Bug - Fixed Monster stats calcualted incorrectly in BIG

Xande1

Member
Monster attack and defense in BIG are capped at 300 after the +150 from BIG is added (but before +ML effects are applied). HP just gets the +150, with no cap. Mafia knows about the +150 stats, but not about the cap, causing it to report incorrect monster stats on higher-end monsters, and calculate flyer done-ness incorrectly. (This also means that Wisnewski, the Man, and the NS aren't special cases.)

This changed some time after BIG went live, but didn't make it onto the wiki for a while. The wiki is still a bit confusing on this point, but I've done several BIG runs with a Monster Manuel, and can verify that monsters don't break 300 attack/defense unless the player is using +ML.
 
I can confirm that flyering was incorrectly reported as being complete while playing BIG! and flyering the gremlins. They "ought to" have about 320 ML but are capped at 300, causing Mafia to tell me flyering was at 100% when it was actually still only on the 'you're almost done' message at the arena. Whatever amount of flyering I did at the Orchard was enough to finish the thing off, so it wasn't too far out - but obviously still a problem.
 
I've noticed that flyering in BIG always reports it's done a little too soon. I'd not noticed if I was running ML (why bother, in most places, in BIG? You certainly don't need the extra stats), but it's possible. However, since I have Manuel, and KoLmafia supposedly sets the current monster's stats from what Manuel reports, I don't understand why that should be. I assume the flyering calculation is wrong, some how. Perhaps it adds on ML itself, rather than taking the true value for the round-0 monster.
 
Why not? Monsters naturally vary - and Manuel shows that variance. Is it not the case that flyering takes the actual ML of the monster into account - not that of an "average" monster of its type?
 
It uses the monster's ML before any deleveling happens, and Manuel's round 0 stats aren't currently saved anywhere. That could be changed, but I never really looked at a good way to do that because the current results seemed "good enough".

Before anything can be done to address this issue (of BIG ML being incorrectly applied), what happens with monsters that have ML above 300 before adding in BIG's bonus? The easiest place to test this would be with scaling monsters probably.
 
Before anything can be done to address this issue (of BIG ML being incorrectly applied), what happens with monsters that have ML above 300 before adding in BIG's bonus? The easiest place to test this would be with scaling monsters probably.

Scaling monsters don't get the BIG bonus (which is why everything in the Hidden Temple is so wimpy in BIG). So that pretty much leaves Hobopolis and the Sea. My character with a manuel is currently in aftercore, but when I jump back into big in a couple of days, I'll see if I can find out (unless someone beats me to it).

(And ninja'ed by Bale.)
 
Entered An Octopus Garden, ran into an Octopus Gardener. His stats were HP: 598, Atk: 425, Def: 326 and I made sure to not have any +ML active for the fight. Manuel stats are HP: 600, Atk: 425, Def: 360. The defense difference is due to wearing fuzzy slippers. HP was not boosted, contradicting the original claim and making me think there's some special cases in KoL's code to allow a few bosses to get the HP boost anyway. Since I don't really plan to account for a few special monsters, it's probably better to always apply the +HP and be too high in the Sea and Hobopolis than to not apply it for the Naughty Sorceress and war bosses.
 
The perfectly general rule is to give the BIG bonus as I described it in post 1 if the monster's base attack is less than 300, and do nothing to the monster otherwise. I can find no monster that doesn't work for.

EDITED TO ADD: Also, the bosses aren't special cases; there are regular war enemies (like the mobile armored sweat lodge) that exceed 300 hp in BIG after receiving the bonus.
 
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