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- Resources:
- Encounter flowchart: https://imgur.com/a/9lAw7ot
- The wikipage for the queue: http://kol.coldfront.net/thekolwiki/index.php/Adventure_Queue
- My infographics for the queue: https://imgur.com/a/pQA7uEf
- Topics:
- 1. How the game decides whether you receive a combat (or any of the other numerous things)
- > Lyft's encounter ontology https://imgur.com/a/9lAw7ot
- 2. What is the queue?
- > Queue is a little bit of a misnomer, because it discusses past encounters, not future encounters.
- > It's probably better to think of it as a "combat history"
- > Each zone has its own history.
- > The history is five "slots". [https://imgur.com/a/pQA7uEf]
- > If nothing is in the history, the pool of encounters each have an equal chance to occur.
- > Each time you get an encounter (whether it is a combat or a choice), it takes the "left-most slot". Duplicates are allowed.
- > If the history already has 5 things in it, the right-most (oldest) slot is pushed out in favour of the left-most slot.
- > Anything already in the history; i.e., one of the five "slots" receives a 75% rejection chance. If it is rejected, it is rerolled.
- > If a monster appears at least once in any of the five slots, it will have the 75% rejection chance.
- > Even if a monster appears in all the fives slots the rejection chance is still only ever 75% chance if it appears in the history at least once, and 0% rejection if it is not in the history (almost all the time).
- > You can reroll the encounter that was just rejected. This can happen up to 100 times, at which point the 101st thing will happen no matter what(?).
- > The history rejection affects NCs AND combats, but they each have their own 5 slot history.
- > Noncombats are not added to their Noncombat history if you take an option that doesn't take a turn.
- > This means it can be optimal to pick a turncosting option in a noncombat you don't care about, just to get it out of the way.
- This costs a turn to save a fraction of turn, so it's basically only worth doing if you are in a zone where you are burning delay and would spent that turn anyway. Examples are the Castle Ground Floor and the Haunted Ballroom.
- > Only monsters encountered via a combat roll are affected and added to the history.
- > Monsters encountered via a NC, wish, fax, wanderer etc. are not added to the history and are not affected by the state of the history.
- > This is why you cannot time-spin the (for example) ghost you've digitized, or a holiday wanderer.
- > Banished monsters ARE put into the history. Same with free runaways and free kills.
- > If you use macrometeor, the initial encounter is added to the history. The monster you encounter AFTER using macrometeor is NOT added to the history.
- > The time-spinner can be used to check this, since it lets you spin up monsters that are currently in the history in any zone.
- 3. What do we mean by a "sniff"
- > "Sniff" comes from the skill "Transcendent Olfaction", whose flavour text was literally that you sniff the target monster, and start to track it (like a hunter).
- > It has now become an umbrella term for skills that create "copies" of a monster in its native zone. Not to be confused with copies created by items; e.g., Spooky Putty.
- > We'll call these sniff copies "pool copies".
- > Currently, we have a number of ways to create pool copies:
- 1. Transcendent Olfaction
- 2. Get a good whiff of this guy (Nosy Nose)
- 3. Daily Affirmation: Become Superficially Interested
- 4. Gallapagosian Mating Call (Illustrated Mating Rituals of the Gallapagos, Madame Zatara’s Relationship Fortune Teller)
- 5. Offer Latte to Opponent (latte lovers member's mug)
- 6. Various avatar sniffs; e.g., Dark Gyffte's percieve soul (mention that this is probably 2-3 copies)
- > No matter how a monster was encountered; e.g., a wish, using something that creates a pool copy puts the pool copies in all the zones to which that monster is native.
- > Let's pretend we wish for an AMC Gremlin (God forbid), and we use Transcendent Olfaction, each gremlin zone would have 4 copies of the AMC gremlin (native + 3 olfaction copies).
- 4. Why is Transcent Olfaction so good compared to other types of "pool copy creators"
- > On top of adding pool copies, Transcendent Olfaction also removes the rejection chance of the monster on which it was used. ALL copies have their rejection removed.
- > Insert The Junk anecdote from Hole in the Sky
- > TLDR removing rejection is much better than adding copies, probably past the point of the highest number of copies we can actually make.
- 5. What does banishing actually do?
- > When you banish a monster it only removes the native monster(s) (any added pool copy(s) remain), but from every zone.
- > This means, if you use Olfaction on a monster, then banish it, you will have a total of 3 copies in the zone. The "native copy" is removed, and the three "pool copies" remain.
- > You cannot banish pool copies. Banishes only banish the native monster.
- > This also means that if a monster appears in more than one zone; e.g., gremlins, banishes are extra valuable, because the monster gets removed without even being in history of that zone.
- > Similarly, monsters you encountered as a result of macrometeorite rerolls have additional value.
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