New Content - Implemented Naughty Sorceress Contestants

Veracity

Developer
Staff member
I thought they scaled, but couldn't make sense of them. The final monster had fixed Atk/Def/HP, but there seemed no sense to the ones leading up to him.

I just had an ah-ha moment.

I entered the Strongest Adventurer Contest and intentionally came in #11 in line. Here is what I fought:

#1: Macho Man Atk: 167 Def: 101 HP: 210
#2: Iron Chef Atk 167 Def 167 HP 119
#3: Macho Man Atk: 196 Def: 120 HP: 234
#4: Entire Shoplifter Atk: 172 Def: 209 HP: 192
#5: Entire Shoplifter Atk: 173 Def: 221 HP: 200
#6: Entire Shoplifter Atk: 178 Def: 236 HP: 215
#7: Macho Man Atk: 258 Def: 140 HP: 272
#8: Macho Man Atk: 273 Def: 140 HP: 285
#9: Iron Chef Atk: 239 Def: 144 HP: 187
#10: Mr. Loathing Atk: 300 Def: 150 HP: 300

Notice how they become successively more powerful culminating with the "boss".
The "fighter", "mage", and "rogue" differ in whether Atk is better or worse than Def.

Here is the Sleaziest Adventurer Contest

#1: Grease Trapper Atk: 164 Def: 104 HP: 207
#2: Ham Shaman Atk: 167 Def: 170 HP: 120
#3: Porkpocket Atk: 161 Def: 192 HP: 185
#4: Porkpocket Atk: 172 Def: 211 HP: 191
#5: Porkpocket Atk: 177 Def: 230 HP: 198
#6: Ham Shaman Atk: 214 Def: 214 HP: 161
#7: Porkpocket Atk: 187 Def: 255 HP: 220
#8: Porkpocket Atk: 191 Def: 271 HP: 230
#9: Ham Shaman Atk: 242 Def: 238 HP: 190
#10: Leonard Atk: 200 Def: 300 HP: 250

And, here is what I saved of previous "bosses":

The Tasmanian Dervish - 300/150/300
Mr. Loathing - 300/150/300
Arthur Frankenstein - 300/150/300

This is a new mechanism for monster stats. The individual monsters have specific stats (with a random factor), but they are weaker the farther back in line they are.
 

Darzil

Developer
It's not entirely new, it's shared with some Warbears, one zone in each elemental island, and now this. I suspect the spading may end up better here, though.
 

Veracity

Developer
Staff member
All of those are "the monsters get stronger and stronger the more you adventure in the zone". This is "If you meet this contestant and there are 10 left, he has such-and-such stats, if he has 9 left, stronger, and so on up to 2 left." (1-left contestants are the "boss" and have fixed stats).

Turns out, the new settings I added - nsContestants1, nsContestants2, nsContestants3 - have exactly the number we need for this: when the setting is equal to 10, you are fighting the 10th in line, when it is 4, you are fighting the 4th in line, and so on.

I should have given my data like this:

#10: Macho Man Atk: 167 Def: 101 HP: 210
#9: Iron Chef Atk 167 Def 167 HP 119
#8: Macho Man Atk: 196 Def: 120 HP: 234
#7: Entire Shoplifter Atk: 172 Def: 209 HP: 192
#6: Entire Shoplifter Atk: 173 Def: 221 HP: 200
#5: Entire Shoplifter Atk: 178 Def: 236 HP: 215
#4: Macho Man Atk: 258 Def: 140 HP: 272
#3: Macho Man Atk: 273 Def: 140 HP: 285
#2: Iron Chef Atk: 239 Def: 144 HP: 187
#1: Mr. Loathing Atk: 300 Def: 150 HP: 300

#10: Grease Trapper Atk: 164 Def: 104 HP: 207
#9: Ham Shaman Atk: 167 Def: 170 HP: 120
#8: Porkpocket Atk: 161 Def: 192 HP: 185
#7: Porkpocket Atk: 172 Def: 211 HP: 191
#6: Porkpocket Atk: 177 Def: 230 HP: 198
#5: Ham Shaman Atk: 214 Def: 214 HP: 161
#4: Porkpocket Atk: 187 Def: 255 HP: 220
#3: Porkpocket Atk: 191 Def: 271 HP: 230
#2: Ham Shaman Atk: 242 Def: 238 HP: 190
#1: Leonard Atk: 200 Def: 300 HP: 250
 

Veracity

Developer
Staff member
More data:

Fastest Adventurer Contest:

#10: Kung-Fu Hustler Atk: 154 Def: 166 HP: 161
#9: Microwave Magus Atk: 171 Def: 169 HP: 122
#8: Kung-Fu Hustler Atk: 166 Def: 196 HP: 183
#7: Kung-Fu Hustler Atk: 185 Def: 188 HP: 140
#6: Cheetahman Atk: 221 Def: 127 HP: 255
#5: Kung-Fu Hustler Atk: 177 Def: 244 HP: 212
#4: Kung-Fu Hustler Atk: 182 Def: 257 HP: 221
#3: Microwave Magus Atk: 228 Def: 230 HP: 181
#2: Microwave Magus Atk: 241 Def: 242 HP: 191
#1: Tasmanian Dervish Atk: 300 Def: 150 HP: 300

Smartest Adventurer Contest:

#10: Accountant-Barbarian Atk: 164 Def: 109 HP: 214
#9: Kleptobraniac Atk: 161 Def: 183 HP: 172
#8: Kleptobraniac Atk: 163 Def: 196 HP: 182
#7: Metaphysical Gastronomist Atk: 186 Def: 190 HP: 137
#6: Metaphysical Gastronomist Atk: 199 Def: 199 HP: 146
#5: Kleptobraniac Atk: 185 Def: 242 HP: 207
#4: Metaphysical Gastronomist Atk: 218 Def: 220 HP: 168
#3: Metaphysical Gastronomist Atk: 228 Def: 228 HP: 177
#2: Metaphysical Gastronomist Atk: 238 Def: 238 HP: 194
#1: The Mastermind Atk: 250 Def: 250 HP: 200

Spookiest Adventurer Contest:

#10: Batburglar Atk: 159 Def: 164 HP: 158
#9: Plague Chef Atk: 167 Def: 168 HP: 122
#8: Plague Chef Atk: 184 Def: 184 HP: 133
#7: Plague Chef Atk: 191 Def: 191 HP: 141
#6: Ghostpuncher Atk: 224 Def: 123 HP: 250
#5: Plague Chef Atk: 211 Def: 208 HP: 161
#4: Batburglar Atk: 190 Def: 255 HP: 221
#3: Ghostpuncher Atk: 268 Def: 144 HP: 277
#2: Ghostpuncher Atk: 289 Def: 145 HP: 290
#1: Arthur Frankenstein Atk: 300 Def: 150 HP: 300

I'm beginning to get how this works. I'll write it up and post it...
 

Veracity

Developer
Staff member
Spading & Hypothesis

Look at the Adventurers you meet in position #1:

#1: Tasmanian Dervish Atk: 300 Def: 150 HP: 300
#1: The Mastermind Atk: 250 Def: 250 HP: 200
#1: Mr. Loathing Atk: 300 Def: 150 HP: 300
#1: Leonard Atk: 200 Def: 300 HP: 250
#1: Arthur Frankenstein Atk: 300 Def: 150 HP: 300

Each of their stats is either 150, 200, 250, or 300

The evidence suggests that all of the lesser adventurers would have similar patterns of stats, were they in position #1, but the stats scale down the farther they are from that position. Lets look at some examples:

#7: Metaphysical Gastronomist Atk: 186 Def: 190 HP: 137
#6: Metaphysical Gastronomist Atk: 199 Def: 199 HP: 146
#4: Metaphysical Gastronomist Atk: 218 Def: 220 HP: 168
#3: Metaphysical Gastronomist Atk: 228 Def: 228 HP: 177
#2: Metaphysical Gastronomist Atk: 238 Def: 238 HP: 194

I suggest that the base stats (in position #1) would be this:

#1: Metaphysical Gastronomist Atk: 250 Def: 250 HP: 200

You subtract 10 for each stat for each position down. There is random variance, as with (most) monsters. Using that rule, the base stats for the monsters I encountered in those positions would be:

#7: Metaphysical Gastronomist Atk: 190 Def: 190 HP: 140
#6: Metaphysical Gastronomist Atk: 200 Def: 200 HP: 150
#4: Metaphysical Gastronomist Atk: 220 Def: 220 HP: 170
#3: Metaphysical Gastronomist Atk: 230 Def: 230 HP: 180
#2: Metaphysical Gastronomist Atk: 240 Def: 240 HP: 190

Compare to the original stats with random factors.

Another example:

#8: Porkpocket Atk: 161 Def: 192 HP: 185
#7: Porkpocket Atk: 172 Def: 211 HP: 191
#6: Porkpocket Atk: 177 Def: 230 HP: 198
#4: Porkpocket Atk: 187 Def: 255 HP: 220
#3: Porkpocket Atk: 191 Def: 271 HP: 230

Using "subtract 10", the base stats (in position #1) would be this:

#1: Porkpocket Atk: 210 Def: 290 HP: 250

which would generate the following lesser ones, removing the random factor:

#8: Porkpocket Atk: 140 Def: 120 HP: 180
#7: Porkpocket Atk: 150 Def: 230 HP: 190
#6: Porkpocket Atk: 160 Def: 240 HP: 200
#4: Porkpocket Atk: 180 Def: 260 HP: 220
#3: Porkpocket Atk: 190 Def: 270 HP: 230

That doesn't look so good, except for HP. Let's try this:

#1: Porkpocket Atk: 200 Def: 300 HP: 250

and subtract 5% from Atk & Def for each level back:

#8: Porkpocket Atk: 165 Def: 195 HP: 180
#7: Porkpocket Atk: 170 Def: 210 HP: 190
#6: Porkpocket Atk: 175 Def: 225 HP: 200
#4: Porkpocket Atk: 185 Def: 255 HP: 220
#3: Porkpocket Atk: 190 Def: 270 HP: 230

Much better.

OK, let's assume that the "base" (position #1) stat for each adventurer is 150, 200, 250, or 300.
For each position back from #1, subtract 5% (for Atk or Def) or a flat 10 (for HP).

Given that, here is the chart:

Code:
      Atk/Def Atk/Def Atk/Def Atk/Def
-------------------------------------
 #1:   150      200     250     300
 #2:   142.5    190     237.5   285
 #3:   135      180     225     270
 #4:   127.5    170     212.5   255
 #5:   120      160     200     240
 #6:   112.5    150     187.5   225
 #7:   105      140     175     210
 #8:   97.5     130     162.5   195
 #9:   90       120     150     180
#10:   82.5     110     137.5   165

And here is how I would place each adventurer I have data for:

Fastest Adventurers:

Cheetahman Atk: 300 Def: 150 HP: 300
Microwave Magus Atk: 250 Def: 250 HP: 200
Kung-Fu Hustler Atk: 200 Def: 300 HP: 250
Tasmanian Dervish Atk: 300 Def: 150 HP: 300

Smartest Adventurers:

Accountant-Barbarian Atk: 300 Def: 200 HP: 300
Metaphysical Gastronomist Atk: 250 Def: 250 HP: 200
Kleptobraniac Atk: 250 Def: 300 HP: 250
The Mastermind Atk: 250 Def: 250 HP: 200

Strongest Adventurers:

Macho Man Atk: 300 Def: 150 HP: 300
Iron Chef Atk: 250 Def: 150 HP: 200
Entire Shoplifter Atk: 250 Def: 300 HP: 250
Mr. Loathing Atk: 300 Def: 150 HP: 300

Sleaziest Adventurers:

Grease Trapper Atk: 300 Def: 150 HP: 300
Ham Shaman Atk: 250 Def: 250 HP: 250
Porkpocket Atk: 200 Def: 300 HP: 250
Leonard Atk: 200 Def: 300 HP: 250

Spookiest Adventurers:

Ghostpuncher Atk: 300 Def: 150 HP: 300
Plague Chef Atk: 250 Def: 250 HP: 200
Batburglar Atk: 250 Def: 300 HP: 250
Arthur Frankenstein Atk: 300 Def: 150 HP: 300
 

Bale

Minion
Veracity, it seems you keep getting Spooky and Sleazy mobs also? Have you ever gotten something else? I never did.
 

Bale

Minion
It is true that I have only used the usual group of 3 moon signs, but one would assume that they wouldn't all use the same 2 elements... Maybe one of them had a chance of another element, but failed?
 

Yendor

Member
Here's my interpretation of the data:

There are three types of adventurers: fighters, mages and thieves. The top fighter has 300 Att, 150 Def, 300 HP. The top mage has 250 Att, 250 Def, 200 HP. The top thief has 200 Att, 300 Def, 250 HP. For each position back in the queue, fighters lose 15 Att, 5 Def, 10 HP. Mages lose 10 Att, 10 Def, 10 HP. Thieves lose 5 Att, 15 Def, 10 HP.
 

Veracity

Developer
Staff member
Here's how we would encode that:

Code:
Fighter	 Atk: [300-15*(pref(nsContestants1)-1)] Def: [150-5*(pref(nsContestants1)-1)] HP: [300-10*(pref(nsContestants1)-1)]
Mage	 Atk: [250-10*(pref(nsContestants1)-1)] Def: [250-10*(pref(nsContestants1)-1)] HP: [200-10*(pref(nsContestants1)-1)]
Thief	 Atk: [200-5*(pref(nsContestants1)-1)] Def: [300-15*(pref(nsContestants1)-1)] HP: [250-10*(pref(nsContestants1)-1)]
nsContestants1 is for the Fastest Adventurers.
nsContestants2 is for the Stat adventurers, so we will have three of each of the above
nsContestants3 is for the Elemental Adventurers, so we will have five of each of the above
The "boss" in each contest is always in position #1, so doesn't need an expression. And, using your insight, we can see that the bosses have "classes" themselves:

Tasmanian Dervish, Mr. Loathing, Arthur Frankenstein = fighters
The Mastermind = mage
Leonard = thief

Seannery the Conman = TBD (thief?)
The Lavalier = TBD (fighter?)
Mrs. Freeze = TBD (mage?)
Odorous Humongous = TBD (fighter?)
 

Veracity

Developer
Staff member
Revision 15298 adds monster stats for all the contestants, using Yendor's insight - and a modification of my formulae for them.

Let's give it a go and see how the predictions are...
 

Veracity

Developer
Staff member
I noticed something weird (but unimportant) that I'm not sure we can fix.

We annotate monsters in the Relay Browser with what we think Atk/Def/HP are.
If you have Manual, we take those from what it says, otherwise from the monsters.txt data
As you fight the monster, we adjust all of those, based on what happens in the fight: deleveling can change Atk/Def, many things can take HP.
When you win the fight, we reset the annotations to what monsters.txt says. Note that Manuel does not do that; the final stats he shows for the monsters show 0 HP, for example.

The funny thing is that for the contestants, the monsters.txt formula includes the number of contestants remaining, and we decrement that when you beat the monster - BEFORE we reset the stats. Therefore, the annotated stats displayed at the end of the fight are what we'd expect for this same monster if it were the NEXT contestant.

Perhaps the easiest (and maybe even "right") solution would to leave the monster states of the defeated monster be those of the monster at the end of the fight - 0 HP, and so on - just like Manuel does.

Edit: and ... I have implemented that exact fix, but Sourceforge is not letting me commit code. I'll try again later.
 
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Veracity

Developer
Staff member
Revision 15312 should fix this. If I didn't break anything else, this might mean this New Content is done.
 

Veracity

Developer
Staff member
I heard someone in /hardcore today speculate that your moon sign could affect which groups you get.
Gotta love "speculation". I think I'd prefer "data".

I'm on my 11th ascension since the new tower rolled out.

Ascend as a Normal Female Seal Clubber under the Platypus sign on (Path 22) path, banking 9305 Karma.
Spooky

Ascend as a Normal Female Turtle Tamer under the Platypus sign on (Path 22) path, banking 9455 Karma.
Sleaze

Ascend as a Hardcore Female Seal Clubber under the Mongoose sign on the Standard path, banking 9605 Karma.
Stench

Ascend as a Hardcore Female Turtle Tamer under the Mongoose sign on the Standard path, banking 9905 Karma.
Spooky

Ascend as a Hardcore Female Pastamancer under the Wallaby sign on the Standard path, banking 10205 Karma.
Sleaze

Ascend as a Hardcore Female Sauceror under the Wallaby sign on the Standard path, banking 10505 Karma.
Hot

Ascend as a Hardcore Female Disco Bandit under the Vole sign on the Standard path, banking 10805 Karma.
Sleaze

Ascend as a Hardcore Female Accordion Thief under the Vole sign on the Standard path, banking 11105 Karma.
Spooky

Ascend as a Normal Female Pastamancer under the Wallaby sign on the Standard path, banking 11405 Karma.
Sleaze

Ascend as a Normal Female Accordion Thief under the Vole sign on the Standard path, banking 11555 Karma.
Sleaze

Ascend as a Normal Female Sauceror under the Wallaby sign on the Standard path, banking 11705 Karma.
Stench

As you can see, I've had 0 Cold, 1 Hot, 2 Stench, 3 Spooky, and 5 Sleaze

If we assume that all 5 elements are equally likely, you have a .20 chance of a given element and .80 chance of NOT getting that element. So, not getting Cold in 11 tries is .80**11 = .0687 -> about 7%.

I have no reason to believe, based on my small amount of data, that it is more than just RNG.

In any case, I think this New Content is implemented and I will so mark it.
 
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