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The Monster Survival Guide! (02/5/08)
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Robdalajara
Harder than Hardcore


Joined: 09 Dec 2005
Posts: 65

PostPosted: Fri Dec 09, 2005 7:15 am    Post subject: Reply with quote

Camp Logging Camp

Lumberjack Supervisor just hit me. 60 moxie, MCD 11
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Kittiwake
HCO


Joined: 22 Sep 2005
Posts: 973
Location: Auckland, New Zealand

PostPosted: Fri Dec 09, 2005 5:59 pm    Post subject: Reply with quote

Quote:
i'm really starting to think that there's been a massive revamp of the monsters


Me too, me too. There are just too many hits that are too high to be explained right now.

I don't think its exactly the montsters themselves, but i DO suspect the hit-rate calculations have been tweaked, to widen the gap a bit. People have been hit at really high levels, and as much as i try to tell other people its their good luck, they also seem adamant that they are perfectly safe at much lower levels.

Either way, thats why i'm collecting mosnter stats. So if anything changes combat-wise, we'll have the base stats that we can just use to update it to whatever has been changed

Assuming the monster's stats themselves don't change. That would just piss me off
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Grey Eminence
Soft Like a Bunny


Joined: 12 Dec 2005
Posts: 1
Location: Germanee

PostPosted: Mon Dec 12, 2005 3:50 am    Post subject: Reply with quote

Just got hit by a Knob Goblin Very Mad Scientist with Moxie 65 and MCD at 11.

So i guess his evade is higher than 54.
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discotheif
Firm Like a Handshake


Joined: 03 Aug 2005
Posts: 7

PostPosted: Sun Dec 18, 2005 12:43 am    Post subject: Reply with quote

I was hit by a Dyspepsi General at 38 moxie. Missed the screenshot, will try to find and post it if possible.

Edit: Have no MCD (muscle sign) nor angry pitchfork.
Was also hit by a Dyspepsi Soldier at 38 moxie. Proof provided at

http://i13.photobucket.com/albums/a299/chw6/dyspesi-soldier-38.png
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Cisco
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Joined: 21 Jul 2005
Posts: 881
Location: Bay Area, CA

PostPosted: Wed Dec 21, 2005 12:46 am    Post subject: Reply with quote

...grumbles at Kittiwake for changing the format Evil or Very Mad

won't be too hard to re-parse for the lookup tool, but I'm short on free time. I'll do it soon. Soon as in a Jick kind of soon, pre-Xenophobe. Razz
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Kittiwake
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Joined: 22 Sep 2005
Posts: 973
Location: Auckland, New Zealand

PostPosted: Wed Dec 21, 2005 1:48 am    Post subject: Reply with quote

Heh, good. I was beginning to get worried there =p

That, and i kept getting false reports from outdate info, but i don't care.

I swear this is the last change. If it isn't.... i'll buy you 1,000 Eyes. Deal? >.>
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Argwarg
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Joined: 01 Oct 2005
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PostPosted: Sun Dec 25, 2005 11:36 am    Post subject: Reply with quote

Q: Why is the goblin king hitting me at 66 Mox?

A: Because you forgot to shut off the MCD, idiot.
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Matt_Hatter83
Hard to the Core


Joined: 28 Nov 2005
Posts: 36

PostPosted: Mon Dec 26, 2005 1:26 am    Post subject: Reply with quote

Gnollish Piebaker hit at 22 moxie with MCD set to 10.
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N3RD
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Joined: 06 Nov 2005
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PostPosted: Thu Jan 12, 2006 4:55 pm    Post subject: Reply with quote

Hit by a crusty hippy jewelry maker with moxie of 60 and MCD at 11.
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Kittiwake
HCO


Joined: 22 Sep 2005
Posts: 973
Location: Auckland, New Zealand

PostPosted: Sat Jan 14, 2006 3:25 am    Post subject: Reply with quote

Just want to say two things...

One, you can stop giving me updates when you're being hit now. Since i have nearly all the monster stats, player reports are mostly irrelevant. However, there is still the chance that you may get hit, even when you're 9 above the monsters attack. This occurs far too infrequently to warrant chaning all evade rates to +10, so you don't have to report anymore, and just be aware that even at the ones listed here... there may be a miniscule chance you can get hit. Very, very small.

Second, the guide is nearly done! I've got about 8 more areas to finish, then the Moxie and Muscle areas to do, and the whole thing shall be done, with a few exceptions.
The Daily Dungeon is too much of a pain to do properly, and the Nemesis' are too problematic and time-consuming to confirm (i'm NOT ascending 6 times on the Test multi...), and its nearly impossible to find Attack values for monsters with less than 5 Monster Level... so they shall just be assumed, but soon, this shall be a complete listing of all the monsters stats. It'll be more than the Moxie list, it'll be a complete Bestiary and Combat Guide. Whoo-hoo for improvements! =p

Once that is all done, i'll update the front block of text for the final time, re-add an Intro, add a new Battle Mechanics section to the bottom, maybe add the Dire Warrens even though there is no point... and all those on the list at the bottom may just receive something nice for their efforts as well =)

Not too far to go now...
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SilentOunce
Hard to the Core


Joined: 02 Dec 2005
Posts: 31

PostPosted: Sat Jan 14, 2006 11:11 am    Post subject: Reply with quote

awesome, thanks for all your hard work

this guide has easily dropped days and dozens of adventures off my runs

especially the xp listings, that tells me where I can adventure to get the most gains while still being able to hit and dodge

excellent work
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Cisco
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Joined: 21 Jul 2005
Posts: 881
Location: Bay Area, CA

PostPosted: Tue Jan 24, 2006 5:10 pm    Post subject: Reply with quote

Ok, I've updated the parser, I am still displaying the same values as before, but now using the Evade value as the required moxie.
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Kittiwake
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Joined: 22 Sep 2005
Posts: 973
Location: Auckland, New Zealand

PostPosted: Tue Jan 24, 2006 10:53 pm    Post subject: Reply with quote

Thank you!

Now I can finally stop getting told about those damn 35 HP Drunken Rats...

Very nice. Planning to add the to-hit part or is it just going to be as is?
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Cisco
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Joined: 21 Jul 2005
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PostPosted: Wed Jan 25, 2006 2:48 am    Post subject: Reply with quote

Well the parser script actually builds the cgi, which is yet another script. It's a bit more tedious to write a script within a script. I'm sure that bug is just waiting to crawl up my ass, though, and then it will be done. Smile
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Kittiwake
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Joined: 22 Sep 2005
Posts: 973
Location: Auckland, New Zealand

PostPosted: Fri Feb 10, 2006 11:46 pm    Post subject: Reply with quote

I've got an idea, and need some input on it.

I'm planning if i can to add what each monster's elemental affinity is, but i'm trying to figure out a good way to do it without adding too much text into the guide, or having it look really ugly, or changing the current format.

One idea i had was to change the colour of its name to the element, so you have Demoninja is red and Yetis in blue. One problem with that is that it adds much more text to the post, and that is kind of limited. I've already had to split it into two posts...

So, there is my dilema. If someone comes up with a brilliant way of showing Monster's Elements, i'll be motivated to go hunt down each monster and check. Otherwise, its not worth the effort if i can't show it...
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Hatemonger
Hard to the Core


Joined: 28 Nov 2005
Posts: 44
Location: Syracuse, NY

PostPosted: Sat Feb 11, 2006 1:27 am    Post subject: Reply with quote

Kittiwake wrote:
If someone comes up with a brilliant way of showing Monster's Elements, i'll be motivated to go hunt down each monster and check.

I don't know about brilliant, but...

I just read the transcript of a KoL radio show where Jick was talking about implementing multiple levels of resistance.

My personal preference would be to have a colored (1) or (4) somewhere, like after the name, but that kind of encroaches into the colored stat text.

If you're worried about the extra vbcode, how about an abbreviation? Yeti (Co3) or Senile Lihc (Sp2)

- H8
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Kittiwake
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Joined: 22 Sep 2005
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Location: Auckland, New Zealand

PostPosted: Sat Feb 11, 2006 2:01 am    Post subject: Reply with quote

I don't think Jick meant monsters had different reistances, just that different things gave different levels of resistances. I'm not sure, i skimmed that transcript.

The problem with colours is that the Red would mess with the Red HP if its right next to the name., and there is no grey to use for Spooky, and no colour that could fit it well.

Adding the (xx) after its name... i'm sure about that either. It looks a bit janky, and it'll also mess with the Lookup, as the monster names will suddenly adapt it. Plus, i'd lose that bet i made with Cisco >.>

The other idea i had was to change HP to a default colour, and then change it to red or blue or whatever depending on the monster's elements, but just looks strange. I'd also have to change the blue XP so as to not use the same colours right next to each other, and there is also the no grey problem too.

Meh, i'll think of something
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cilrais
Hard as a math test


Joined: 01 Feb 2006
Posts: 212

PostPosted: Sat Feb 11, 2006 3:02 am    Post subject: Reply with quote

well you could always make little emoticon sized symbols that represent the elements, look kinda like magic the gathering.
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Kittiwake
HCO


Joined: 22 Sep 2005
Posts: 973
Location: Auckland, New Zealand

PostPosted: Sat Feb 11, 2006 3:08 am    Post subject: Reply with quote

Could do, except i'd have to add a LOT of image tags, which would just add a whole lot more off BBCode to the posts. I don't know how much 'space' i've got remaning before it decides enough is enough and cuts out the rest of the post.

Heh.... maybe if i can convicne Cisco to add some as smilies it could work.
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cilrais
Hard as a math test


Joined: 01 Feb 2006
Posts: 212

PostPosted: Sat Feb 11, 2006 3:13 am    Post subject: Reply with quote

Kittiwake wrote:
Heh.... maybe if i can convicne Cisco to add some as smilies it could work.



yeah that was where my thoughts were going, smilies using :h:, :c:, :sl:, :st:, :sp:


you know i hadn't noticed it till now but a lot of the elements start with s, sleaze, spooky, and stench (and spelling and shadow too!)
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Hatemonger
Hard to the Core


Joined: 28 Nov 2005
Posts: 44
Location: Syracuse, NY

PostPosted: Sun Feb 12, 2006 7:54 pm    Post subject: Reply with quote

Kittiwake wrote:
I don't think Jick meant monsters had different reistances, just that different things gave different levels of resistances. I'm not sure, i skimmed that transcript.

I don't remember that explicitly, I just sort of assumed that both players and monsters would vary.

I think adding smilies is the best bet. IIRC, phpBB lets you add custom codes for custom images, so you'd just need some artist type to make up images. That would satisfy the "symbolic" shortcut of colors rather than words, and it would take less text in the posts.

- H8
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Kittiwake
HCO


Joined: 22 Sep 2005
Posts: 973
Location: Auckland, New Zealand

PostPosted: Sun Feb 12, 2006 8:17 pm    Post subject: Reply with quote

Hmm, yeah. That does seem like a good idea. I'll have to hunt down some little elemental icons then bug Cisco to put them in >.>

Thanks.

EDIT: Aha! Got them, behold the 5 (re-sized) elements!



Now, what do you think looks better, before name, after name or end?

Hellion - 52 HP - 10.4 XP - 52 Def - 52 Atk - 61 Hit - 63 Evade
Hellion - 52 HP - 10.4 XP - 52 Def - 52 Atk - 61 Hit - 63 Evade
Hellion - 52 HP - 10.4 XP - 52 Def - 52 Atk - 61 Hit - 63 Evade
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cilrais
Hard as a math test


Joined: 01 Feb 2006
Posts: 212

PostPosted: Sun Feb 12, 2006 9:42 pm    Post subject: Reply with quote

I'd say in the front, that way you can just scan down the list real quick and see the element + monster name


edit: plus putting it right next to the evade makes one think it's evade is based off hot or something, at least that's what my mind first thinks.
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Kittiwake
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Joined: 22 Sep 2005
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Location: Auckland, New Zealand

PostPosted: Sun Feb 12, 2006 10:03 pm    Post subject: Reply with quote

Hmm...

The Copse of the Deep Fat Friars - 61 Hit - 75 Evade
The Dark Neck of the Woods - 61 Hit - 63 Evade
Hellion - 52 HP - 10.4 XP - 52 Def - 52 Atk - 61 Hit - 63 Evade
P Imp - 42 HP - 8.4 XP - 42 Def - 42 Atk - 51 Hit - 51 Evade
W Imp - 40 HP - 8 XP - 40 Def - 40 Atk - 49 Hit - 49 Evade


The Defiled Cyrpt
The Defiled Nook - 82 Hit - 86 Evade
Spiny Skelelton - 50 HP - 10.8 XP - 54 Def - 54 Atk - 63 Hit - 63 Evade
Toothy Sklelton - 50 HP - 11.6 XP - 58 Def - 58 Atk - 67 Hit - 67 Evade
Giant Skeelton - 60 HP - 15 XP - 73 Def - 77 Atk - 82 Hit - 86 Evade


Yeah, that doesn't look too bad. Alright, thats motivation enough, looks like i've got a but of Elemental Testing to do =p
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SilentOunce
Hard to the Core


Joined: 02 Dec 2005
Posts: 31

PostPosted: Mon Feb 13, 2006 10:21 am    Post subject: Reply with quote

Hatemonger wrote:

If you're worried about the extra vbcode, how about an abbreviation? Yeti (Co3) or Senile Lihc (Sp2)

- H8


i was going to recommend this, but i see he already did

let me go further

(H)
(C)
(Sp)
(Sl)
(St)

also, I know that hot does normal damage to HITS monsters and cold does double, others have said that the Astronomer was not included in this

I suppose that means they are sleaze (although they could be stench considering their locale), it has also been said that frat boys are sleaze, and the knob goblin bbq team is hot, but i have not personally confirmed that

you may also want to include one of these charts or tables:


jick's "official" chart


Beelzebuddy (from the official forums)


iamsoupcombust (again, from the official forums)

i like the last one best, very to the point


oh, and i would most definitely be against the emoticons listed above. it's not color-blind friendly at all Mad
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Cisco
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Joined: 21 Jul 2005
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PostPosted: Mon Feb 13, 2006 11:05 am    Post subject: Reply with quote

Hot head Hot
Raining on me Cold
laughing hard Sleaze
Geek Stench
Alien Spooky

What do you think of that? I installed a smilie pack.
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Barkeep
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PostPosted: Mon Feb 13, 2006 3:59 pm    Post subject: Reply with quote

I like it
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Cisco
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Joined: 21 Jul 2005
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PostPosted: Mon Feb 13, 2006 4:24 pm    Post subject: Reply with quote

For good measure I added Kittiwake's too:

Fire Ice Sleazy Spooky Stinky
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Kittiwake
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Joined: 22 Sep 2005
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PostPosted: Mon Feb 13, 2006 7:18 pm    Post subject: Reply with quote

Quote:
oh, and i would most definitely be against the emoticons listed above. it's not color-blind friendly at all


Why, are you?

Hmm... i did kinda think of that problem, but hell, theres not much i can do about it. When i was looking for elements, it easy easy to find little flame pictures and ice one, but what the hell am i going to look for to find stench or sleaze? I came across the little red circle, and thought it was alright. Got the ice and poison ones, and then coloured up the spooky and sleaze versions.

If you can find a suitable, small, easily-identifiable set that is colour-blind friendly, i'll use them instead. The most i can do would be to also make a list elsewhere in text, listing all the monsters that fall under each element. Besides, most elemental mosnters make sense. If they can't tell the difference, but see a dot beside a Hellion, i'm sure they can deduce what element it'll be.

EDIT: In fact, just hovering over a circle gives you its name. So even if you can't see the difference between the 5 below, you can just read the hover text. Try it. Problem solved.

Fire Ice Sleazy Spooky Stinky

Anyway, looks like i've work to do. Thanks Cisco
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Last edited by Kittiwake on Tue Feb 14, 2006 2:18 am; edited 1 time in total
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Xylpher
Hard as Steel


Joined: 11 Sep 2005
Posts: 519
Location: The Netherlands

PostPosted: Mon Feb 13, 2006 7:51 pm    Post subject: Reply with quote

Spooky - ghost or skull
Stench - Smog/Smoke/stinky clouds
Sleaze - Ummm... underwear? Dunno.

But yeah, as a non-colorblind person I have to agree the colored circles are preferable for me, personally.
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