I've been working hard for the past month on souping up our Spelunky support.
- I improved the spoilers for all the choice adventures: many of the Gold ranges were wrong, rather than just saying "take damage", say "take 10 damage" (for opening the Altar), and so on.
- I fixed logging bugs - like losing track of the turn count when you have the joke book equipped, and logging the location when you fight the ghost.
- I fixed inventory tracking for automatically equipped items.
- And I added Damage Calculator, using the Wiki's Weapon Damage page to tell me how things work.
All that, plus Bale's essential Spelunky noncombat relay script, make things pretty sweet, in my opinion. So, in a sense, this Feature is late. However, I've opened it so that we can discuss bugs and suggestions for improvement.
(Here's a suggestion for improvement for Bale: things have changed since you made your script. For example, one of the early noncombats has been modified to give much more gold, as confirmed by comparing current session logs with those from January. I suggest you take a look at KoLmafia's choice spoilers and see if you can learn anything from them.)
1) The Wiki's formula for weapon damage (omitting skills and non-Spelunky modifiers) is this:
melee: min( Muscle - Monster Defense, 0) + weapon damage
ranged: min( .75 * Moxie - Monster Defense, 0 ) + weapon damage
However, it is clear that the second formula is wrong in Spelunky. The following is correct:
ranged: min( .75 * ( Moxie - Monster Defense), 0 ) + weapon damage
If we assume that Spelunky is supposed to have the same combat mechanisms as regular KoL, simplified by the lack of combat skills and most combat modifiers, one must wonder: is the Wiki's formula incorrect for non-Spelunky monsters, too?
2) heeheehee indicated that my expected monster damage is sometimes way too high. I think I understand that: I didn't realize that several items provide Damage Reduction. I will fix my formula and we will see how it works.
Any other bugs or suggestions for things that would be useful?
- I improved the spoilers for all the choice adventures: many of the Gold ranges were wrong, rather than just saying "take damage", say "take 10 damage" (for opening the Altar), and so on.
- I fixed logging bugs - like losing track of the turn count when you have the joke book equipped, and logging the location when you fight the ghost.
- I fixed inventory tracking for automatically equipped items.
- And I added Damage Calculator, using the Wiki's Weapon Damage page to tell me how things work.
All that, plus Bale's essential Spelunky noncombat relay script, make things pretty sweet, in my opinion. So, in a sense, this Feature is late. However, I've opened it so that we can discuss bugs and suggestions for improvement.
(Here's a suggestion for improvement for Bale: things have changed since you made your script. For example, one of the early noncombats has been modified to give much more gold, as confirmed by comparing current session logs with those from January. I suggest you take a look at KoLmafia's choice spoilers and see if you can learn anything from them.)
1) The Wiki's formula for weapon damage (omitting skills and non-Spelunky modifiers) is this:
melee: min( Muscle - Monster Defense, 0) + weapon damage
ranged: min( .75 * Moxie - Monster Defense, 0 ) + weapon damage
However, it is clear that the second formula is wrong in Spelunky. The following is correct:
ranged: min( .75 * ( Moxie - Monster Defense), 0 ) + weapon damage
If we assume that Spelunky is supposed to have the same combat mechanisms as regular KoL, simplified by the lack of combat skills and most combat modifiers, one must wonder: is the Wiki's formula incorrect for non-Spelunky monsters, too?
2) heeheehee indicated that my expected monster damage is sometimes way too high. I think I understand that: I didn't realize that several items provide Damage Reduction. I will fix my formula and we will see how it works.
Any other bugs or suggestions for things that would be useful?
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