New Content Step right up! Post monster Meat and/or item drop spading here!

Ryo_Sangnoir

Developer
Staff member
As a clarification on the bakelite backpack: it gives Mval / 2, rounded down. So it's down to 2 possibilities for the Mval, and it tends to be a multiple of 5 except for early monsters. Not sure about sabre-toothed lime. I've updated a bunch of wiki values.

I checked Professor Jacking: bashed 100, so meat is 200.

I checked the twins and got the same values, but I think Bubblemint Twins is more likely to be 65 than 64.

I checked the skullbat and got a different value: I bashed 14, so that'd be 28. Same as the briefcase bat.

Scary pirate is 45 on the wiki: the page is at "Scary pirate (cursed)".
 

Veracity

Developer
Staff member
Thanks for doing Professor Jacking! I didn't want to do that map again.

I just spaded some things on my "to be spaded" list

Code:
I wished to fight a bogart
-> 15 Meat. KoLmafia's value of 30 is correct. (Wiki says 54)

I wished to fight a Knob Goblin Elite Guardsman
-> 25 Meat. KoLmafia's value of 50 is correct. (Wiki says 52)

I wished to fight a Gnollish Bodybuilder
-> 10 Meat. So, either 20 or 21. KoLmafia says 20. Wiki says 21.

I faxed a Zombie Quiet Healer
-> 57 Meat. KoLmafia's value of 115 (like a regular Quet Healer) is correct.

I fought a saber-toothed lime in the Daily Dungeon
- 7 Meat. So, either 14 or 15. KoLmafia says 15. Wiki says 14.

I fought a dairy ooze in the Daily Dungeon
- 7 Meat. So, either 14 or 15. KoLmafia says 12. Wiki says 12.

I fought a pencil golem in the Daily Dungeon
- 0 Meat.

I fought an apathetic lizardman in the Daily Dungeon
- 10 Meat. So, either 20 or 21. KoLmafia says 20. Wiki says 20.

Tomorrow I will wish or fax (or encounter in the DD) a hep cat, a giant giant moth, a vampire clam, a yakuza thug.

I agree that the sabre-tooth lime is unclear. It is an early monster and could easily be 14 rather than 15.

Here are the current results of "checkmeat":

Spaded: KoLmafia is correct, Wiki cannot be correct

Code:
Monster 'bogart' (1348) drops 30 but Wiki says 54
Monster 'dairy ooze' (69) drops 14 but Wiki says 12
Monster 'Knob Goblin Elite Guardsman' (79) drops 50 but Wiki says 52
Monster 'Zombie Quiet Healer' (311) drops 115 but Wiki says 118
Spaded: Ambiguous; KoLmafia has one value, the Wiki has the other value

Code:
Monster 'cleanly pirate' (621) drops 60 but Wiki says 61
Monster 'creamy pirate' (622) drops 60 but Wiki says 61
Monster 'Gnollish Bodybuilder' (13) drops 20 but Wiki says 21
Monster 'sabre-toothed lime' (70) drops 14 but Wiki says 15
To be Spaded:

Code:
Monster 'giant giant moth' (72) drops 15 but Wiki says 16
Monster 'hep cat' (1616) drops 20 but Wiki says 0
Monster 'the ghost of Phil Bunion' (1352) drops 35 but Wiki says 72
Monster 'turtle trapper' (685) drops 100 but Wiki says 102
Monster 'vampire clam' (75) drops 20 but Wiki says 18
Monster 'yakuza thug' (1317) drops 25 but Wiki says 24
Monster 'Zombie Goth Giant' (312) drops 150 but Wiki says 182
Special Cases:

Code:
Monster 'clan of cave bars' (1162) drops 400 but Wiki says 0
Cannot be spaded: Wiki has a value. Should KoLmafia believe it?

Code:
Monster 'Mob Penguin Smasher' (-46) drops 0 but Wiki says 50
Monster 'Mob Penguin Smith' (-45) drops 0 but Wiki says 105
Monster 'Mob Penguin Supervisor' (-44) drops 0 but Wiki says 205
Revision 20030 updates various Meat drops from your (and my) spading and gives the scary pirate a Wiki Name attribute so we can look it up successfully.
 

Veracity

Developer
Staff member
More spading - 3 monsters from the Daily Dungeon, 3 monsters from Genie wishes:

Code:
dairy ooze - 6 (12 or 13)
vampire clam - 9 (18 or 19)
giant giant moth - 8 (16 or 17)
hep cat - 5 (10 or 11)
yakuza thug - 12 (24 or 25)
Zombie Goth Giant - 75 (150 or 151)

Looking at discrepancies in checkmeat:

Code:
KoLmafia and Wiki are both wrong:

Monster 'hep cat' (1616) drops 20 but Wiki says 0

KoLmafia is wrong, Wiki is right:

Monster 'dairy ooze' (69) drops 14 but Wiki says 12
Monster 'giant giant moth' (72) drops 15 but Wiki says 16
Monster 'vampire clam' (75) drops 20 but Wiki says 18

KoLmafia is right, Wiki is wrong:

Monster 'Zombie Goth Giant' (312) drops 150 but Wiki says 182

Either KoLmafia or Wiki could be right:

Monster 'yakuza thug' (1317) drops 25 but Wiki says 24
KoLmafia revision 20039 corrects dairy ooze, giant giant moth, vampire clan, and hep cat.
Wiki needs correction for hep cat and Zombie Goth Giant. And maybe yakuza thug.
 

Ryo_Sangnoir

Developer
Staff member
Finished up healing crystal golem: new age healing crystals are 20% and 15%.

Also for the basic lihc, both drops are 30%.

Possessed sugar cubes from Sloppy Seconds Sundae are 15%, fighting only copied monsters (zoneless). I think there's some strange zone-based interaction here: the wiki page says max 20 drops per day -- is that all it is?

I spaded the Neverending Party uncommon drop rates a while back: they have a mechanic where each time you successfully get a particular item, the rate of that item drops. Each monster has two commons, one rare and, apart from the burnout, two uncommons. The uncommon drops start at 15%, then drop to 5%, then drop further. I think Pickpocket uses the original drop rate when checking items, because I seem to steal them much more often than I'd expect.

I didn't check the commons because they were too high to start with, and I've lots of passive item. I think I could wish for some negative item effects to do it more thoroughly.
 
Last edited:

lostcalpolydude

Developer
Staff member
Finished up healing crystal golem: new age healing crystals are 20% and 15%.

Also for the basic lihc, both drops are 30%.
20061.

Possessed sugar cubes from Sloppy Seconds Sundae are 15%, fighting only copied monsters (zoneless). I think there's some strange zone-based interaction here: the wiki page says max 20 drops per day -- is that all it is?
Hmm....

I spaded the Neverending Party uncommon drop rates a while back: they have a mechanic where each time you successfully get a particular item, the rate of that item drops. Each monster has two commons, one rare and, apart from the burnout, two uncommons. The uncommon drops start at 15%, then drop to 5%, then drop further. I think Pickpocket uses the original drop rate when checking items, because I seem to steal them much more often than I'd expect.
I don't think there's a good way of handling a variable drop rate currently. If it's per item, then the number of drops could be tracked, and maybe it could be up to a script to know what that means? Is it worth tracking?
 

xKiv

Active member
If it's per item, then the number of drops could be tracked, and maybe it could be up to a script to know what that means? Is it worth tracking?


From what I hazily remember, those were always counting *any and all items that dropped while in the zone*, even avatar potions and items from non-native wanderers. So you always wanted to avoid anything else with drops, because those drops would prevent you from getting the items you were actually after.
 

Crowther

Active member
From what I hazily remember, those were always counting *any and all items that dropped while in the zone*, even avatar potions and items from non-native wanderers. So you always wanted to avoid anything else with drops, because those drops would prevent you from getting the items you were actually after.
I hope not, because this would be the second time having the Monster Manuel hurts an IotM.
 

Ryo_Sangnoir

Developer
Staff member
From what I hazily remember, those were always counting *any and all items that dropped while in the zone*, even avatar potions and items from non-native wanderers. So you always wanted to avoid anything else with drops, because those drops would prevent you from getting the items you were actually after.

That's how the Conspiracy Island lab (and presumably Spring Break Beach) work, but not how the Party works.

The Conspiracy Island lab monsters have Manuel drops, and getting those means you can't get the useful drops like serum G-9.
 

Rinn

Developer
found some wrong multiuse flags by pulling a bunch of trash out of my shop, it isn't meat or item spading but it's incredibly trivial so i don't want to make a new thread for it:
Code:
Super Weight-Gain 9000 is multiusable, but KoLmafia thought it was not
stick is multiusable, but KoLmafia thought it was not
correction fluid is multiusable, but KoLmafia thought it was not
too legit potion is multiusable, but KoLmafia thought it was not
potion of the captain's hammer is multiusable, but KoLmafia thought it was not
potion of X-ray vision is multiusable, but KoLmafia thought it was not
potion of animal rage is multiusable, but KoLmafia thought it was not
ruby on canes is multiusable, but KoLmafia thought it was not
gingerbread spice latte is multiusable, but KoLmafia thought it was not
Fabiotion is multiusable, but KoLmafia thought it was not
glob of undifferentiated tissue is multiusable, but KoLmafia thought it was not
gray seashell is multiusable, but KoLmafia thought it was not
green seashell is multiusable, but KoLmafia thought it was not
yellow seashell is multiusable, but KoLmafia thought it was not
 

Ryo_Sangnoir

Developer
Staff member
Checked out Pirates of the Garbage Barges: each pirate has a common, a Manuel and a rare drop, and the flashy pirate drops everything at the rates the others have.

flashy pirate:
grogpagne, nasty snuff, beard incense: 15% each
flashy dreadlocks: 10%
dirty rigging rope, perfume-soaked bandana, sewage-clogged pistol: 5% each

filthy pirate:
grogpagne: 15%
plunge-leg: 10%
dirty rigging rope: 5%

fishy pirate:
beard incense: 15%
bucket of fish juice: 10%
perfume-soaked bandana: 5%

funky pirate:
nasty snuff: 15%
funky eyepatch: 10%
sewage-clogged pistol: 5%

also: looks like the stinky fannypack isn't doubled by the broken champagne bottle (but is by Squint). I'm not perfectly sure, but it looks like that's how it is. This is complicated by other interactions in that area: e.g. Macrometeorite cancels PFC, but Replace Enemy doesn't (probably) (I might want to recheck Macro); surprisingly capacious handbag didn't work at all for a while...
 
Last edited:

Aenimus

Member
Pinning this and making it a general drops/meat thread was a great idea. Thanks to everyone who has contributed and implemented changes.

I'll try to get back on the spade-wagon myself, shortly.

One change I did add to the wiki recently was the combat rate for the gallery (I checked against my LAR logs/spreadsheet). It's a 90% combat rate location. Wiki thought it was 85; mafia thinks it's 95%, as it does for ballroom.

Mafia locations with incorrect combat frequencies:
The Haunted Gallery 95% -> 90% combat location (corrected on the wiki)
The Haunted Ballroom 95% -> 90% combat location (wiki is correct)

EDIT:
The Haunted Billiards Room 75% -> 85% (checked against my LAR spreadsheet and Ezandora also thinks the same)
 
Last edited:

lostcalpolydude

Developer
Staff member
Pinning this and making it a general drops/meat thread was a great idea. Thanks to everyone who has contributed and implemented changes.

I'll try to get back on the spade-wagon myself, shortly.

One change I did add to the wiki recently was the combat rate for the gallery (I checked against my LAR logs/spreadsheet). It's a 90% combat rate location. Wiki thought it was 85; mafia thinks it's 95%, as it does for ballroom.

Mafia locations with incorrect combat frequencies:
The Haunted Gallery 95% -> 90% combat location (corrected on the wiki)
The Haunted Ballroom 95% -> 90% combat location (wiki is correct)

EDIT:
The Haunted Billiards Room 75% -> 85% (checked against my LAR spreadsheet and Ezandora also thinks the same)

I assume you are looking at mafia's combat rates adjusting for your combat rate modifiers? The values in mafia don't match your current (or proposed) suggestions.
 

Aenimus

Member
D'oh! No, I completely forgot to account for my player modifiers.

However, the proposed modifications are based on LAR data and still stand. Once KoL is back up, I'll double check which ones Mafia needs to change.
 
Last edited:

gausie

D̰͕̝͚̤̥̙̐̇̑͗̒e͍͔͎͈͔ͥ̉̔̅́̈l̠̪̜͓̲ͧ̍̈́͛v̻̾ͤe͗̃ͥ̐̊ͬp̔͒ͪ
Staff member
Combat rate changes in r20146, thanks Aen.
 

Ryo_Sangnoir

Developer
Staff member
Checked the Haunted Nursery:

creepy doll:
* droopy doll eye: 10%
* creepy doll head: 5%
* creepy voice box: 5%

spooky music box:
* tiny dancer: 15%
* spooky music box mechanism: 5%

possessed toy chest:
* spooky alphabet block: 20%
* spooky sound effects record: 15%
* haunted paddle-ball: 5%
 

Aenimus

Member
Ryo, do you have a list of locations you plan to go through? I can try to get the work split up with you.
 

Ryo_Sangnoir

Developer
Staff member
Ryo, do you have a list of locations you plan to go through? I can try to get the work split up with you.

Not really, I'm doing it pretty ad-hoc. At the moment I'm doing Fungal Nethers. Let me know if there's an area you'd especially like?

A good target is:
* available in aftercore
* small numbers of monsters: enough to banish everything except the one I'm looking for
* small enough number of items to get it in one free kill session

If you can recruit other people, a set I'm really interested in would be the vote monsters (bureaucrat / snake). Currently I have:

annoyed snake: 242 yes
bureaucrat: req: 271 yes 70 no; ballot 406 no

These only come up once / day, and the snake especially comes up once in a blue moon, so it would be nice to have other people working on this :)
 

SSBBHax

New member
Here are the drop rates for the monsters in the Secret Council Warehouse:


warehouse clerk

warehouse inventory page = 10% drop
warehouse clerk's glasses* (avatar potion) = 15% drop


warehouse guard

warehouse map = 10% drop
warehouse walkie-talkie* (avatar potion) = 15% drop


warehouse janitor

janitor sponge = 10% drop
janitor's mop* (avatar potion) = 15% drop
 
Top