Talk:Run Away

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This isn't a combat skill, it doesn't show up in the combat skill dropdown, or the skills on the character sheet, and it doesn't have a skill number, should this/there be a game mechanics called Running Away instead? I mean Attack (with your ----) isn't a skill either. --JRSiebz (|§|) 19:37, 13 August 2006 (CDT)

  • There should be a mechanics page titled, "fighting". As I said at Talk:Beaten Up#Effect Length, there's no place for "You lose. You slink away, dejected and defeated." either.--Dehstil (t|c) 19:47, 13 August 2006 (CDT)
    • Actually, should it be titled "Fighting" or "Combat" or some other name?--Dehstil (t|c) 17:36, 15 August 2006 (CDT)
  • I made the page as a starting point, and possibly as a centre for run-away-chance discussions. If there's a better way to display it, including the messages and NS reference, then by all means. I won't get around to doing it for a while, though. -Deveiel 06:35, 17 August 2006 (CDT)
      • Also, "You twiddle your thumbs.", "That doesn't make any sense. Please select an item before you hit that button.", and "That doesn't make any sense - pick a skill from the list..." could go on the page.--Dehstil (t|c) 17:13, 6 September 2006 (CDT)
      • Note to self: "Fists of Fury", "Forehead of Fury", or "Feet of Fury" etc.--Dehstil (t|c) 21:59, 25 September 2006 (CDT)
  • Concerning the 'Run Away' chance, it seems that it is based on the initiative of the monster and your initiative. (Monster Initiative)-(Player Initiative)=Run away %. This is according to [the guys over at Hardcore Oxygenation]. --Kenny 13:00, 4 December 2006 (CST)

Running away as a result of using combat items such as the ball, spooky ball, & tattered scrap of paper, should be detailed here as well. --CheshireKatz 16:46, 23 December 2006 (CST)

Point of No Escape

This seems like a better place to list some data regarding running away, instead of my usertalk page.

What appears to be the case is that your chance of running away is actually Monster Initiative PLUS Player Initiative Modifiers. That is, if a monster's initiative is 60, and you apply -60% modifiers, you have 0% chance of running away.

I tested:

  • fluffy rabbit: 50
  • beanbat: 60
  • booze giant: 80
  • portly abomination: 70
  • spectral jellyfish: 60
  • very mad scientist: 70
  • mad scientist: 70
  • Fruit golem: 80
  • Knob Goblin mutant: 70
  • BASIC elemental: 60
  • carnivorous moxie weed: 80
  • weremoose: 70
  • grass elemental: 60
  • writing desk: 50
  • bookbat: 70
  • banshee librarian: unknown, greater than 170
  • tomb bat: 50
  • tomb servant: 20
  • Iiti kitty: 75
  • tomb asp: 70
  • tomb rat: 50
  • possessed wine rack: 40
  • skeletal sommelier: 65
  • floating plate of hors d'ouevres: unknown, greater than 180
  • ghastly organist: 50
  • some zombie waltzers: 50
  • tapdancing skeleton: 50
  • drunk goat: 75
  • sabre-toothed goat: 80
  • dairy goat: 80
  • black panther: 50
  • blackberry bush: 30
  • black widow spider: 50
  • black adder: 50
  • black knight: 50
  • groovy pirate: 50
  • gaudy pirate: 50
  • gritty pirate: 50
  • grassy pirate: 50
  • grungy pirate: 50
  • crusty pirate: 50
  • chatty pirate: 50
  • cleanly pirate: 50
  • clingy pirate: 50
  • curmudgeonly pirate: 50
  • creamy pirate: 50
  • Twig and Berries: 70
  • Hooded Warrior: 70
  • Burrowing Bishop: 70
  • Pork Sword: 70
  • Trouser Snake: 70
  • Junk: 70
  • One-Eyed Wille: 70
  • Skinflute: 70
  • Astronomer: 70
  • Family Jewels: 70
  • Alphabet Giant: 80

(The number above lists the amount of negative initiative needed to not be able to run away from the monster.)

This is, essentially, backwards from what most of us would think appropriate for running away...the quicker a monster is, the tougher the monster is to run away from. Not so...I was able to run away from skeletal monkeys and anglerbush on the first term, even with more than -200% modifiers.

I've theorized that Monster Initiative = Monster PoNE - 5. This has yet to be proven conclusively.

More to come.--Foggy 18:47, 21 April 2008 (CDT)

The above theory can be scratched...instead, some recent spading on the KoLSpading forum has revived my interest in this. One thing I had gotten stuck on is that the fluffy bunny clearly had a PoNE of 50, and yet it's initiative had been spaded to be 45. But that didn't gibe with the beanbat, where both known initiative and PoNE were coming up the same. Someone recently re-spaded the fluffy bunny's initiative using a forward spading method (adjusting +/- initiative with a 1 mainstat character, no buffs, and seeing at what point the character always lost the drop/got the drop).

Given that, it would appear that Monster Initiative = Monster PoNE. I redid my PoNE numbers for Menagerie Level 2 and Outskirts of the Knob, and everything still fits.

I will be using the characters foggy4 and Disenchanted69 in case you want to investigate their skills/stats. Both are Level 30+ first ascension characters. foggy4 is a Turtle Tamer and Disenchanted69 is a Seal Clubber. --Foggy 22:08, 26 April 2010 (UTC) --Foggy 22:08, 26 April 2010 (UTC)

The page currently states that the chance of running away is (Monster Init + Player Init Modifiers). This seems very counterintuitive, since that implies that if you have 0 init modifiers, then any monster with 100 or more init base, you will always be able to run from. Or, it also implies, that if a monster has, say, 60 base init, you only need +40% init to run away from it 100% of the time. Are we sure that this formula is correct? --RoyalTonberry 09:42, 20 July 2010 (UTC)

That's certainly the claim Foggy makes directly above you, with data that seems to back it up. Presumably it's a typo in the code, since there's no narrative nor game-play reason for it. Might be worth rechecking in case it's been fixed, though. --Starwed 14:45, 20 July 2010 (UTC)

I updated the Hobopolis boss inits with -1*PoNE. I guess someone should figure out what the heck is going on and fix that. Also, Zombo and Frosty are suspicious (195 when two others are clearly 200 at least, and one is 150). --Raijinili 10:23, 20 July 2010 (UTC)

Just checking, but I'm guessing that the extra initiative penalty from ML doesn't affect running away/PoNE? On five skeleton invaders, my PoNE was -50 init with +60 ML (+radio), which (if ML affected running away) would mean that the monster has -10 init. I added +38 ML (Ur-Kel), and my PoNE was still -50; I added my 11lb Purse Rat (+5 ML), and it's still -50. --Deus Ex Machina (Talk) 20:41, 30 October 2010 (UTC)

French slippers

why subj not included? afaik, it's 100%... --Hrag 20:21, 9 June 2009 (UTC)

Two new versions of the charts

  1. Run Away/new1
  2. Run Away/new2

I don't like that 100% runaways, free runaways, and queue manipulators are all grouped together with no way to at least separate them by sorting. --Raijinili 02:59, 22 July 2010 (UTC)

Once previously I had to wrestle with that on this page and disliked the inadequacy of the presentation. Sorting it this way would have helped me greatly. I favor Run Away/new1. --Bale 05:28, 22 July 2010 (UTC)

  • I liked number 2 myself, until it was pointed out that the Bell doesn't give a free runaway. --Raijinili 05:06, 3 August 2010 (UTC)
    • Ran across these pages while looking for uncategorized pages and other things that could use some wiki-cleaning. I'm interested in an overhaul of this page. Anyone else care to chime on on which of these two options seems best, or alternatives they'd like to propose? --Flargen 06:01, 7 August 2011 (CEST)

Favorite Familiar

Do free runaways count for/against favorite familar percentage? e.g. for tour guide or 100% runs. Stannius

  • Familiar percentage is adjusted at the start of combat, not the conclusion. So yes. --Flargen 18:49, 4 November 2010 (UTC)

Missing underwater runs - somewhere else?

Seems there are a few versions of runaways/banishes/combinations, and it is entirely possible that I missed it, but I don't see ink bladder or pulled indigo taffy mentioned, whereas the Mer-kin Pinkslip is, so are we keeping underwater on this page with the rest? Should I add them to this or some other page? Are there more ways to run than just these (not including banishes for purposes of run away) or shall I just fuggeddaboudit? --Hallehoopma (talk) 19:09, 8 August 2015 (UTC)