, anyone? --Brion thenotgiant 14:57, 27 March 2008 (CDT)

A quick check: 200 adventures in the Treasury, with a 25-lb bare hatrack, and no passives. Got 9 helms from 84 guards (expected 3) and 3 visors from 86 bean counters (expected 3). Needs another batch of runs.--Foggy 16:38, 28 March 2008 (CDT)

A discussion about this elsewhere pointed out that the Treasury is a bad place to spade this, since the low base drop rates make it more difficult. The gallery with olfaction on the empty suit of armor would be a nice place to spade it. In addition, spading should probably be done on hat drop rates when a hat is equipped (a hat that has been confirmed to not affect item rates), it might do something then too. --Lostcalpolydude 03:27, 2 April 2008 (CDT)

Tattered paper crown

Here are some data points for a 15 lb hatrack with the tattered paper crown. None of this data was gathering during a stat day, and the only monster level modifiers used were for the second run of giant sandworms.

Tattered paper crown
Weight: 15

Versus Fluffy bunny
Monster level: 1
Expected substat range: 1
Actual substat range: 1
Bonus: 0

Versus Beanbat
Monster level: 21
Expected substat range: 5-6
Actual substat range: 6-7
Bonus: 1

Versus Knob Goblin Very Mad Scientist
Monster level: 45
Expected substat range: 11-12
Actual substat range: 13-14
Bonus: 2

Versus Anime smiley
Monster level: 77
Expected substat range: 19-20
Actual substat range: 22-23
Bonus: 3

Versus Rampaging adding machine
Monster level: 80
Expected substat range: 20
Actual substat range: 23
Bonus: 3

Versus Black widow
Monster level: 132
Expected substat range: 33
Actual substat range: 37
Bonus: 4

Versus Giant Sandworm
Monster level: 175
Expected substat range: 43-44
Actual substat range: 48-49
Bonus: 5

Versus Giant Sandworm (+79 ML)
Monster level: 254
Expected stat range: 63-64
Actual stat range: 69-70
Bonus: 6

This seems consistent with a 15 pound sombrero, except it seems to be either rounding down the result or subtracting 1 from it. I don't know whether the sombrero formula rounds down or not, so if someone could answer that it would be helpful.--GoldS 22:30, 16 April 2008 (CDT)

Well, it doesn't say so on the page, but it does only say "approximately", which could mean there is something like a rounding mechanic involved. How many combats were you running against each monster type? I don't suppose you have a 15 pound sombrero (or sombrero-equivalent) you could use as a control? --Flargen 22:38, 16 April 2008 (CDT)
It was 10 against each monster type.
You've confirmed it already below, but just to chime in: yes, the sombrero formula is floored.--Salien 18:45, 18 April 2008 (CDT)

I just went again the same monsters in the same conditions as before with a 15 lb sombrero and got the exact same bonuses, including the bonus of zero for the fluffy bunny. So, this acts like a normal 15 lb sombrero.--GoldS 23:17, 16 April 2008 (CDT)

Balloon Helmet

Anecdotal evidence seems to suggest some kind of --combat with the balloon helmet. Its message mentions a horrible squeaky noise which could be +ML or +combat and I just dont seem to be getting many non-combats while using it on the hatrack.--Darkness 18:03, 5 May 2008 (CDT)

The possibility of +ML should be readily detectable from running a few handful or so of combats in appropriate areas to see if you get more substats than you ought to. And effects on combat percentage is most easily (and precisely) tested using the Random Lack of an Encounter adventure at the airship. --Flargen 18:09, 5 May 2008 (CDT)

miniature Jacob's ladder

The mad hatrack for some reason can equip the hunchback minion's sepcific equipment, the miniature jacob's ladder. I tried putzing with it, and it doesn't seem to do anything, is being able to equip it a bug? --Ohnoanotherputz 12:37, 17 June 2008 (CDT)

  • Pretty sure Hatracks familiar equipment can be worn by most familiars, even hatracks. It's just that the equipment isn't going to do a whole lot on the hatrack. (Caveat: I haven't actually popped mine into my terrarium yet.) --Bagatelle 19:30, 18 June 2008 (CDT)
    • I haven't tried all familiar specific equipment on it, but lots of it, and the only one that it can equip is the miniature jacob's ladder.--Ohnoanotherputz 00:33, 19 June 2008 (CDT)

Zombo's skullcap

Hatrack deals damage when equiped with Zombo's skullcap. However I can't tell how much damage, exactly as the message doesn't say.

"Gon batters your opponent mercilessly while making creepy "Oooooooh. Oooooooooooh." noises."

It was enough to kill a monster with 210 HP in four hits, at 16lbs. --Supernova163 10:08, 21 June 2008 (CDT)


Battered old top-hat

DarkSpuddle hops from foot to foot while repeatedly saying "Indubitably!" to nobody in particular. That's all I could find it do. I tried against Castle giants as well. Seems to be +items. Activated against hobos, who don't drop meat. At 13lbs, no visible cap (of course). I'll spade this lil' hat tomorrow. --Wavedash 18:26, 27 June 2008 (CDT)

This is really weird... whenever I equip the hat over rollover, I get +500 HP at the beginning of the day, but when I take it off, it goes back down, even when I re-equip it. MOAR SPADING --Wavedash 06:42, 30 June 2008 (CDT)

At 50 pounds, I fought Chester with only the DB's passive +20% items, phat loot lyric, and a hatrack wearing the tophat. I recieved one slider, so the hatrack gives at least +60% item drops, but no more than 159% --Unhuman 00:31, 27 July 2008 (CDT)

Fought a fluffy bunny at 50 pounds, no +ml or +stats, I got 11 subtats, a bonus of ten. --Unhuman 14:58, 28 July 2008 (CDT)

I did some work on the +stats for the Top-hat. It appears to be a 0.5 Volly, tried it as 30lb and 40lb and results showed +3-4 stats at 30lb and +4-5 stats at 40lb. --Kow 11:34, 29 July 2008 (CDT)

That's odd... you'd think it'd be 0.75, since the other Hattery hats are 0.75 combo familiars. --Wavedash 18:40, 30 July 2008 (CDT)

I did work on the +items, it appears to be a .75x fairy. using a 30lb hatrack/battered top-hat with only +10% passive item find:

114/137 beanbats dropped a bean, giving an observed drop rate of 83.2%. After accounting for my passive +10%, the 30 lb battered top-hat is doing +56.4%.

a 30lb fairy:
at .5(weight) would do +40.7%
at .75(weight) would do +54.7%
at 1.0(weight) would do +67.6%

The observed results are very close to the .75x value. I'll add the vollyfairy values to the table. --Kow 19:17, 6 September 2008 (CDT)

Shapeless wide-brimmed hat

At the end of every combat: <name> says "Well... I guess I'd better be hittin' that dusty ol' trail," then immediately lies down to take a nap. --Kow 15:19, 25 July 2008 (CDT)

data (meat values with 40 lb Shapeless wide-brimmed hat):
430
411
335
444
374
341
366
324
357
411
310
404
310
374
374
336
310
376
310
357
329
341
371
359
392

361.84 average (vs the usual 150 average)

I ran the Shapeless wide-brimmed hat at lvl 40 in The Castle in the Sky. I had no additional +meat gear or buffs. 25 combats gave an average of 361 meat, which fits with a 0.75 Leprechaun. It did not affect stat gain at all. I do not know if it affects +item.--Kow 23:50, 25 July 2008 (CDT)

Today I worked on the +item find in the Beanbat Chamber. The results are that it acts as a 0.75 Fairy as well (0.75 fairychaun). This is reasonable because the crumpled felt fedora is a 0.75 volleychaun.

Data:
Using a 30lb Shapeless wide-brimmed hat and no other +item modifiers. This should work out to +55% item find as a 0.75 fairy (22.5lbs effective).
observed results: 15/20 combats gave a bean which works out to +50% item find.

Using a 30lb Shapeless wide-brimmed hat and +45% item find. This should work out to 100% bean drops as a 0.75 fairy (22.5lbs effective).
observed results: 20/20 combats gave a bean: 100%.

Using a 30lb Shapeless wide-brimmed hat and +40% item find. This should work out to 97.5% bean drops as a 0.75 fairy (22.5lbs effective).
observed results: 19/20 combats gave a bean which works out to +95% item find.

Shapeless wide-brimmed hat is a 0.75 Fairychaun. --Kow 17:22, 26 July 2008 (CDT)

Webbed Comic Mask

Gah, my post didn't go through... I lost a lot of my data. I think this acts as a Volleyball (getting +5 stats vs Bean Counters) and a 2x Leprechaun. Additionally, at one point, I had a Bean Counter drop 1013 meat... only one so far, though. Next time I adventure with my character I'll try for more real stats. --Captainslowontheuptake 10:30, 5 August 2008 (CDT)

  • The bean counter that dropped 1000+ meat is probably the knob goblin embezzler, the semirare. --Shademaster00 13:32, 5 August 2008 (CDT)