Aenimus

Encounters, queue, sniff/copies, macrometeorite and banishes

Mar 17th, 2019
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  1. Resources:
  2. Encounter flowchart: https://imgur.com/a/9lAw7ot
  3. The wikipage for the queue: http://kol.coldfront.net/thekolwiki/index.php/Adventure_Queue
  4. My infographics for the queue: https://imgur.com/a/pQA7uEf
  5.  
  6. Topics:
  7.  
  8. 1. How the game decides whether you receive a combat (or any of the other numerous things)
  9. > Lyft's encounter ontology https://imgur.com/a/9lAw7ot
  10.  
  11. 2. What is the queue?
  12. > Queue is a little bit of a misnomer, because it discusses past encounters, not future encounters.
  13. > It's probably better to think of it as a "combat history"
  14. > Each zone has its own history.
  15. > The history is five "slots". [https://imgur.com/a/pQA7uEf]
  16. > If nothing is in the history, the pool of encounters each have an equal chance to occur.
  17. > Each time you get an encounter (whether it is a combat or a choice), it takes the "left-most slot". Duplicates are allowed.
  18. > If the history already has 5 things in it, the right-most (oldest) slot is pushed out in favour of the left-most slot.
  19. > Anything already in the history; i.e., one of the five "slots" receives a 75% rejection chance. If it is rejected, it is rerolled.
  20. > If a monster appears at least once in any of the five slots, it will have the 75% rejection chance.
  21. > 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).
  22. > 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(?).
  23. > The history rejection affects NCs AND combats, but they each have their own 5 slot history.
  24. > Noncombats are not added to their Noncombat history if you take an option that doesn't take a turn.
  25. > 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.
  26. 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.
  27. > Only monsters encountered via a combat roll are affected and added to the history.
  28. > 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.
  29. > This is why you cannot time-spin the (for example) ghost you've digitized, or a holiday wanderer.
  30. > Banished monsters ARE put into the history. Same with free runaways and free kills.
  31. > 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.
  32. > 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.
  33.  
  34. 3. What do we mean by a "sniff"
  35. > "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).
  36. > 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.
  37. > We'll call these sniff copies "pool copies".
  38. > Currently, we have a number of ways to create pool copies:
  39. 1. Transcendent Olfaction
  40. 2. Get a good whiff of this guy (Nosy Nose)
  41. 3. Daily Affirmation: Become Superficially Interested
  42. 4. Gallapagosian Mating Call (Illustrated Mating Rituals of the Gallapagos, Madame Zatara’s Relationship Fortune Teller)
  43. 5. Offer Latte to Opponent (latte lovers member's mug)
  44. 6. Various avatar sniffs; e.g., Dark Gyffte's percieve soul (mention that this is probably 2-3 copies)
  45. > 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.
  46. > 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).
  47.  
  48. 4. Why is Transcent Olfaction so good compared to other types of "pool copy creators"
  49. > 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.
  50. > Insert The Junk anecdote from Hole in the Sky
  51. > TLDR removing rejection is much better than adding copies, probably past the point of the highest number of copies we can actually make.
  52.  
  53. 5. What does banishing actually do?
  54. > When you banish a monster it only removes the native monster(s) (any added pool copy(s) remain), but from every zone.
  55. > 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.
  56. > You cannot banish pool copies. Banishes only banish the native monster.
  57. > 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.
  58. > Similarly, monsters you encountered as a result of macrometeorite rerolls have additional value.
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