Flee lag and wil
Flee lag and wil
Someone did some research and posted about this previously, so I'm basically looking for a refresher.
As far as I remember, flee lag works based on a range of wil. So for example 0-5 gets awful flee lag, 6-8 pretty awful, 9-11 not too bad, 12-14 pretty good, and 15+ fantastic.
Anyone actually remember a)if this is accurate and b)what the actual numbers are for the ranges?
As far as I remember, flee lag works based on a range of wil. So for example 0-5 gets awful flee lag, 6-8 pretty awful, 9-11 not too bad, 12-14 pretty good, and 15+ fantastic.
Anyone actually remember a)if this is accurate and b)what the actual numbers are for the ranges?
Re: Flee lag and wil
I remember talking to Markus about this, and I seem to recall a fairly linear relationship (no steps as you imply) between Wil and fleelag, such that a Wil check is performed against a roll (d20 maybe?), building 1d2 pulses of fleelag if failed.
Take with a grain of salt, as this is from memory and I never saw the data.
Take with a grain of salt, as this is from memory and I never saw the data.
Re: Flee lag and wil
I remember something along the lines of what Mangler is saying.
Thuvia isn't wrong. Fleelag increases a certain amount with each flee. The difference with wil is that the accumulated fleelag effect wears off quicker with higher wil than with lower wil.
IE. A rogue with 10 wil who flees 5 times in a tic, will then have to wait 3 tics to get rid of all the fleelag built up vs a rogue with 15 wil who'll only take 1 tic or 2.
So over a prolongued period of time the higher wil character will be more free to flee around because his fleelag will dissipate quicker than the character with lower wil. (Usually meaning lower wil characters in general die more often due to fleelag build up and eating bashes)
I'd like to mention that I have 0 concrete numbers or evidence other than personal experience as to this effect.
Thuvia isn't wrong. Fleelag increases a certain amount with each flee. The difference with wil is that the accumulated fleelag effect wears off quicker with higher wil than with lower wil.
IE. A rogue with 10 wil who flees 5 times in a tic, will then have to wait 3 tics to get rid of all the fleelag built up vs a rogue with 15 wil who'll only take 1 tic or 2.
So over a prolongued period of time the higher wil character will be more free to flee around because his fleelag will dissipate quicker than the character with lower wil. (Usually meaning lower wil characters in general die more often due to fleelag build up and eating bashes)
I'd like to mention that I have 0 concrete numbers or evidence other than personal experience as to this effect.
Re: Flee lag and wil
I've done some preliminary testing of this. Much remains to be done, but some basics can be observed.
First, Mangler's memory does seem correct. There are Wil ranges that affect fleelag, or at least certain messages displayed that seem to be indicative of fleelag. I have not yet tested fleelag buildup in terms of pulses, nor exact fleelag pulse removal, however some things can be shown.
Message types
After a certain number of flees, there are two types of messages that can be seen:
Your heartbeat calms down more as you feel less panicked.
Your heartbeat races very rapidly as your forehead throbs.
Hereafter, the former will be referred to as "Calms" and the latter as "Races" in the following equations and tables. "Total" is the sum of the number of both messages (and the sum total of tics during which those messages are displayed).
Messages as function of Wil and number of flees
Wil_Factor = Floor(Wil / 4)
If Wil_Factor < 2 Then Wil_Factor = 2
Total_Flees = Floor(ln(Flees)/ln(Wil_Factor)), where "ln" refers to the natural logarithm
Races = Floor((ln(Flees) - ln(12))/ln(Wil_Factor)), where "ln" refers to the natural logarithm
If Races < 0, Races = 0
Calms = Total_Flees - Races
Tabular format
Short explanation
As can be seen in the tables, for each Wil range, once the first threshold for flees is reached, the first message (given at the end of the tic) will be "Your heartbeat calms down more as you feel less panicked." Additional "calms" messages (one each tic) will happen at each subsequent threshold. Once the first "races" threshold is reached, the first message given will instead be "Your heartbeat races very rapidly as your forehead throbs." If multiple "races" messages are given, they will always come before the "calms" messages.
More testing is needed, specifically in terms of lag buildup and removal in terms of pulses. For now, we can at least see some noticeable differences in Wil ranges. This may be of use for certain characters either when statting or when getting rerolls, if the opportunity is available to bump up to 12 from 11 or to 16 from 15 Wil.
Hopefully this is helpful as a start. Please let me know if you have any questions, comments, or suggestions.
First, Mangler's memory does seem correct. There are Wil ranges that affect fleelag, or at least certain messages displayed that seem to be indicative of fleelag. I have not yet tested fleelag buildup in terms of pulses, nor exact fleelag pulse removal, however some things can be shown.
Message types
After a certain number of flees, there are two types of messages that can be seen:
Your heartbeat calms down more as you feel less panicked.
Your heartbeat races very rapidly as your forehead throbs.
Hereafter, the former will be referred to as "Calms" and the latter as "Races" in the following equations and tables. "Total" is the sum of the number of both messages (and the sum total of tics during which those messages are displayed).
Messages as function of Wil and number of flees
Wil_Factor = Floor(Wil / 4)
If Wil_Factor < 2 Then Wil_Factor = 2
Total_Flees = Floor(ln(Flees)/ln(Wil_Factor)), where "ln" refers to the natural logarithm
Races = Floor((ln(Flees) - ln(12))/ln(Wil_Factor)), where "ln" refers to the natural logarithm
If Races < 0, Races = 0
Calms = Total_Flees - Races
Tabular format
Code: Select all
5-11 Wil
Flees Races Calms Total
1 0 0 0
2-3 0 1 1
4-7 0 2 2
8-15 0 3 3
16-23 0 4 4
24-31 1 3 4
32-47 1 4 5
48-63 2 3 5
64-95 2 4 6
96-127 3 3 6
128-191 3 4 7
192+ 4 3 7
12-15 Wil
Flees Races Calms Total
1-2 0 0 0
3-8 0 1 1
9-26 0 2 2
27-35 0 3 3
36-80 1 2 3
81-107 1 3 4
108+ 2 2 4
16-19 Wil
Flees Races Calms Total
1-3 0 0 0
4-15 0 1 1
16-47 0 2 2
48-63 1 1 2
64-191 1 2 3
192+ 2 1 3
As can be seen in the tables, for each Wil range, once the first threshold for flees is reached, the first message (given at the end of the tic) will be "Your heartbeat calms down more as you feel less panicked." Additional "calms" messages (one each tic) will happen at each subsequent threshold. Once the first "races" threshold is reached, the first message given will instead be "Your heartbeat races very rapidly as your forehead throbs." If multiple "races" messages are given, they will always come before the "calms" messages.
More testing is needed, specifically in terms of lag buildup and removal in terms of pulses. For now, we can at least see some noticeable differences in Wil ranges. This may be of use for certain characters either when statting or when getting rerolls, if the opportunity is available to bump up to 12 from 11 or to 16 from 15 Wil.
Hopefully this is helpful as a start. Please let me know if you have any questions, comments, or suggestions.
Re: Flee lag and wil
So, 11 is the lowest threshold for flees? Meaning a character with 5 wil, will build the same amount of fleelag as a character with 11 wil?
Re: Flee lag and wil
That is what it looks like so far, yes. I have not tested 3 or 4 Wil yet, but due to the nature of the math involved they are unlikely to differ from 5-11.
And again, bear in mind I have not quantified the actual effects associated with these messages either. There may be additional nuances when it comes to pulses.
This part I was able to test alone, but will be looking for an assistant for the next part to help with timing.
And again, bear in mind I have not quantified the actual effects associated with these messages either. There may be additional nuances when it comes to pulses.
This part I was able to test alone, but will be looking for an assistant for the next part to help with timing.
Re: Flee lag and wil
I'd say its linear and the only thing the ranges are for are the messages. I felt a difference going from 18 wil to 17 and years of playing bad trolls vs an 11 wil human felt like a big difference. Good luck quantifying that though 

Re: Flee lag and wil
Markus did some testing on this back in the day. Sadly it was on long defunct wotmad, and it appears I failed to download it. If I recall his results, every time you flee adds one pulse to your lag for subsequent flees, with a chance of a second pulse being added as well. The chance of gaining that second pulse is inversely proportional to Will, but I certainly don't remember the actual data and percentages. Your flee lag decreases by a certain number of pulses every tic, though I forget the number.
Happily, this should be quite possible to retest if people are interested. Markus used a partner spamming a command to test pulses for lots of things, including this, bash timers, weave timers, etc., since with only one command going through per pulse, you can just count the number of times the command goes through between the panic and the actual leaving of the room to precisely time the delay.
Happily, this should be quite possible to retest if people are interested. Markus used a partner spamming a command to test pulses for lots of things, including this, bash timers, weave timers, etc., since with only one command going through per pulse, you can just count the number of times the command goes through between the panic and the actual leaving of the room to precisely time the delay.
Re: Flee lag and wil
My recollection as well.Elyse wrote:Markus did some testing on this back in the day. Sadly it was on long defunct wotmad, and it appears I failed to download it. If I recall his results, every time you flee adds one pulse to your lag for subsequent flees, with a chance of a second pulse being added as well. The chance of gaining that second pulse is inversely proportional to Will, but I certainly don't remember the actual data and percentages. Your flee lag decreases by a certain number of pulses every tic, though I forget the number.
Happily, this should be quite possible to retest if people are interested. Markus used a partner spamming a command to test pulses for lots of things, including this, bash timers, weave timers, etc., since with only one command going through per pulse, you can just count the number of times the command goes through between the panic and the actual leaving of the room to precisely time the delay.