Talk:Pair of Stomping Boots

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Stomping in Place

The Boots don't stomp in place every combat--they seem to require charging up. My first "stomping" message occurred after 3 combats, I think. You can only use Release the Boots once per "charge"--after that, you have to wait for the stomping message to use it again. I'm not sure entirely how the stomping charges up, so that's a good direction for spading. --Southwest 06:31, 1 August 2011 (CEST)

  • There seems to be a maximum of 7 charges per day for stomping.--Southwest 08:27, 1 August 2011 (CEST)
    • (Scratching apparently erroneous comment)--Foggy 18:27, 2 August 2011 (CEST)
  • The notes on this page regarding the charging mechanic do not seem correct. My own testing indicates that each use of stomp requires an additional successful combat turn shifted one. I'm not particularly mathy (and you can probably quibble about whether the first combat should be the 0th combat as opposed to the first) but here's what it looks like:
Let n (1≤n≤7) be the stomp charge, such that n = 1 is the first charge, n = 2 is the second, etc.
For each value of n, the number of successful combats, c, required for each nth charge is (n + 1).
The nth charge of the Release the Boots skill will be available for use at the start of the (c + 1)th combat.
Runaways and combats that end through the use of Release the Boots do not increment the counter. (I haven't tested losing combat, but it's likely that would not work either.)
So, assuming 100% combat frequency and indifference to targets, it would take 42 turns (including the 7 combats ended by Release the Boots) to acquire all 7 pastes available per day. 5 pastes would be 25 combats, and 3 pastes (the amount usable per day without spleen-removing items) takes only 12 combats. Whether the familiar acts during combat seems irrelevant. I'm sure this all can be stated in a more pithy, straight-forward manner for the notes section of this page, but I'd like some corroboration of my findings before committing to changing the page.--Quackosaur 06:53, 3 August 2011 (CEST)
It seems that a stomp charge can be retained across rollovers. This carried-over stomp will become the new day's first stomp and is available immediately (2 turns are not needed as the model would otherwise suggest). The new day's stomps otherwise follow the (c + 1) pattern. Also, my entirely unscientific testing suggests that familiar weight and/or the stomp box do not affect the charging mechanic.--Quackosaur 18:52, 4 August 2011 (CEST)

I thought it was 5 charges steady based on my preliminary testings, but I've also made some more findings today. For example, I didn't use the familiar after the last stomp yesterday. I used a bricko bat with this familiar out, and I had usage of the skill right away. This seems to imply the first use is free each day, then requires charging. Here's the numbers I've gotten so far (the first few days I started gathering numbers, other than the very first day with the familiar, I only obtained up to 4 paste. I'm going to be more dilligent in gathering the numbers for the rest until this is confirmed. For the sake of simplicity, the turn you use the skill doesn't count as a charge.

  • 0/4/4/5/X/X/X
  • 0/2/4/5/X/X/X
  • 0/3/5/5/7/8/9 (Today's findings; I didn' gather drop info for 5-7 the prior days, and have since wiped mafia and reinstated it due to some issues that were arising)

Anybody else have charge data they could contribute? --Arashmin 19:00, 4 August 2011 (CEST)

Further spading seems to indicate that there is some variation in the turns needed to get the first charge of the day caused by some unexplained mechanic. At least for me, the 2nd through 7th charges still fit the stated pattern above. How long each charge took for the past six days (August 1 - August 6):


My first thought was that the variation could be explained by moonlight, but there doesn't appear to be any obvious connection. I suppose it could just be entirely random?--Quackosaur 07:25, 6 August 2011 (CEST)

Okay, looks like this line of thought is probably faulty. August 6's numbers seem to confirm my earlier theory that Stomping Boots combats after the last stomp has been used will carry over to the next day. (I had one extra combat with the Stomping Boots at the end of August 5.) More information in this forum post/thread.--Quackosaur 16:48, 6 August 2011 (CEST)

Some more days of 2/3/4/5/6/7/8. The only variation I've seen has been for the first charge, and that's really queue manipulation rather than RNG. At this point, only Arashmin's data suggests otherwise. I'm still hoping that other people have data they could provide that would corroborate or refute the existence of true variance for this mechanic.--Quackosaur 03:35, 9 August 2011 (CEST)

Free runaways and the shared counter

I did a little bit of testing. Choosing to run away with a 1-lb. Pair of Stomping Boots gave me the "Your butt has taken enough abuse today" message. When I boosted its weight to 18 lbs., I got the successful message (and a free runaway) three combats in a row, and then it failed again. Then I pulled out my 6-lb. Bandersnatch and cast Ode. My Bander should have given me a free runaway if the two counters were separate; instead, I immediately got the slow runaway (with a new message about the soreness of my butt that matches thematically with the Boots' runaway message). On these grounds, I've speculated in the article that the number of free runaways is the same as the Bander's formula (weight/5), and that the two familiars share a counter.

In my next test, I boosted my Bander's weight to 26 lbs. I got two more free runaways before again getting the failure message--which makes sense. The way it appears to me, there's a running daily counter of familiar runaways used. When you attempt to use a free runaway from either familiar, the game checks floor(weight/5). If the number of runaways used today is less than that, the free runaway succeeds. Otherwise, the runaway is slow.--Southwest 07:15, 1 August 2011 (CEST)

  • This all makes sense; it confirms that Jick didn't screw up the coding. (In his Discuss this IotM Thread he stated right off the bat that the boots "gives free runaways on a shared counter with the Bandersnatch.") --Terion 07:49, 1 August 2011 (CEST)


Crown of thrones: +20% weapon damage (constant) ~ intermittently deals 22-30 damage - AvangionQ / August 1st, 2011.

Additional +items bonus when you kill on crit? (spoiler: no)

There were some rumors that people had detected an extra boost to +items when the player killed the opponent with a critical hit. I tested this, and over several hundred adventures observed outcomes that had a less than 1% chance of occurring if there were such a bonus (unless the bonus was smaller than 5%). For details, see the thread at . Smorgas 02:17, 21 October 2011 (CEST)



Rounds Attacks
780 254


Weight Damage
1 3-6
3 4-8
4 4-9
5 5-10
6 5-11
8 6-13
9 7-14
11 8-16
16 13-21
21 10-26
39 22-44

Looks like damage ranges from ceil(X/2)+2 to X+5, with an attack rate of 33%. I did testing a few different weights and it doesn't affect attack rate. --TechSmurf 09:07, 8 August 2012 (CEST)