Maximizer and weapons?

fronobulax

Developer
Staff member
I know https://kolmafia.us/threads/maximizer-didnt-equip-a-weapon.29577/#post-174282 is out there, unresolved, and my attempts to fix have languished.

I am doing a HC, SC Sea Run, pretty much manually. AFAIK autoscend isn't handling the Sea (yet?) and I can do better than simplesmack running combats.

I had to run in the Anemone Mine to find Grandpa. I remembered it had a pearl drop so I was maximizing for Spooky Res. I was doing that about every five turns since my only source was spells. Initially it suggested I could gain +3 by unequipping the skate blade. I ignored that recommendation because I could win combats with it without burning mana. I did a couple of experiments with Modtrace. The numbers didn't make sense to me but I did not investigate. (Modtrace showed +3 before spells and +8 after. But a UI element that I don't have a name for listed the res as +3). At some point when I re-ran the maximization it stopped suggesting I unequip the weapon.

There are a lot of questions and I will try and answer them tomorrow. It may be that https://kolmafia.us/threads/r28728-...c-in-3134-full-changelog-r28727-r28728.31384/ will change something. Understanding why the Maximizer does not seem consistent and why it wants to unequip the weapon may give some insight into the "Maximizer doesn't equip a weapon" issue.

Posting in case this triggers comments and observations of similar behaviour.
 
Not repeatable after r28728.

Maximizer likes a pair of the deep sea six shooters over skate blade etc. for a Seal Clubber which is counter intuitive but using effective "fixes" that.

There may be nothing to see here but it is refreshing to have limited equipment and thus less than 30 possible combinations :-)
 
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