Purple Light District (SLEAZY)

This is where you spade, shovel and sickle. Or is it reap?
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Prestige
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Purple Light District (SLEAZY)

Post by Prestige » Wed Jun 18, 2008 10:40 pm

In both our runs, and from what I've been reading in IP's forum, it always takes about 500 hobo kills to clear this area. It looks like moving trash to the Heap does not help clear the zone faster.

Is there a way to decrease turncount? Does diverting water to PLD from the cold zone reduce turncount? No, according to IP, again: http://www.iocainepowder.org/forums/vie ... php?t=5276
I wonder if it only makes the monsters easier and/or reduces those painful special attacks in those zones.

Thoughts?

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Post by Prestige » Sat Jun 21, 2008 9:01 pm

Today I got the "getting clubbed" adventure here.
http://kol.coldfront.net/thekolwiki/ind ... ng_Clubbed

I got it once, chose "bamboozle" and didn't get it again, despite spending a lot of turns there. This might be because the bamboozle option says it disperses the hobos.

Crazy theory: Piping cold water to PLD from EE forces sleaze hobos out of the sauna. Therefore, the hobos move into line at the club. But only if water is diverted when PLD is open.

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Post by Seal Lubber » Sat Jun 21, 2008 9:32 pm

Prestige wrote:Crazy theory: Piping cold water to PLD from EE forces sleaze hobos out of the sauna. Therefore, the hobos move into line at the club. But only if water is diverted when PLD is open.
The log says tbell raided the dumpster twice, maybe the sleeping hobos formed the mob.

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Post by Prestige » Sat Jun 21, 2008 9:46 pm

But people have raided the dumpster in previous runs, but no one (as far as I know) saw the Clubbed adventure in those runs. Besides, I would assume the dumpster works the same way as the tomb in burial grounds.

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Post by Seal Lubber » Sun Jun 22, 2008 2:01 pm

Tried the piping cold water. Got up to 25 diverts with myself and Cierdwyn adventuring in the two zones simultaneously, with no visible result.

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Post by Seal Lubber » Thu Jun 26, 2008 3:21 am

The meat option from the dumpster adds 5 hobos, but it can't decrease the kill count below zero.

Code: Select all

Seal Lubber (#1104986) defeated Sleaze hobo x 65 (65 turns)
Seal Lubber (#1104986) raided 4 dumpsters (4 turns)

First dumpster raid was done with one kill on the board, image changed on 65th kill.

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Post by Friederike » Sun Jun 29, 2008 6:32 am

As has been mentioned in the IP forums, buffing +combat might be the trigger for Getting Clubbed. I have +20% and got it in about 5 adventures.

Unfortunately, the text tells me "There is a crowd of %miscadventuretext hobos lined up outside the front door, all waiting to get in." :)

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Post by Seal Lubber » Sun Jun 29, 2008 9:25 am

Friederike wrote:As has been mentioned in the IP forums, buffing +combat might be the trigger for Getting Clubbed. I have +20% and got it in about 5 adventures.

Unfortunately, the text tells me "There is a crowd of %miscadventuretext hobos lined up outside the front door, all waiting to get in." :)
I tried 60 turns at +15% and 39 turns at +20% in the Burial Ground, but didn't see the corresponding adventure. Probably worth another shot with a fresh instance, maybe flimflamming sleaze hobos over there.

EDIT: Got it first turn with -15% combats.

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Post by greycat » Sun Jun 29, 2008 11:32 am

There is some speculation that only one person (per instance) can ever see the Getting Clubbed adventure. So far, the logs I've seen have borne this out. I've yet to see a log where more than one person has flimflammed or bamboozled hobos.

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Post by Prestige » Mon Jun 30, 2008 2:44 am

Look at the logs for our current (June 29) run. More than one person hit Getting Clubbed. I also got the adventure (after buffing +combat), but I tried the "get inside" choice and failed.

I still don't know what caused it to appear. It did occur during/after we put on at least 3-person shows in the tent. Also, the others found it after I told them to buff +combats. Don't know if that was the cause though.

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Post by Tzabor » Mon Jun 30, 2008 7:05 am

Doing a solo run on a spading character. Pushing + combats to 10% resulted in the club adv, bamboozeled crowd twice to gain access to club. Got 3 more "pick several fights" in 48 remaining turns (stilll running at +10combats). If it's like cold zone, you can keep getting it to come up for your character as long as you don't pick the third option.

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Post by Prestige » Mon Jun 30, 2008 6:37 pm

OK, so Clubbed is clearly not triggered by anything involving the tent. But if it is triggered by +combat, that doesn't jive with what Seal Lubber posted above (that he got it with -combat).

EDIT: Just now in AfHobo. I've hit the clubbed adventure several times. This is the full extent of everything that happened in PLD so far in the run:

WillGruff (#100104) defeated Sleaze hobo x 22 (22 turns)
Prestige (#1014085) flimflammed some hobos (3 turns)
Prestige (#1014085) defeated Sleaze hobo x 104 (104 turns)
Prestige (#1014085) bamboozled some hobos (5 turns)

Even after first flim-flaming 3 times and bamboozling 5 times, I still couldn't get inside the club. Any idea why?

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Post by Seal Lubber » Mon Jun 30, 2008 7:19 pm

Prestige wrote:OK, so Clubbed is clearly not triggered by anything involving the tent. But if it is triggered by +combat, that doesn't jive with what Seal Lubber posted above (that he got it with -combat).
It was Chiller Night that I got with -combat. Getting Clubbed is only found with +combats.

EDIT: Just now in AfHobo. I've hit the clubbed adventure several times. This is the full extent of everything that happened in PLD so far in the run:

WillGruff (#100104) defeated Sleaze hobo x 22 (22 turns)
Prestige (#1014085) flimflammed some hobos (3 turns)
Prestige (#1014085) defeated Sleaze hobo x 104 (104 turns)
Prestige (#1014085) bamboozled some hobos (5 turns)

Even after first flim-flaming 3 times and bamboozling 5 times, I still couldn't get inside the club. Any idea why?

Not sure how it works, but doing flim-flam->bamboozle->bar fight worked for me, and I think it also unlocked it for Kujjie.

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Post by Prestige » Mon Jun 30, 2008 7:29 pm

Maybe you have to flimflam while the Burial Ground is open, which it wasn't for me. However, if that was the problem, you'd think the game would give a different message to indicate it wasn't working, but I saw the same message about hobos leaving for the BG.

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Post by Seal Lubber » Wed Jul 02, 2008 5:20 am

Log of a PLD run at +15% combats. The power of the barfights starts off in the order of 50 kills, decreasing to not much more than one (will have a better idea when someone finishes the last few kills of the PLD). Frequency is hard to judge, but in this run it seemed to drop off until I started flim-flamming at the end to get Chiller Nights for the BG.

Code: Select all

6 kills
1 flim-flam
1 kill
1 bamboozle
3 kills
1 barfight
image 1

2 kills
1 barfight
image 2

2 kills
1 barfight
2 kills
1 barfight
image 3

1 barfight
image 4

2 kills
1 barfight
5 kills
1 barfight
image 5

1 barfight
6 kills
image 6

2 kills
1 barfight
1 barfight
9 kills
1 barfight
image 7

24 kills
1 barfight
2 kills
image 8

10 kills
1 barfight
6 kills
1 barfight
5 kills
1 barfight
3 kills
1 flim-flam
1 kill
1 flim-flam
3 kills
image 9

1 kill
1 flim-flam
3 kills
1 flim-flam
2 kills
1 barfight
1 barfight
1 barfight
3 kills
1 barfight
3 kills
1 barfight
4 kills
1 barfight
7 kills
1 barfight
Tzabor: 6 kills, 1 barfight
image 10

Summary:
Image 0: 10 kills, 1 barfights (barfight >40 kills)
Image 1: 2 kills, 1 barfights
Image 2: 4 kills, 2 barfights
Image 3: 0 kills, 1 barfights
Image 4: 7 kills, 2 barfights
Image 5: 6 kills, 1 barfights
Image 6: 11 kills, 3 barfights
Image 7: 26 kills, 1 barfights
Image 8: 28 kills, 3 barfights (3 barfights = 22 kills)
Image 9: 29 kills, 8 barfights (8 barfights = 21 kills)

Quick Stats (I don't know stats):
Number of Getting Clubbeds every 10 turn interval:
2, 3, 3, 2, 2, 1, 0, 1, 0, 2, 3, 2, 4, 2

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Post by Seal Lubber » Fri Jul 04, 2008 1:33 am

55 kills
1 bamboozle
2 flim-flam
1 barfight

This gave image 2 (on a combat). Not sure whether bamboozle or flim-flam add hobos to the area, but it's a data point for the first barfight at least.

Also, barfights 1-12 killed 243.

EDIT: I can say that 2 flim-flams do not add more than 7 kills.

EDIT 2:
- Bamboozle does not add any. Hit image 8, ran away from fights until I got a Bamboozle, no image change.
- Flim-flam also does not add any. Same story as above.

So the first barfight in this run killed 45 hobos.

EDIT 3: Unless bamboozling and flim-flamming actually kill hobos. Has anybody tested that?

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Post by Seal Lubber » Sat Jul 05, 2008 12:16 am

Came up with a model for barfight kills which I think works:

- Each barfight will kill 10% of the remaining Hobos in the PLD.

I fit this model to the data from the logged run in this spreadsheet to predict where the image would change, and got pretty consistent results with observed image changes. Somebody with more Excel-fu might be able to put some rounding in for better results or something (now that I look at it again, the incorrect image changes are only off by 1.2 and 1.4 kills which could easily just be rounding errors).

As well as image changes being pretty well predicted, the last 8 barfights are predicted to kill 18 (or 20 if you set a 1 kill minimum) compared to the 21 observed. The 3 barfights in image 8 killed 22, the spreadsheet predicts 22.

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Post by Prestige » Wed Jul 09, 2008 10:44 am

OK, so apparently piping cold water from EE to PLD is what allows access to the inside of the club. Apparently you only have to do it once, then maybe flimflam/bamboozle once, and then you can get into the club.

Again, what the hell. That just doesn't make very much sense. Also it seems to bamboozling multiple times will get the line outside the club to decrease in size, but not very expediently.

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Post by Malaidar » Fri Jul 11, 2008 2:20 am

In the current dive I flim-flammed the crowd once, then bamboozled the crowd. After that I had no problems getting inside the club.

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Post by Ceirdwyn » Fri Jul 11, 2008 4:34 pm

This run I had a very strange club behaviour:

Setting: before we killed Zombo, Kujjie did 4 flim flams at the club and Deedlee 20 dances. I entered the PLD with Zombo dead.

Tried to enter the club: fail
bamboozled next time
tried to enter club: sucess and danced
tried to enter club again: fail
bamboozled next time
tried to enter club: sucess and danced
tried to enter club: fail
flim flammed next time
tried to enter club: sucess and danced

The next was a fail again and so on. Could it be that flim flamms give you like 5 club entries as long as Zombo is alive and when he is dead you only get one entry?

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Post by Pendulass » Fri Jul 11, 2008 5:28 pm

That is wierd Ceirdwyn.


From the AFHobo log (July 09, 2008-July 10, 2008):

When I started in the Zone, Zombo was already dead and Kevlar had finished his 100 turns:

The Purple Light District:

Kevlar (#621629) sent some trash to The Heap (1 turn)
Kevlar (#621629) was defeated by Sleaze hobo (1 turn)
Kevlar (#621629) defeated Sleaze hobo x 98 (98 turns)
Pendulass (#887156) flimflammed some hobos (1 turn)
Pendulass (#887156) defeated Sleaze hobo x 188 (188 turns)
Pendulass (#887156) danced like a superstar (4 turns)
Pendulass (#887156) started 13 barfights (13 turns)
TheDoc (#51237) defeated Chester (1 turn)

There was only a single flimflam and no bamboozles and I had no problems entering the club 17 times.

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Post by TheDoc » Fri Jul 18, 2008 1:50 pm

Interestingly enough...

Spent the last 40 turns with Musk of the Moose, Hippy Stench, and a Monster Bait equipped...


Zero Club adventures...

TheDoc (#51237) defeated Sleaze hobo x 145 (145 turns)
lostcalpolydude (#989190) defeated Sleaze hobo x 225 (225 turns)

So before I started...

We had 330 dead Sleaze Hobos.

The only other text in the zone log is myself being defeated 1 time by a sleaze hobo.


I could have just hit a bad streak there... but shouldn't I have encountered the club once? unless it does not show after imageX for the zone?
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Post by Seal Lubber » Fri Jul 18, 2008 6:21 pm

TheDoc wrote:I could have just hit a bad streak there... but shouldn't I have encountered the club once? unless it does not show after imageX for the zone?

Crawly in IP forums wrote:This resulted in being unable to get (No Entrance) in before we hit image8, which is where the club is no longer accessible

I thought this was a pretty bold statement since I've definitely had multiple Clubs all through image 9, but maybe there's something there. I'd be more inclined to think there's a cap on the number of Clubs available and that you hadn't unlocked it in the first place (possibly through the EE pipe adventure).

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Post by lostcalpolydude » Fri Jul 18, 2008 6:30 pm

Seal Lubber wrote:
TheDoc wrote:I could have just hit a bad streak there... but shouldn't I have encountered the club once? unless it does not show after imageX for the zone?

Crawly in IP forums wrote:This resulted in being unable to get (No Entrance) in before we hit image8, which is where the club is no longer accessible

I thought this was a pretty bold statement since I've definitely had multiple Clubs all through image 9, but maybe there's something there. I'd be more inclined to think there's a cap on the number of Clubs available and that you hadn't unlocked it in the first place (possibly through the EE pipe adventure).

For some reason, EE was completely finished during this run before PLD was unlocked. I didn't realize +combat might help with this (my fault for not following all of the spading, but what is Jick doing with this game, when +combat can help you get noncombats?), so I wasn't running any, but if EE was needed then it was impossible to get to.
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Post by Prestige » Fri Jul 18, 2008 6:52 pm

Well as of last week, it was definitely still possible to get the Club without having diverted water in EE at all. It's possible something changed.

On the radio last night, Jick addressed the fact that he'd fixed Chiller night in BG being too powerful. However he also said another zone interaction between EE and PLD had been too powerful. I took this to mean that diverting water from EE had previously been taking way too many hobos out of the line at the Club. I would assume that now, it will take multiple water diversions and/or bamboozles/flimflams to shrink the Club line enough to get inside. That said, it could also mean that something affecting the encounter rate of the Club was also changed.

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Post by QuantumNightmare » Tue Jul 22, 2008 11:04 am

16 diversions of water + 7 flim flams, was not able to enter club.
23 diversions of water + 8 flim flams, was able to enter club.

Barfights kill 10% of the remaining hobos, rounded down.

This run we had 1 kill, followed by 34 barfights, followed by 18 hobo kills to complete the zone.

After every barfight, I checked the image. They were initially at zero, followed by: 1, 1, 2, 3, 4, 4, 5, 5, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 8, 8, 8, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9

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Post by Seal Lubber » Thu Jul 24, 2008 8:45 am

With 10 steam diversions out of BB, Parrithead got up to 14 flimflams without being able to enter the club (maybe more to come).

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Post by QuantumNightmare » Thu Jul 24, 2008 11:18 am

Looks like you need to spend 20 turns opening the barfights, either in the esplanade or the PLD. Steam diverts from hot add one turn to what is needed.

Code: Select all

Cold water divert / hot steam divert / flim flam / bamboozle / net turns   / result
0                   -10                28          1           19            no entry
0                   -10                30          1           21            entry
16                  -6                 7           0           17            no entry
23                  -6                 8           0           25            entry

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Post by Seal Lubber » Thu Jul 24, 2008 6:53 pm

Nice work. I guess the only thing left to figure out is what the secondary effect of bamboozling is, if it has one at all. I'd have a stab that it reduces the sleaze level, based on the adventure text and the fact that there isn't one of those adventures in the zone. I think you test this by seeing how much damage the powerful sleaze attack does, then get a few bamboozles and see if it changes.

EDIT: Just looking at those numbers, it's possible that bamboozling does 5, and the entry is actually 25.

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Post by QuantumNightmare » Fri Jul 25, 2008 5:16 pm

Code: Select all

Cold water divert / hot steam divert / flim flam / bamboozle /  Picked Nose  / net turns   / result
19                  0                  0           0            0              19            no entry
19                  0                  1           0            0              20            no entry
19                  0                  2           0            0              21            entry (picked nose)

This shows that our theory seems to be almost correct: 21 turns need to be spent to open the club. These turns can be spent in either diverting cold water, bamboozling or flim flamming.


Code: Select all

Cold water divert / hot steam divert / flim flam / bamboozle /  Picked Nose  / net turns   / result
19                  0                  2           0            -1             20            no entry
19                  0                  3           0            -1             21            entry (picked nose)
19                  0                  3           0            -2             20            no entry
19                  0                  4           0            -2             21            entry (barfight)
19                  0                  4           0            -2             21            entry (barfight)

This shows that picking your nose (major stat adventure) takes away one "point" from your club entry. This has the same effect as diverting hot water: it increases the number of turns we need to spend to open the club.

EDIT: The barfight -1 might be incorrect, could only be -0.5 instead.

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Post by Antipasta » Sat Oct 04, 2008 8:27 am

Here's some info on the frequency of the club adventure in the PLD from a stat farming run I did through it:

- club stops appearing when you hit image 8 (so about 400 hobos defeated)

- as QN reports, every nose-pick counts against your total of flim-flams, bamboozles, and water diverts, and it does seem like you need at least a 21 "positive" count

- with +20% combats, I saw a total of 100 clubs and had killed 396 hobos when the last club showed up. Adventures were:

Code: Select all

AntiPasta (#1108143) diverted some cold water out of Exposure Esplanade (41 turns)
AntiPasta (#1108143) danced like a superstar (58 turns)
AntiPasta (#1108143) flimflammed some hobos (39 turns)

plus 3 failed club entry attempts for a total of 100 clubs/496 adv

I was a lvl 20-22 char, and always got 1000 of each substat.

Conclusions:
- percentage of club adventures is pretty darn close to 20% when running +20% combat
- for stat farming, it's better to divert water from EE rather than flimflamming and bamboozling, which replace stat adventures.
- this is a pretty good place for statfarming if you set it up with water diverts... at 20% combat rate it's 200 mainstat/adv just from the noncombats.

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Post by Seal Lubber » Sat Oct 04, 2008 10:21 am

Antipasta wrote:- club stops appearing when you hit image 8 (so about 400 hobos defeated)

I've seen this said before and I still don't believe it :). QN and I have both shown that you can get multiple clubs on the final image (and entirely consistent with the expected combat rate). 100 clubs total looks promising as a limit though.

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Post by QuantumNightmare » Sat Oct 04, 2008 11:52 am

More data:

Ceir and Pieces both ran +20% combats, and cleeshed all hobos. So all data was collected with 0 hobo kills:

Ceir: 190 adventures, 26 clubs.
Pieces: 209 adventures, 51 clubs.
Total: 399 adventures, 77 clubs. 19.3% club adventure rate, with +20% combats.

My testing of statgains:

Code: Select all

Mainstat    Statgains
0           3
0           3
0           3
4           12
4           12
4           12
6           18
6           18
6           18
49          146
49          152
49          151
51          151
51          166
51          148
73          212
73          219
73          202


Statgains look like 3*mainstat, with some small random variation.

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Post by QuantumNightmare » Mon Oct 06, 2008 7:15 pm

More results. Ceir and Pieces have been very dedicated at sending me data by kmail, and I've been very bad at replying. Here's a compilation of the data they have generated:

Code: Select all

Combat Mod   Rate     Adventures     Clubs
15%          26%      31             8
20%          19%      1035           201
25%          24%      555            131


Ignoring the data at 15% which has a tiny sample size, this shows that the club encounter rate is equal to the amount of +combats you are running.

The data at 20% was done mostly with 0 kills, while the data at 25% was done while killing hobos from image 1-8. In both cases, club encounter rate was equal to net combat modifiers.

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Post by Pieces » Mon Oct 06, 2008 8:58 pm

Also, Ceirdwyn and I spent a combined 76 adventures at 80% completion without seeing the club. Ceird was running +25% combats, I was running +20%. Barring ridiculous RNG screwage, the club was gone.

At this point, I checked to see how far off we were from 90% completion: it was 12 kills before the PLD advanced to 90%.
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Post by ElroyJetson » Wed Feb 11, 2009 4:13 pm

I'm necroing this topic to see if there's any final result on opening the club. I think I've got the equation correct, but would like some verification. It looks like the club can be entered if the following equation is true:

Code: Select all

(
        (# of shots of cold water from Exposure Esplanade to PLD) +
        (# of flimflams) +
        (# of bamboozles) -
        (# of shots of hot water from Burnbarrel to PLD) -
        (# of dances like a superstar)
 ) > 20

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lostcalpolydude
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Post by lostcalpolydude » Wed Feb 11, 2009 4:17 pm

That's correct.
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Fred Nefler
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Post by Fred Nefler » Wed Feb 11, 2009 4:50 pm

lostcalpolydude wrote:That's correct.

I'm pretty sure it's not. I placed a similar formula on the wiki, but I know from experience that "dancing like a superstar" is not always a flat 1 reduction. Unless things have changed.

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ElroyJetson
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Post by ElroyJetson » Thu Feb 12, 2009 12:54 pm

Fred Nefler wrote:
lostcalpolydude wrote:That's correct.

I'm pretty sure it's not. I placed a similar formula on the wiki, but I know from experience that "dancing like a superstar" is not always a flat 1 reduction. Unless things have changed.


Yeah -- I started to get some entry refusals, even though the equation came up true. After that point, I was able to alternate flimflams with successful entries. So, I think the additional factor may be that the (number of flimflams + number of bamboozles) must be greater than the number of dances. My new proposed entry criterion is that this is true:

Code: Select all

(
        (# of shots of cold water from Exposure Esplanade to PLD) +
        (# of flimflams) +
        (# of bamboozles) -
        (# of shots of hot water from Burnbarrel to PLD) -
        (# of dances like a superstar)
 ) > 20
AND
(
        ((# of flimflams) + (# of bamboozles)) >
        (# of dances like a superstar)
)

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lostcalpolydude
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Post by lostcalpolydude » Thu Feb 12, 2009 12:59 pm

flimflams + bamboozles >= dances maybe? I know we've had plenty of stick runs where we sent water from EE and that let us into PLD to start large fights, and we didn't flimflam until image 7 or something like that. And certainly 0 + 0 !> 0.
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ElroyJetson
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Post by ElroyJetson » Wed Mar 25, 2009 4:26 pm

I'm still at a loss to come up with a consistent algorithm for entering the club, but have a bit more data.

In my clan's current Hobopolis instance, I set up the club with 34 shots of cold water and 20 flimflams. (There were no shots of hot water or bamboozles.) After that, I was able to enter the club and dance 30 times. After 30 dances, I was only able to enter the club by flimflamming once for each successful club entry. (I suspect that a shot of cold water or a bamboozle would also have allowed an entry.)

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Manendra
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Post by Manendra » Wed Mar 25, 2009 7:31 pm

In another dungeon instance, I did 155 cold water diverts and 0 flimflams and was only able to enter the club about 20 or 25 times before having to flimflam to get in. There must be some sort of cap on how unpopular the club gets, so you can't store up a shit-ton of "charges" and powerlevel (like I was trying to do).

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ElroyJetson
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Post by ElroyJetson » Thu Apr 23, 2009 2:02 pm

In my clan's current Hobopolis, I sent over 173 shots of cold water from EE to PLD and then was able to enter the club and dance 20 times before the club became unavailable.

After that, 5 flimflams allowed me to enter and dance 5 times.

I'm not sure how to state it algorithmically, but my current hypothesis is that there's a 20-potential-dance cap on shots of cold water and an additional 10-potential-dance cap on flimflams. (Or maybe the particular source isn't important, just 20 dances from the first source and 10 from the second.)

Hellion
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Post by Hellion » Fri Apr 24, 2009 2:32 pm

Were you killing hobos while waiting for the club, or tatter/cleeshing them?

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Manendra
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Post by Manendra » Fri Apr 24, 2009 2:42 pm

For my part, I was CLEESHing. I assume Elroy was doing the same.

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ElroyJetson
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Post by ElroyJetson » Fri Apr 24, 2009 2:54 pm

Manendra wrote:For my part, I was CLEESHing. I assume Elroy was doing the same.
Nope -- I was using normal attacks in both the Esplanade and the PLD.

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Post by Antipasta » Thu Jul 02, 2009 8:07 am

I used the PLD for powerlevelling recently, and was able to get a ton of dances by alternating water diverts from EE with PLD club entries. I would spend 20 turns or so in EE diverting water, then head to the PLD to go clubbing. I ended up doing 116 dances, 12 flimflams (after EE was done), and 1 failed entry.

Although there seems to be a limit to how unpopular you can make the club (which determines how many club entries you can set up in advance) I didn't see any absolute limit on club entries.

Once again (as I saw previously) the club stopped appearing just when I hit image 8. Since others report seeing the club after image 8, I'm thinking there might be a rule like: "no club appearances after 100 (or whatever) visits, or image 8, whichever comes last".

I was just killing hobos normally, with +25% combats; I'd be curious to see whether CLEESHING them let you visit the club indefinitely.

This seems like a pretty powerful way to level, especially if you had somebody else taking care of the water diverts in EE. Maybe for levelling in hardcore during a contest?

Code: Select all

antimarty (#1083989) danced like a superstar (116 turns)
antimarty (#1083989) defeated Sleaze hobo x 494 (494 turns)
antimarty (#1083989) flimflammed some hobos (12 turns)

antimarty (#1083989) diverted some cold water out of Exposure Esplanade (125 turns)

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