Sneaky Pete Street: Cool Catalog

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lightwolf
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Sneaky Pete Street: Cool Catalog

Post by lightwolf » Sat Feb 15, 2014 2:26 am

Sneaky Pete 101:
Guide is a work in progress for general info on Sneaky Pete Challenge path. If you appreciate the work, feel free to donate a 'shot of Sneaky Pete's Mojo'. Or don't. I'm too cool to care.

Restrictions:
* Stomach Capacity starts at 5?
* Liver Capacity starts at 19 (Up to 29-34 with skill and Steel)
* Can't use Bookshelf
* Can't use familiars (Instead you get a talking motorcycle)
* Can't use Fax

Bonuses:
* Get an awesome AI Motorcycle
* Have your own Studio Audience (Love/Hate meter)
* Sneaky Pete Basket (1-H ranged weapon, +5 mox, +10% ini, +10% item drop)
* Can either Steal or Mug enemy if you get the jump


Skill tree:
Sneaky Pete is more similar to Boris, in that there are three linear skill trees.

Each skill tree has at least one turn gen skill and one combat skill. Many of the skills have additional effects based on either the Audience or Motorcycle upgrades.

Loveable Rouge: Focuses on Booze crafting, +Items, and audience Love
* Allows Free crafting of all Booze recipes
* Olfacation
* Passive 200% item drop, 100% item drop buff, 300% item drop combat skill (3x per day)

Motorcycle Guy: Focuses on Buffs and Utility
* Passive Ode to Booze skill
* Gives lots of boost to mus/myst/mox
* +30 ML buff
* Utility Facial Expressions (Resist, ini, meat drops)
* YR if you have a specific Motorcycle Upgrade

Dangerous Rebel: Combat, NC, and Audience Hate
* +10 Liver capacity
* 10% NC buff
* Audience based combat skills


Motorcycle:
Instead of a Familiar, Sneaky Pete is followed by his Robot Motorcycle.

About every 2 levels, you can equip new upgrades on your Motorcycle.
* There are six different parts to upgrade and each part has three different options.
* By level 12 you can have one of each part.
* Parts either add passive bonus, improve combat skills, or assist in quest completion
* You can not swap parts once you have choose

Basically, it is a mutually exclusive "skill" choice. You have to choose which of the bonuses you want compared to the others, and you have to decide when in your run you want to pick them up...

Tires:
Racing Slicks: Allow more Peeling out (+20 free runaways, for 30 total)
Spiky Tiers: Wheelies do more damage
Snow Tiers: Icy Peak Access (skip Ninja assassins, ore/cheese, and 3 yeti fights)

Gas Tank:
Large Capacity Tank: Access Desert Beach
Extra Buoyant Tank: Access Mystery Island
Nitro-Burning Funny Tank: +50% ini

Headlight:
Ultrabright Yellow Bulb: Flash Headlight is also a YR (100 turn cooldown)
Party Bulb: Deals prismatic damage
Blacklight Bulb: Aids in desert exploration (+2 exploration, stacks with compass)

Cowling:
Ghost Vacuum: Effective vs undead (+1 evilness removed during level 7 combats)
Rocket Launcher: Damage (+3 killed on battlefield)
Sweepy Red Light: +5 Stats

Muffler:
Extra-Loud Muffler: Rev Engine also gives +10% Combat
Extra-Quiet Muffler: Rev Engine also gives +10% Noncombat
Extra-Smelly Muffler: Peel Out also Banishes enemies

Seat:
Massage Seat: 5-6 HP/MP regen
Deep Seat Cushions: Find extra Meat after combat
Sissy Bar: -30 ML


Filmed in front of a live studio Audience
Sneaky Pete always has a crowd of onlookers to observe his cool.

The Audience starts off as bored, and acts as a sort of morality meter for Sneaky Pete. Certain actions will either cause their mood to move towards Love or Anger. You can go as far as 30 in either direction.

When getting the jump on enemies, Sneaky Pete can either Steal or Mug.
* Steal: Attempts to steal an item. +1 Anger
* Mug: Pose for Audience and gain stats. +1 Love
* Fix Juke Box: +10 Love or set to 5 Love if currently in Hate
* Jump Shark: +10 Hate or set to 5 Hate if currently

There are several skills which are better or worse depending on how much love/anger you have.

Rev Engine: Last for X rounds, where X is Audience Engagement or at least 5.
Biker Swagger: Last for X rounds, where X is Audience Engagement or at least 10.
Born Showman: +X Moxie where X is Love or Hate divided by 2
Incite Riot: Drop 3 of each item at Max Hate, drops 1 of each item at Love
Throw Party: Drops 5-6 of each item at Max Love
Snap Fingers: Stun duration depending on Love
Make Friends: Can only cast when over 20 Love. Removes 20 Love
Check Mirror: Faux Hawk only available at 20+ Hate. Cowlick only available at 20+ Love
Last edited by lightwolf on Wed Feb 19, 2014 3:29 am, edited 19 times in total.

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Re: Sneaky Pete Street: Cool Catalog

Post by lightwolf » Sat Feb 15, 2014 2:28 am

Sneaky Pete 201:

Best Dressed: Can wear shirts by default, +1 moxie per turn
Steal: Can attempt to steal items. +1 Audience Anger. Round 1 only
Mug: Gain 1-3? mox stat. +1 Audience Love. Round 1 only.


Lovable Rogue
Tier 1: Catchphrase
Type: Combat (4 MP, Weaken and damage an enemy)

Tier 2: Mixologist
Type: Passive (Can make every cocktail)

Tier 3: Throw Party
Type: Summon (Once per day, Summons about 6 each of base booze, fruit, and garnishes)
More effective with higher Audience Love.

Tier 4: Fix Jukebox
Type: Combat (25 MP, Three times per day, "Fix a jukebox -- the audience will love it!")
Gives 1 Turn of +300% Item drop
Gives +10 Audience Love, or sets Audience to 5 Love if you have any hatred

Tier 5: Snap Fingers
Type: Combat (5 MP, Stun an opponent)

Tier 6: Shake it off
Type: Noncombat (30 MP, Full heal and remove all negative effects)

Tier 7: Check Hair
Type Noncombat (30 MP, 10 turns of 100% item drop)

Tier 8: Cocktail Magic
Type: Passive (Mix cocktails without spending Adv)

Tier 9: Make Friends
Type: Combat (30 MP, Olfacation?)
Requires 20 Audience Love to work, removes 20 Love

Tier 10: Natural Dancer
Type: Passive (+200% item drop!)
Motorcycle Guy
Tier 1: Rev Engine
Type: Noncombat (5 MP, X turns of +10 to all stats)
X turns is at least 5, but scales to audience mood.
The +/- NC effects always buff for 10 turns
With Extra-Loud Muffler: +10% Combat
With Extra-Quite Muffler: +10% NC

Tier 2: Born Showman
Type: Passive (Moxie Bonus based on audience engagement)
Gives Mood/2 Moxie, up to 15

Tier 3: Pop Wheelie
Type: Combat (10 MP, Damage and Weaken opponent)
Delevels by 15%
Bonus Damage with Spiky Tiers

Tier 4: Rowdy Drinker
Type: Passive (More adv gains from Booze)

Tier 5: Peel Out
Type: Combat (10 times per day, Free runaway?)
With Racing Slicks: +x runaways
With Extra-Smelly Muffler: Runaway also banishes (for x? turns)

Tier 6: Easy Riding
Type: Passive (+5 Moxie stats per fight)

Tier 7: Check Mirror
Type: Noncombat (0 MP, 1 Adv!, Choose 1 of 4 Facial expressions)
Note: Takes 1 adventure. Gives intrinsic effect
Slicked-Back Do: +3 Resist All
Pompadour: +3 stats per fight
Cowlick: +50% Meat from Monsters (Requires 20 Love)
Fauxhawk: +50% ini (Requires 20 Hate)

Tier 8: Riding Tall
Type: Passive (+30% Mus/Myst, +50% Moxie)

Tier 9: Biker Swagger
Type: Noncombat (30 MP, X turns of +30 ML)
Last for X rounds, where X is your current Audience Love/Hate, with a min of 10

Tier 10: Flash Headlight
Type: Combat (15 MP, once per fight, do damage and effect based on headlight)
With Ultrabright Yellow Bulb: YR, 100 turn cooldown
With Party Bulb: Prismatic damage
With Blacklight Bulb: Aids in desert exploration
Dangerous Rebel
Tier 1: Insult
Type: Combat (MP 4, Does damage based on Audience Anger)

Tier 2: Live Fast
Type: Noncombat (5 MP, 10 turns of +100% ini and -30% HP)

Tier 3: Incite Riot
Type: Noncombat (Once per day, Gives several items)
More effective based on Audience Hate (4 of each at 30 Hate. 1 of each at 0)
Hot Ashes: 10% NC buff for 20 turns
molotov soda: Spleen adv consumable (8-10)
crate of firebombs: 10 x Hot combat item (40 damage)
Smoke Grenade: 20 turn Banish (consumes adv)

Tier 4: Jump Shark
Type: Combat (25 MP, three times per day, Increase Audience hate)
Gives Level x 10 stats
Gives +10 Audience Hate (or sets you to 5 Hate if you are currently Loved)

Tier 5: Animal Magnetism
Type: Passive (MP based on Moxie instead of Myst, 8-10 MP regen)

Tier 6: Smoke Break
Type: Combat (10 MP, once per fight, deal damage over multiple rounds)

Tier 7: Hard Drinker
Type: Passive (+10 Liver Capacity)

Tier 8: Unrepentant Thief
Type: Passive (+50% Pickpocket Chance)

Tier 9: Brood
Type: Noncombat (20 MP, 10 turns of +10% NC)

Tier 10: Walk Away From Explosion
Type: Combat (30 MP, Eradicate an opponent?)
Kill a monster. 30 turn cool down.
Last edited by lightwolf on Mon Feb 17, 2014 8:03 pm, edited 18 times in total.

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Re: Sneaky Pete Street: Cool Catalog

Post by lightwolf » Sat Feb 15, 2014 2:28 am

Sneaky Pete: Advance

Low Skill Strategy:
Non-combat: Even in low skill hardcore there are lots of options. Ghost dog, Swim buff, Set song, and Hot Ash (from incite riot), and Snow Garden can get you 25% NC on its own. Given that a low skill run is probably a 5 day run, you have plenty of chances to get consumables to max NC.

This means rushing NC skills like brood or the Motorcycle Upgrade is probably not worth worrying about.

Hardcore:
Priority one is Turn gen, meaning you will most likely always go for throw party within the first 4 levels. After that you probably have two options...

Path A:
Go for incite riot (3 into Rebel). This skill summons spleen item(s) worth 8-24 adv at least. But it also gives you a 20 turn NC buff, and in addition to that it gives you Smoke grenades which are currently reported to act as a 20 turn Banisher (no free runaway). This means you will have to start the day with either 30 love or hate, do your summons, then switch to the opposite before doing your second summons.

This also gives you living fast, meaning you should be able to get the Jump on everything, making it easier to switch between Love/Hate with Audience.

Path B:
Go for Rowdy Drinker (4 into mortorcycle). Rowdy Drinker will give 23 extra which is comparable with the adv gain from the Riot spleen items. You also get Rev Engine and Born Showman for +25 Moxie, which can help a lot in a few spots but... are largely quality of life. Catch phrase is a 10 delevel at 30 Love, and is enough to delevel anything you would need except the spooky bedroom, where +25 Moxie isn't enough to survive anyway. You wont get Rowdy Drinker until level 7 though, which might be hard pressed to get day 1.

Rev engine Does have the major +/- combat buffs, but as mentioned before you probably have lots of other daily sources of NC if your willing to ration them. Meaning you could put this off till later. But getting it early means you could survive taking the astral belt (instead of shirt or mask)

Fix Jukebox:
In either case, you probably want to get Fix Juke box around level 7. This is the earliest Item skill you can and probably want to get, and even though its only 3 times a day can make a big difference in avoiding looking for the same monster over and over again. (fc'le, racecar bob, running man, outfits, tower items, ect). You will get to use it 9-12 times over day 2-5.

At this point you've put in 7-8 skills. You probably won't be able to get any relevant quest skills in time by this point. You could try going down the other path to pick up Riot/Rowdy drinker for more turn gen by level 10. The Riot items can still help if you went the other path (spleen/banish), and +Combat on Rev engine in addition to turn gen from Rowdy at 11 is pretty good as well

Some other skills of note...
* Cocktail magic/Hard drinker at level 11/12... maybe too late to be useful.
* 100% Item drop at level 11... Most of the drops you NEED can be capped with the 300% item skill.
* Check Mirror at level 11... +3 resist for boo quest might help, and more natural stat gains



Softcore:
Softcore can pull booze, pull items, and pull additional sources of NC (which HC could already cap without Pete skills). Loveable Rouge tree is probably worth skipping all together.

The question that will probably make your decision is if you will get work out of the YR effect at level 10. This would be good for getting war outfit, and possibly a few other things that could save you pulls. Depending on your item pulls, you may want a source of resist as well from Check Mirror. Otherwise its probably worth going at least to Incite Riot by level 7 to get Banish items.



Motorcycle Strat:
You are probably going to want to choose your Motorcycle upgrades based on turn saved utility. Though there are potentially un-spaded interesting interactions with a bunch of the combat skills.

You get your First upgrade at level 2 and a new upgrade every 2 levels after that. (2,4,6,8,10,12)


Cowling:
The +5 Stats is a pretty solid choice in early runs. At 500/800 turn SC/HC runs, it will save you 9-15 turns power leveling, and help get you out of low levels earlier. Also helps with off stats. This turn saving is reduced a lot though once you start getting faster turn count runs.

Alternatively, the rocket launcher increases battlefield kills by +3 in the level 12 quest. It saves about 11 turns on a 4 side quest frat battle field (just counting battle field clearing). But only saves 6 turns if you manage to do the nuns, and even less if you do nuns trick. Rocket launchers may save more turns, or it may make you waste more time power leveling in early levels depending on your stats/ML and pulls... Right now it looks like it just wins out in SC but not in HC.

The Crypt upgrade only saves 5-6 turns. Most of that quest goes by to fast when done optimally for the savings to really kick in. Of course if you do the quest un-optimaly or have less resources then it may help out more.

Tires:
The peel out upgrade increases the number of runaways peel out gives you by 20! That is an additional 40 turns of runaway in a 2 day SC run. (60-80 in HC). But those are turns where you don't get stats, so potentially more turns spent power leveling. This is if you take the Peel out skill (Level 9 in low skill HC, or level 5 in SC).

Icey peak option lets you skip 3 ninja climbing pulls, Snow man assassins (10-20 turns with +combat), or extreme snowboarding (20-40 turns) in addition to ore and cheese (3 more pulls and 4-6 adv). In HC you don't have Unaccompanied Miner, so thats another 10-15 turns, or 3 clovers. So 6 pulls and 5 turns (29-35 turns) in SC, or about 35 turns and a semi rare (if you can cap 30% drops for minter outfit AND have a +Combat source)

Gas Tank:
Access to desert Beach simply saves you having to build a meat car (if you go muscle sign), and with natural torso awareness, there is no reason not to. So the clear winner here is Access to Mystery Island which saves you 9 turns. Probably pick it up by level 7.

50% ini is quality of life. No known quest bonus so far. You can get 100% ini from living fast skill, and probably wind up running 120-150 most of the run which gives you the jump up to 80-90 ML. 100ML requires 200 Ini. 110 ML requires 250 ini, and about 50 ini for every 10 ML after to keep getting the jump.

Headlight:
YR aren't quite as useful as they once were, but Sneaky Pete can probably still get a lot of use out of them... IF you are going 10 skills deep into Motorcycle skill tree. Which means you wont even get to use the YR until day 2 or 3. Your earliest YR target is likely the bean bat at level 4.

Desert exploration is an extra 2% that stacks with compass (4%). You won't need this skill till level 10 or 12. If you wont be getting the Headlight skill anytime soon then get this. Else get the YR.


Muffler:
As mentioned above, there are a lot of daily source of NC in HC. And SC can pull ring of conflict ect. Ghost dog, Piles of Ash, Snow Garden, Swim Buff, Ballroom Song, and eventually Brood. So even in low skill, probably no reason to get NC here.

The only place you need +combat is for LFM, Fc'le, Whiteys Grove, and maybe snowman ninja assassin. You can get 5% Combat from hotdogs, and SC can pull +Combat sources and Putty LFM. The main concern is probably LFM in HC, and whether or not you need to turn off ballroom song. Can potentially save around 25 turns there.

On the other hand, 10-30 Banishes a day can be helpfull. Pete only has a weak olfacate, but between these two banishes sources he can force out Liches, dairy goats, Tomb Rats, Zombie Waltzers; and greatly reduce the pool of monsters in places like the fc'le, 8-bit zone, Hole in the sky. Large monster pools like that can cause a lot of rng swing with bad luck, but its hard to say exactly how many turns it saves you. (Average Lich zone is 15 (max 25), banished Lich zone is 10 (max 10)). Power leveling, whether from Dance cards or the NC, and how much you need will be a big factor.

For Banish, you can start using it at level 7 (so level 6 upgrade). For +Combat, either level 6 for Fc'le, or save it for level 12 just before LFM

Seat
The Seat upgrades are largely quality of life. As such it can probably be saved for last or ignored. The HP/MP regen one looks most useful. You might be able to get it early on if your not going to be going deep into the motorcycle skill tree for a while, as that pushes the usefulness of the headlamp upgrade from level 4 to level 11. Though even then, the +runaway upgrade may be worth pushing up in that case.
Last edited by lightwolf on Wed Feb 19, 2014 5:56 pm, edited 4 times in total.

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NotJim
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Re: Sneaky Pete Street: Cool Catalog

Post by NotJim » Sat Feb 15, 2014 4:20 am

from initial brainstorming in low skill hc i think throw party>hard drinker is probably best at first to maximize turn generation, then a tossup between the first and second trees afterwards

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Re: Sneaky Pete Street: Cool Catalog

Post by bleary » Sat Feb 15, 2014 10:09 am

So I think the HC food situation looks like this:

Image

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starwed
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Re: Sneaky Pete Street: Cool Catalog

Post by starwed » Sat Feb 15, 2014 11:34 am

Using Catchphrase gives audience love related messages, maybe it's damage/delevel depends on that?
The alternative is the +5? free runaways per day.
With that upgrade, the skill is listed as allowing 30 runaways.
Type: Summon (Once per day, Summons about 6 each of base booze, fruit, and garnishes)
I got 10 total items, but it could easily depend on audience love. (I was at about 20.)

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Re: Sneaky Pete Street: Cool Catalog

Post by littlelolligagged » Sat Feb 15, 2014 12:10 pm

I got 10 with 4 or 5 audience love.

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Re: Sneaky Pete Street: Cool Catalog

Post by bleary » Sat Feb 15, 2014 2:34 pm

I threw a party for the audience really early on and only got three garnishes. Sneaky Pete was sad about that.

Since noncombat is easier to come by than yellow rays (at least in low-skill -- i'm still wondering if I should have gone pumpkins/oven instead of winter/snow), one probably wants to buff -combat when attempting to farm up the hippy outfit. (EDIT: remember, if you can, that these NCs only show up at Level 9 -- I didn't) I decided to try out Fix Jukebox and felt stupid. Should probably have gone after a killing jar instead.

If anyone's interested in my skill plan for 0-skill, it's:

Code: Select all

1	Catchphrase
2	Rev Engine (+10 all stats) [sweepy red light +5 stats]
3	Born Showman (+mox)
4	Mixologist (still) [-15% combat]
5 	Throw Party (cocktail ingreds)
6	Fix Jukebox (+300% item, 3x day) [island]
7	Snap Fingers (stun) 
8	Pop Wheelie (combat something) [snow tires]
9	Rowdy Drinker (ode)
10	Peel Out (free runaway, 10x day) [blacklight bulb]
11	Shake it Off (HP restore)
12	Check Hair (+100% item) [extra meat?]
13	????

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Re: Sneaky Pete Street: Cool Catalog

Post by ungawa » Sun Feb 16, 2014 11:18 am

Heh, oy. I got through day 2 without actually realizing I had pickpocket or mug. My audience was quite bored.

As far as the audience goes, it looks like these are the skills you may want to plan your love/hate around.
Depend on love/hate:
Throw Party - More drink ingredients for more love, random base booze, fruit, and garnish (5(?) from each category at +30 love, once per day)
Make Friends - some form of olfaction that requires 20 love or more to use and reduces love by 20. (Reports are that it's much weaker than olfaction)
Incite Riot - Generates useful items, more for more hate (once per day) (reports of +adv spleen items and some 10% noncombat potions)

Big shifts in love/hate:
Fix Jukebox - 3x per day +10 love, use of this skill will be planned around it's +300% item drop for the current combat
Jump shark - 3x per day +10 hate, gives stats that seem to scale with mainstat, so ideally used later in the day

Edit (from GD)
zourath wrote:Specifically, Fix jukebox gives 10 love points if you have less than 5 hate (or are already loved), and brings you directly to 5 love if you are hated for more than 5 hate. Jumping the shark does the same thing for hate.
It looks to me like you're mostly going to want to stay at high love, but find a window each day that you won't need olfaction that you can get hated for the riot. With zourath's info, this window doesn't need to be nearly as long as I'd thought.

Edit: On another note, "Pop Wheelie" is very powerful for delevelling to make combat easy for a low skill SC run. I don't know if HC can afford to use it often, but in SC most of my combats are blue balls -> wheelie -> wheelie and then plink with the basket. I don't know the formula for the delevel, but it scales to your moxie and I didn't have much to use my GAP superpowers on Day 1 besides +100% moxie. This got me through the bedroom at level 4 and +100ish ML most everywhere else.
"Pop Wheelie" is on the way to the ode and free run skills, and the +30 free runs and +20 turngen per day led me down the Motorcycle skill path first.
Last edited by ungawa on Sun Feb 16, 2014 7:31 pm, edited 7 times in total.

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Re: Sneaky Pete Street: Cool Catalog

Post by Hellno » Sun Feb 16, 2014 11:21 am

Here's my plan for 0-skill hardcore (vole sign). End build is 8-5-0.

1. Rev Engine
2. Catchphrase
(+5 stats upgrade)
3. Mixologist
(NC muffler upgrade)
4. Throw Party
5. Fix Jukebox
(regen upgrade)
6. Born Showman (just to get started in bike tree)
7. Pop Wheelie (keep working on bike tree)
(+50% init upgrade)
8. Rowdy Drinker (+28 adventures/day, probably starting day 3 or mid day 2)
9. Peel Out (free runaways!)
(+20 runaways upgrade)
10-13. Rogue tree
(desert exploration upgrade)

Basic plan is to get up to jukebox day 1, which can be used to get harem girl outfit and bean/sonar. It will be my main itemfind skill since I won't go deeper in this tree until later levels. Combined with runaway+stone wool, I assume you can get some extra turns. After that, rowdy drinker will provide good turn gen, and peel out will provide good turn cutting.

Everyone seems to like free island access, but it's not a clear-cut decision (especially when not getting +100% init from rebel tree). It just saves 9 turns (turns you get decent stats from), and you get some of those back in the cyrpt (not sure how to calculate that). Init will also provide extra stats through mugging, and save turns by pickpocketing.

I'm taking +20 runaways instead of free peak because it feels clearly superior if the run isn't 2-3 days, and I need the outfit for 5 cold res anyway.

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Re: Sneaky Pete Street: Cool Catalog

Post by lotsofphil » Sun Feb 16, 2014 12:56 pm

there's a passive MP regen,, so I think HC should be okay with MP for Pop Wheelie eventually.

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Re: Sneaky Pete Street: Cool Catalog

Post by LeafyGreens » Sun Feb 16, 2014 2:00 pm

The peak tires are probably pretty close with the runaways in a SC 2 day. You save probably 6 pulls (3 ore 3 ninja gear) and minimum 6 turns (3 goats 3 yetis). If you spend all that on blankout you get almos equivalent runaways, but now your meat costs are much higher.

The YR headlamp is probably the one worth it if you are getting it day one, but then again they are less important with all the item find. Nice for the island outfits though. The desert one saves you a handful of turns at best.

The spooky cowling saves you maybe like 4 turns.

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Re: Sneaky Pete Street: Cool Catalog

Post by littlelolligagged » Sun Feb 16, 2014 4:34 pm

If make friends is olfaction, it's not very good at it.

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Re: Sneaky Pete Street: Cool Catalog

Post by ungawa » Sun Feb 16, 2014 6:08 pm

LeafyGreens wrote:The peak tires are probably pretty close with the runaways in a SC 2 day. You save probably 6 pulls (3 ore 3 ninja gear) and minimum 6 turns (3 goats 3 yetis). If you spend all that on blankout you get almos equivalent runaways, but now your meat costs are much higher.
And when you end up using those pulls on pixel orbs, your costs are even higherer ;-)

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Re: Sneaky Pete Street: Cool Catalog

Post by bleary » Mon Feb 17, 2014 11:24 am

edit: nevermind.
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Re: Sneaky Pete Street: Cool Catalog

Post by Darzil » Tue Feb 18, 2014 8:12 am

ungawa wrote:Throw Party - More drink ingredients for more love, random base booze, fruit, and garnish (5(?) from each category at +30 love, once per day)
You get 5-6 of each category at 30 love.
Incite Riot - Generates useful items, more for more hate (once per day) (reports of +adv spleen items and some 10% noncombat potions)
You get 3 of each type at 30 hate - crates of firebombs (fire damage combat items), piles of ashes (20 turns of -15% combat), smoke grenades (20 turn banish) and Molotov soda (3 spleen, 8-10 adventures).

Seems like there is decent turngen wherever you turn ! Loveable rogue gives you SHC and stuff to make booze early, and free crafting (probably 10-12 turns a day saved) late. Motorcycle Guy gives you ode reasonably early. Rebel gives you 24-30 adventures from spleen (16-20 on days you use AED), and +10 liver late on. At high skill it'll be a bit ridiculous. It does seem like almost everything is useful, so lots of decisions to make. Have been amazed that at 0 skill I'm level 12 working on the war by the end of day 4 hardcore.

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Re: Sneaky Pete Street: Cool Catalog

Post by bitchalot » Tue Feb 18, 2014 8:52 am

littlelolligagged wrote:If make friends is olfaction, it's not very good at it.
maybe it's equivalent to the nosey nose skill? getting rid of the queue delays on the monster or whatever, but not making the extra copies?

littlelolligagged
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Re: Sneaky Pete Street: Cool Catalog

Post by littlelolligagged » Tue Feb 18, 2014 9:24 am

Yeah, that's probably what it does. Painful on bloopers and astronomers.

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starwed
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Re: Sneaky Pete Street: Cool Catalog

Post by starwed » Tue Feb 18, 2014 11:30 am

Yeah, that's probably what it does. Painful on bloopers and astronomers.
It seems to work ok against astronomers -- I got 3 extra in the time it took me to get about 10 stars/lines.

(The stun skill works really poorly at 10 love, so I got beaten up by the first one. Two rounds of stun at 10, but 5 rounds of stun at 14? Weird skill.)

Catchphrase's delevel is also love dependent.

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Phreddrickk
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Re: Sneaky Pete Street: Cool Catalog

Post by Phreddrickk » Tue Feb 18, 2014 5:50 pm

I've been doing some math on bike sweetness. Specifically, the extra-loud muffler in hard Peter. Cannonfire40 seems to think Brood, and both mufflers are 10% in their modification, so I used that.
Assuming that the ballroom song is on at all times, and you can trivially cap drops (you can, in high-skill), the extra loud muffler saves:
5/7 of a turn in Whitey's Grove
40/51 of a turn in the F'c'le
~1 climbing to the Mountain (2 if you don't run any noncombat in the eXtreme slope but the ballroom song, but as you approach -25 combat, it approaches 1 turn)
40.3 turns in the war (assuming you don't do nuns, you do the orchard, junkyard, and flyers, and you use an ice sculpture on an LFM)

This sums to about 45 adventures. Which is great! But, with the rocket launcher, you only save 12.3 turns in the war, reducing your turn savings by 28 to 17 turns. Damn.

17 turns is still great, but I think it's clear that the Rocket Launcher and Extra-Loud Muffler are probably not best used in conjunction. Considering that the turn savings from the loud muffler are very small for the L8 quest, I think that the following combinations are worth considering for the optimally sweet bike:
Racing Slicks/Extra-Smelly Muffler/Rocket Launcher, and Snow Tires/Extra-Loud Muffler/Sweepy Red Light.

Obviously, though, there's still a lot of information we lack, and numbers to be done. Firstly, my numbers for the Extra-Loud Muffler are ignoring queue mechanics (essentially, I said that to encounter all 3 appropriate pirates in a 5-pirate zone, it takes about 5 turns, which is likely wrong), so someone with a bigger brain might consider redoing these with greater rigor.
The Ghost Vacuum vs the Sweepy Red Light should be done, as should the utility of 90 free runaways/banishes throughout a run. The banishes don't stack, and I have no idea how long they last. Also, the Blacklight vs the Ultrabright light is unknown, although with Pete's incredible +item, the Blacklight is likely superior.

I'm not entirely sure if Snow Tires beat out Racing Slicks with the Extra-Loud Muffler, but if anyone cares, the Assassins with a net +5% combat (Muffler-Ballroom) take roughly 18 turns, the exact value for which is can be found here: http://www.wolframalpha.com/input/?i=3% ... B+.015t%29. Racing Slicks give 60 runaways throughout the course of a run, but a runaway is worth less than a turn, so it's a fuzzy issue.

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Re: Sneaky Pete Street: Cool Catalog

Post by LeafyGreens » Tue Feb 18, 2014 8:38 pm

I'm really tempted to roll with banisters in SC, but I'm worried about doing a pickpocket/runaway and the effects of having that monster banished. This only effects things you need multiple drops from, like hot wings and star charts. I guess you can just banish the next thing to fix that, but what about hedge dudes? Will that just give you tumbleweeds?

Edit: if so then I guess save some GAP runaway or a blankout.

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Re: Sneaky Pete Street: Cool Catalog

Post by Phreddrickk » Tue Feb 18, 2014 8:59 pm

LeafyGreens wrote:I'm really tempted to roll with banisters in SC, but I'm worried about doing a pickpocket/runaway and the effects of having that monster banished. This only effects things you need multiple drops from, like hot wings and star charts. I guess you can just banish the next thing to fix that, but what about hedge dudes? Will that just give you tumbleweeds?

Edit: if so then I guess save some GAP runaway or a blankout.
If you get tumbleweeds, just go to a different zone and use a peel out banish. Towerkilling looks difficult at minimum, so you can use that adventure to farm for tower items.

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Re: Sneaky Pete Street: Cool Catalog

Post by lostcalpolydude » Tue Feb 18, 2014 9:49 pm

LeafyGreens wrote:I guess you can just banish the next thing to fix that, but what about hedge dudes? Will that just give you tumbleweeds?
When you banish every monster in a zone, all monsters can show up again. Tumbleweeds come when some of them are conditionally rejected while others are banished.
bmaher: Softcore character
lostcalpolydude: Hardcore character (abandoned)

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starwed
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Re: Sneaky Pete Street: Cool Catalog

Post by starwed » Wed Feb 19, 2014 2:07 am

Catchphrase: +1 Love
Lies! Or at least, it doesn't give me any bonus to love.

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lotsofphil
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Re: Sneaky Pete Street: Cool Catalog

Post by lotsofphil » Wed Feb 19, 2014 2:23 pm

For SC runs that learn Peel Out I am thinking: tires peel out, muffler banish, gas tank island, seat HP regen, headlight blacklight, cowling rocket launcher
Only things I see changing are maybe making the headlight YR and maybe making the muffler -combat (not sure how much -combat is available). Maybe moving HP/MP regen earlier. I've had a hard time fuelling 30 peel outs.

For HC... same thing?

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Re: Sneaky Pete Street: Cool Catalog

Post by lightwolf » Wed Feb 19, 2014 5:44 pm

lotsofphil wrote: (not sure how much -combat is available).
50 turns of Swim buff (5% NC)
30 Turns of Ghost dog (5% NC)
3 x Hot Ash. 20 turns of (10%? NC)
Brood (10% NC)
Snow Garden 1-4x 20 turns (5% NC) [Competes with other Snow garden uses]
Ballroom son (5% NC) [Competes with +Combat for LFM, ect]

This is just what you can get each day, in Hardcore.

Softcore has pulls in addition to this. ring of conflict, over the shoulder, ect.

There is probably no reason, even at low skill, to take the quite muffler.


I've updated section 3 of the guide, with debatable strategies or considerations.


I would be very interested in seeing a turn by turn rundown of how much banishes help throughout a run. Both compared to min and avg turn counts. My suspicion is that taking banishes results in more reliable low turn zones, while taking +combat will result in potentially more turn savings dependent on better than average rng (or at least avoiding several long tails).
Last edited by lightwolf on Wed Feb 19, 2014 5:47 pm, edited 1 time in total.

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Phreddrickk
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Re: Sneaky Pete Street: Cool Catalog

Post by Phreddrickk » Wed Feb 19, 2014 5:47 pm

You should also probably mention that the Rocket Launcher gives 3 extra kills per combat in the L12 quest, making the Sweepy Red Light not automatically most optimal.

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Re: Sneaky Pete Street: Cool Catalog

Post by LeafyGreens » Wed Feb 19, 2014 8:12 pm

Something I did in my run was turn off the song, use my reodorant and then pull violent pastilles for +15 combat total. A NPZR kit would pump that to 20. For low skill it seemed okay, because i only needed to find 1 LFM the natural way. The issue is that it's only 10 turns so you could get screwed, but it worked that time for me (I found it on the 1st adv).

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Re: Sneaky Pete Street: Cool Catalog

Post by ungawa » Thu Feb 20, 2014 1:44 pm

lotsofphil wrote:For SC runs that learn Peel Out I am thinking...cowling rocket launcher
What's drawing you to the rocket launcher in SC? Surely SC is doing the nuns and likely even the nuns' trick, but either way the rocket launcher seems pretty lackluster (6 or 3 turns saved respectively, right?). Is it just that the rockets can be picked up last whereas the +stat upgrade would interfere with other upgrades early on?

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Re: Sneaky Pete Street: Cool Catalog

Post by lotsofphil » Thu Feb 20, 2014 2:16 pm

ungawa wrote:
lotsofphil wrote:For SC runs that learn Peel Out I am thinking...cowling rocket launcher
What's drawing you to the rocket launcher in SC? Surely SC is doing the nuns and likely even the nuns' trick, but either way the rocket launcher seems pretty lackluster (6 or 3 turns saved respectively, right?). Is it just that the rockets can be picked up last whereas the +stat upgrade would interfere with other upgrades early on?
When I crunched numbers, the rocket launcher came out quite poor. I think I'll be getting stats. Will rethink.

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Re: Sneaky Pete Street: Cool Catalog

Post by njwang » Tue Mar 11, 2014 4:17 pm

shoot I should have read this thread like a month ago

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Re: Sneaky Pete Street: Cool Catalog

Post by Suendenbock » Tue Mar 11, 2014 8:57 pm

Njwang, some of the awesome information gets a little buried sometimes as threads become inactive. =D

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