Special note re: fist: Fist of the Mummy actually bypasses physical resistance (but not damage mitigation). You can confirm this by using it with a lot of ML running, with no ML running, with negative ML running, and against your winged yeti :P I haven't checked how Pinch Ghost works, but I suspect it'd be something similar.
todo: run a bajillion ML against a banshee librarian, try pinch ghost, check damage.
BTW, the new formulas have been working really well. The amount of MP it saves me is small (over hard coding storm), but significant, because I'm normally MP starved in Ed even when dying twice to get the most MP out of my bugs.
Anyway, back to physical spells and ghosts especially physical spells that override a ghosts physical damage resistance. Not all ghosts (as defined by those you can pinch) resist physical damage. That confused me for a bit. WHAM/BatBrain do not know that Pinch Ghost will do 50 damage against Chalk Wraths. So a method for dealing with this problem does not already exist. The upside is, if someone figures it out, Pinch Ghost will become useful to WHAM for those not under Type69.
I wish there were a twitchleak involving all the crazy things skills can do, a la what we had for monster specials.
Some initial spading regarding Roar of the Lion, at 5k myst because I got impatient:
I got a few other values:
This suggests damage looks like ceil(rand(1.5,2) * buffedmyst), when combined with my low-level testing.Code:9619, 7596
Unfortunately Storm of the Scarab requires a bit more manual intervention on my behalf, since I'll need to record damage ranges manually (Mafia collapses all damage from a single hit into a single value in the logs). I'll see what I can do about getting that
Storm of the Scarabs damage, adjusted for spell damage and the one time I got a crit.
I also gained a mysticality point at the end of the first combat that exceeded 3000 damage :/
This looks tentatively like the total damage scales like rand(0.4-0.6ish*myst) (there's a few data points that suggest the upper bound is slightly higher than 60%), then damage is distributed uniformly at random between the elements (on average, 0.08-0.12 per element as earlier estimated) (based on the variance in each sample).
I'm not sure what's up with the upper bound. There's about a 3.5% chance it's 0.62 or higher.
I have some more data from later, when I stopped paying attention to the individual element damage.
No base damage, as can be verified at low mysticality (i.e. beginning of a run).
Remember that spell damage is applied to each element, so it counts essentially 5-fold on a skill like this.
It looks like any ceiling on spell damage happens at the very end (i.e. after spell% is applied).
Batbrain is complaining about the following:
It's in monsters.txt as:Code:Encounter with "Cbzzter the Grisly Bear" not found! Attempting case-insensitive match...
but it displays in the gCLI as:Code:Cbzzter the Grisly Bear
and the session log as:Code:C<i>bzzt</i>er the Grisly Bear
I don't know whether this is a BatBrain issue or a KoLmafia issue. I'm hoping that someone with more knowledge can tell me which it is.Code:Encounter: C<i>bzzt</i>er the Grisly Bear