yojimbos_law

comments on SSBBHax's 2/402 SCLtA log and plan

Jul 9th, 2017
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  1. Some of these recommendations are going to involve skills you don't have. I'd strongly consider perming the following in no particular order(since I'm just listing them as they appear missing in your cheese profile) : ire of the orca, batter up, ghostly shell, patient smile, stuffed mortar shell, bind penne dreadful, bind undead elbow macaroni, itchy curse finger, saucestorm, curse of weaksauce, wry smile, aloysius' antiphon of aptitude, ur-kel's aria of annoyance, knowing smile, song of the north, song of sauce, song of slowness.
  2. taking the LOV equipment that doesn't correspond to your mainstat tends to be wrong, especially for pastamancers given their offstat equalizing thralls (explained below). It's hard to overemphasize how truly absurd +25% mainstatgain is.
  3. pull a +mainstatgain% offhand (basaltamander buckler/fake washboard/backwoods banjo, depending on class) instead of an edpiece or the harem veil. This will trivialize all of your statgain concerns.
  4. clara's bell wants to be pulled on day 1. The typical use is when you can't drink cursed punch is the castle basement (day 1) and top floor (day 2). If you can't get to level 10 on day 1 (say, because you're skipping that day's lair), putting the first use in the friars should be passable.
  5. the primary draw to P as a class in competitive play is that offstat equalizing pasta thralls change your offstats in a manner that outfit-equipping (but not regular equipping) notices. The only outfits that really care about this are the frat/hippy war outfits (which don't really matter in thanksgardeny SC); however, having some custom outfits prepared before your ascension can make this quirk really useful for meeting offstat requirements and thus quest sequencing. http://imgur.com/hP0Oib7
  6. stuffed mortar shell is incredibly efficient (especially as P and/or with -mp cost stuff). I'd strongly recommend casting it in lieu of WotP and saucegeyser.
  7. I'm a bit confused regarding the numerous rook digitizes in your plan. That said, I can't really think of anything that'd be much better, besides maaaaybe 1 copy of a ghuol swarm as your third one on day 1. Digitizing the writing desk twice is sometimes reasonable, too, if you 'need' to access the second floor quickly, which you probably shouldn't these days.
  8. I see that you didn't run many turns of your +exp buffs. I would recommend having those active consistently until stats stop mattering. If mp is too tight for that sans familiars, at least maintain the efficient ones like drescher's (and ur-kel's, which I see you don't have permed).
  9. pulling a clockwork pirate skull instead of an eyepatch gives +8 turngen due to untinkering for a clockwork maid.
  10. since you're getting really close to bleeding edge play in SC, you should probably start looking into decisions that trade turngen for turnsavings more aggressively than you're likely used to (e.g. replacing an AED with some turkey blasters). One notion that's pretty helpful when considering options like that is net turngen (i.e. [turns saved]+[turns generated]), which is essentially a way to quantify how much an option helps/hurts making daycount. Essentially you'll be taking your current plan and replacing things with positive net turngen with low turnsavings with a bunch of negative net turngen things with higher turnsavings until you get as close to having no leftover turns as possible/comfortable. This probably isn't new information to you, but you never know!
  11. I'd recommend working toward skipping at least the day 1 lair. Just play turns until disavowed gets too shitty and then wait for rollover to make things swell again. It's a pretty good lesson in banking turns being notably better than playing all of your turns every day.
  12. Your plan would probably benefit from 3-6 turkey blasters in the form of pulled cornucopias instead of a mojo filter, splendid martini, harem veil, and at least one desert item.
  13. If you're not killing your mainstat witchess piece, I would strongly recommend considering that in the future. It's nontrivial, so read up and practice in aftercore using stat-limiting effects (e.g. drenched in lava or whatever the effect is in fear man's level). Here's an in-depth discussion of the different approaches. http://forums.kingdomofloathing.com/vb/showthread.php?t=225223
  14. Be careful with your allocation of early zones with delay. when you finish things like the outskirts of cobb's knob, the spooky forest, and the boss bat's lair early on, you tend to run out of places to put wanderers/turkey blasters in the mid/late-game. Obviously there's tension there with early statgains, but that's kind of a necessary evil.
  15. I haven't really tried it or done the math necessary to understand how good it is, but I like the idea of pulling a huge bowl of candy to use with sweet synthesis for +item%. your current pulls and things suggested above are probably better, but it's worth considering in low +item%, high daycount paths like this one.
  16. One thing to keep in mind is that no matter how impactful any one change you make to your plans at this point, you should not expect to see an improvement of more than 5-10 turns on average, which is much, much, much smaller than the typical variance in ascension turncount. It's just worth keeping that in mind when looking for empirical evidence that your changes make a difference.
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