LTS Spading

This is where you spade, shovel and sickle. Or is it reap?
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QuantumNightmare
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LTS Spading

Post by QuantumNightmare » Mon Dec 10, 2007 9:16 pm

LTS and TS were both buffed up today. Jick let slip something very important, though:
Jick wrote:The to-hit bonus of LTS with Eye is now multiplicative, rather than additive, and damage is calculated using the same Muscle value used to calculate to-hit.

Both TS and LTS still work slightly better for SCs than other classes.


With 86 base muscle, a barehanded seal clubber multi dealt 30 extra damage, when his muscle was buffed to 150, 192, or left at 86.

With a weapon in his hand, he still dealt 30 extra damage.

With base muscle reduced to 82, damage bonus was still 30.

I'm not seeing a damage bonus based on buffed muscle, I'm seeing a raw 30 damage bonus being applied. That's not what Jick had implied, and it certainly won't help with scaling monsters.

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Post by Brulak » Tue Dec 11, 2007 2:00 am

On changed (?) to-hit odds:

buffed muscle 171, giant castle at +91 ML.
TS is auto-miss, LTS hits around 80% of the time - exception: Alphabet Giants have a hit:miss ratio around 30:70

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QuantumNightmare
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Post by QuantumNightmare » Tue Dec 11, 2007 8:10 pm

LTS was fixed just recently. In concert with EotS, it gives you a hidden bonus of 25% (or 30% for seal clubbers) of your BUFFED muscle, and determines both damage and to-hit chances off this increased amount.

Seal Clubber:
590 buffed (82 base) muscle, damage was dealt as if it had a muscle of 764. Fighting 1 ML bunnies barehanded dealt 196 damage with LTS and small claws.

Pastamancer:
837 buffed (822 base) muscle, damage was dealt as if it had 1044 muscle. Fighting 1 ML bunnies barehanded dealt 263 damage with LTS.

Note: Testing was done while barehanded to completely eliminate RNG. Calculated muscle values are correct to within a spread of 3 muscle points, meaning the percent values are accurate to ~0.5%

EDIT: Big thanks to Hamish and Tiberius for providing the multis to do this research.
Last edited by QuantumNightmare on Tue Dec 11, 2007 8:42 pm, edited 1 time in total.

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MrJolly123
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Post by MrJolly123 » Tue Dec 11, 2007 8:41 pm

Cool. That should help the end of my BM SC run a little bit, and through the Crimbo stuff.
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Thrust-Smack Changes

Post by DarthDud » Tue Dec 11, 2007 9:12 pm

63 muscle, barehands.

Attack with weapon - hit at 75ML, mis at 76ML.
That is, hit at 67.5 defense, miss at 68.4 defense.

Thrust Smack - hit at 97ML, miss at 98ML.
That is, hit at 87.3 defense, miss at 88.2 defense.

This implies +to-hit of 20.

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Post by QuantumNightmare » Tue Dec 11, 2007 9:48 pm

Was this ML generated by the basement or +ML on bunnies? Watch out for ML variation when testing small differences like this. I wouldn't normally ask, but if you were testing ML as you hit you'd have an exact value for the defence, not a decimal.

Either way, the old LTS and kneebutt both seemed to have a +20 to-hit, so TS is still a useless version of kneebutt.

Also, brulak's data shows TS regularly missing at +91 ML in the castle. This implies a miss with 171 muscle against 194.4 defence monsters. Therefore, TS is less than +23 to-hit. This backs up darth's data.

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Post by DarthDud » Tue Dec 11, 2007 9:58 pm

QuantumNightmare wrote:Was this ML generated by the basement or +ML on bunnies? Watch out for ML variation when testing small differences like this. I wouldn't normally ask, but if you were testing ML as you hit you'd have an exact value for the defence, not a decimal.

ML+ on bunnies.

I relied on the fact that you said monsters with <20 base ML don't have any variance.

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Re: LTS Spading

Post by top1214 » Mon Jan 23, 2012 12:45 pm

Reminder to me to someday test TS to-hit bonus vs. level

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