### How sweet is the sweetest bike?(numbers on the loud muffler)

Posted:

**Wed Feb 19, 2014 3:44 pm**I just did some numbers on the loud muffler, considering that many are deeming it optimal at high-skill. I'll start with a quick TL;DR of my conclusions, for those who don't like numbers:

The loud muffler is insanely optimal for high-skill hard peter if you don't have the rocket launcher, but if you do, it gets surprisingly iffy. Also I don't like consistent capitalization when it comes to capitalizing skill, effect, item, and zone names.

I made several assumptions with these calculations: firstly, that the ballroom song is on for everything but the beach, and that turning it off for the beach takes zero turns because you do it while powerlevelling. Second, I basically ignored the queue, and said that for the F'c'le, since drops are trivially capped, you just need to encounter every monster in the zone (minus the clingy pirate) once. Queue janx would only reduce the value of the loud muffler, but honestly, the F'c'le and Whitey's grove savings are almost nothing compared to the beach. I also assumed that you only ran renewable resources: no hot dogs, swimming pools buff, reodorant, or jukebox-hitting. I also didn't include the power of pickpocketing on the eXtreme slope, but I assure you that it's minimal.

The extra-loud muffler is here assumed to be +10% combat rate. I'm not sure if brood is 10% or 15%, and I made some pretty generous assumptions about the nature of the eXtreme slope that I'll explain when I get to that.

Whitey's Grove has a base combat rate of 75%. With ballroom, this is 70%. 85% vs 70%.

4 monsters, you need to encounter a lion and a snake, taking roughly 4 combats.

(1/.7-1/.85)(4)=1 turn

F'c'le has a base combat rate of 80%. With Ballroom, this is 75%. 90% vs 75%.

Clingy gets banished for free, so 5 combats

(1/.75-1/.9)(5)=1.1 turns

The snowmen assassins I honestly pulled the numbers from an old GD thread. My math didn't include the ceilings, and I got 17.9 turns at net +5% combat (10% from muffler minus 5% from ballroom), the numbers done with the ceiling claim 14.6 That's a surprisingly significant difference of 3.3 turns, but this is still negligible in the long run because of the beach. The calculation for my result is here: http://www.wolframalpha.com/input/?i=3% ... B+.015t%29

I made some pretty weird assumptions about the eXtreme slope. I assumed that the first noncombat after getting the outfit is a 100% rate superlikely (this is based off of what greycat said in a fairly old GD thread), and that the others scale precisely to noncombat rate. Kind of a weird assumption, yeah.

The eXtreme slope's natural combat rate is 95%. With Brood and Ballroom, this is either 80% or 75%.

You can trivially run +315% items, with Natural Dancer, super great hair, Miner's Helmet, and Sneaky Pete's Basket.

There are four noncombats, three of which give access to two relevant items, one of which gives access to any relevant item. Each monster in the zone has a base drop rate of about 10%, there are three monsters, one for each relevant equipment.

I did the math in chunks. I summed the number of turns it takes to get your first unique item, your second unique item, and your third unique item. I then added the turns to complete the quest via noncombat.

If Brood gives -10%, it takes 19.1 turns. If Brood gives -15%, it takes 16.4

My result for the assassins feels super wrong, so we'll go with 14.6. The loud muffler saves either 4.5 or 1.8 turns, depending upon the power of Brood. Cool, right?

Finally, the beach. I made a pretty big mistake in assuming that the beach isn't worth doing without +combat, and the fact that I'm not paying attention to Junkyard Dogs and Reodorant definitely makes these iffy to say the least, but if you have an ice sculpture and run a net of +10% combat, the beach takes 21 turns. It should be noted that I'm assuming that you do the orchard, gremlins, and junkyard, but do not do the nuns.

I'm going to omit the actual arithmetic for determining how fast the war goes under the four scenarios of LFM vs no LFM and Rocket Launcher vs Rocketlessness, but here are the results:

With no LFM or Rocket, you spend 133 turns in the battlefield.

With LFM but no Rocket, you spend 67 turns in the battlefield. Daaaaang.

With Rocket but no LFM, you spend 95 turns in the battlefield.

With both Rocket and LFM, you spend 56 turns in the battlefield.

It takes 21 turns to do the beach with +10% combat and an ice sculpture, so by adding and subtracting stuff, you save 45 turns without the rocket launcher, or 14 with.

This is fairly sweet, but there are some important things to note: if you use snow tires, this is less valuable. If you use a rocket launcher, this is a lot less valuable. If you time things right with a junkyard dog and do the beach and the assassins with it, this is a lot less valuable.

That being said, I actually think that this is pretty optimal under certain conditions in high-skill hard Peter. Noncombat is already surprisingly abundant with the Ballroom, Ghost Dog, Olympic Pool, Brood, and Ashes, so the noncombat muffler isn't very optimal. Also, considering that the turn savings in the McLargehuge Quest are not massive, I think that this points to two potentially optimal hella sweet bike builds:

Loud Muffler/Snow Tires/Sweepy Red Light, and Smelly Muffler/Racing Slicks/Rocket Launcher. The Sweepy Red Light may be less powerful than the Ghost Vacuum, but you catch my assorted drifts. There are still a few bike options that are undecided, like the Blacklight vs. the Ultrabright, but the Tank and Seat are already pretty well-decided. I hope that these tentative numbers influence your decisionmaking for the better.

The loud muffler is insanely optimal for high-skill hard peter if you don't have the rocket launcher, but if you do, it gets surprisingly iffy. Also I don't like consistent capitalization when it comes to capitalizing skill, effect, item, and zone names.

I made several assumptions with these calculations: firstly, that the ballroom song is on for everything but the beach, and that turning it off for the beach takes zero turns because you do it while powerlevelling. Second, I basically ignored the queue, and said that for the F'c'le, since drops are trivially capped, you just need to encounter every monster in the zone (minus the clingy pirate) once. Queue janx would only reduce the value of the loud muffler, but honestly, the F'c'le and Whitey's grove savings are almost nothing compared to the beach. I also assumed that you only ran renewable resources: no hot dogs, swimming pools buff, reodorant, or jukebox-hitting. I also didn't include the power of pickpocketing on the eXtreme slope, but I assure you that it's minimal.

The extra-loud muffler is here assumed to be +10% combat rate. I'm not sure if brood is 10% or 15%, and I made some pretty generous assumptions about the nature of the eXtreme slope that I'll explain when I get to that.

Whitey's Grove has a base combat rate of 75%. With ballroom, this is 70%. 85% vs 70%.

4 monsters, you need to encounter a lion and a snake, taking roughly 4 combats.

(1/.7-1/.85)(4)=1 turn

F'c'le has a base combat rate of 80%. With Ballroom, this is 75%. 90% vs 75%.

Clingy gets banished for free, so 5 combats

(1/.75-1/.9)(5)=1.1 turns

The snowmen assassins I honestly pulled the numbers from an old GD thread. My math didn't include the ceilings, and I got 17.9 turns at net +5% combat (10% from muffler minus 5% from ballroom), the numbers done with the ceiling claim 14.6 That's a surprisingly significant difference of 3.3 turns, but this is still negligible in the long run because of the beach. The calculation for my result is here: http://www.wolframalpha.com/input/?i=3% ... B+.015t%29

I made some pretty weird assumptions about the eXtreme slope. I assumed that the first noncombat after getting the outfit is a 100% rate superlikely (this is based off of what greycat said in a fairly old GD thread), and that the others scale precisely to noncombat rate. Kind of a weird assumption, yeah.

The eXtreme slope's natural combat rate is 95%. With Brood and Ballroom, this is either 80% or 75%.

You can trivially run +315% items, with Natural Dancer, super great hair, Miner's Helmet, and Sneaky Pete's Basket.

There are four noncombats, three of which give access to two relevant items, one of which gives access to any relevant item. Each monster in the zone has a base drop rate of about 10%, there are three monsters, one for each relevant equipment.

I did the math in chunks. I summed the number of turns it takes to get your first unique item, your second unique item, and your third unique item. I then added the turns to complete the quest via noncombat.

If Brood gives -10%, it takes 19.1 turns. If Brood gives -15%, it takes 16.4

My result for the assassins feels super wrong, so we'll go with 14.6. The loud muffler saves either 4.5 or 1.8 turns, depending upon the power of Brood. Cool, right?

Finally, the beach. I made a pretty big mistake in assuming that the beach isn't worth doing without +combat, and the fact that I'm not paying attention to Junkyard Dogs and Reodorant definitely makes these iffy to say the least, but if you have an ice sculpture and run a net of +10% combat, the beach takes 21 turns. It should be noted that I'm assuming that you do the orchard, gremlins, and junkyard, but do not do the nuns.

I'm going to omit the actual arithmetic for determining how fast the war goes under the four scenarios of LFM vs no LFM and Rocket Launcher vs Rocketlessness, but here are the results:

With no LFM or Rocket, you spend 133 turns in the battlefield.

With LFM but no Rocket, you spend 67 turns in the battlefield. Daaaaang.

With Rocket but no LFM, you spend 95 turns in the battlefield.

With both Rocket and LFM, you spend 56 turns in the battlefield.

It takes 21 turns to do the beach with +10% combat and an ice sculpture, so by adding and subtracting stuff, you save 45 turns without the rocket launcher, or 14 with.

This is fairly sweet, but there are some important things to note: if you use snow tires, this is less valuable. If you use a rocket launcher, this is a lot less valuable. If you time things right with a junkyard dog and do the beach and the assassins with it, this is a lot less valuable.

That being said, I actually think that this is pretty optimal under certain conditions in high-skill hard Peter. Noncombat is already surprisingly abundant with the Ballroom, Ghost Dog, Olympic Pool, Brood, and Ashes, so the noncombat muffler isn't very optimal. Also, considering that the turn savings in the McLargehuge Quest are not massive, I think that this points to two potentially optimal hella sweet bike builds:

Loud Muffler/Snow Tires/Sweepy Red Light, and Smelly Muffler/Racing Slicks/Rocket Launcher. The Sweepy Red Light may be less powerful than the Ghost Vacuum, but you catch my assorted drifts. There are still a few bike options that are undecided, like the Blacklight vs. the Ultrabright, but the Tank and Seat are already pretty well-decided. I hope that these tentative numbers influence your decisionmaking for the better.