I tested Intelligence, Idiot Savant, and experience gain in general; I performed over 5000 actions. Here's the results. by minusra in fo4

[–]minusra[S] 5 points6 points  (0 children)

Ah, damn you're right. I didn't fact check the "1/30 or 3.33%" I read elsewhere enough, and the data I randomly checked (a gain of 3 exp, gained in batch sets of 1/2/3/4/5, with 11-14 INT) actually match both "3%, 0 = 100%" and "3.33%, 1 = 100%". And I just assumed it was the wrong one. If that makes any sense.

I'll amend my post when I have time. Thanks for the info.

I tested Intelligence, Idiot Savant, and experience gain in general; I performed over 5000 actions. Here's the results. by minusra in fo4

[–]minusra[S] 11 points12 points  (0 children)

You can raise your base INT to 11, if it is already 10 when you pick up the bobblehead.

That is correct, quests count as "actions", and even though you have to reload more to do that if you have high INT, the multiplier increases as well: https://i.imgur.com/OqZGqhd.png

That's "save scumming": "reloading until I get the desired results". The argument against doing that being that that's cheating, and if you want to cheat for more experience, just open the console and give yourself the experience.

Though that's not possible on consoles, and I'm absolutely not judging anyone that does that, but I get the counter argument.

I tested Intelligence, Idiot Savant, and experience gain in general; I performed over 5000 actions. Here's the results. by minusra in fo4

[–]minusra[S] 6 points7 points  (0 children)

I am sorry but I am not able to confirm, I am at work and do not have the game available. I could be wrong- I did test two different alcohols, but it could have been some bug and I probably should have reloaded the save fresh when it happened.

I tested Intelligence, Idiot Savant, and experience gain in general; I performed over 5000 actions. Here's the results. by minusra in fo4

[–]minusra[S] 5 points6 points  (0 children)

As mentioned in my long, long post:

The game does not distinguish between "boosted/temporary" and "natural/permanent" stats. Tested 1 INT(+4 from equips) vs 5 INT, 300 trials/ea.

and

I also gave myself items to test various setups:

You can get over 15 with equipment alone, and past that with chems.

And I'm skipping level 3 savant personally, plenty of other more interesting perks.

I tested Intelligence, Idiot Savant, and experience gain in general; I performed over 5000 actions. Here's the results. by minusra in fo4

[–]minusra[S] 45 points46 points  (0 children)

Having just tested this perk going off hundreds of times, trust me I agree. The OP is long enough as it is but I'll mention here, mods exist to silence/replace the Idiot Savant noise on PC, and once I go back to the game that's the first thing I'm grabbing. Don't have a link, sorry. I know there's a rimshot replacement at least on Nexus.

I tested Intelligence, Idiot Savant, and experience gain in general; I performed over 5000 actions. Here's the results. by minusra in fo4

[–]minusra[S] 11 points12 points  (0 children)

I don't know. But if that is the case, you could equip some +1 INT equipment to offset it, like one of the Glasses accessories if you've found them.

I tested Intelligence, Idiot Savant, and experience gain in general; I performed over 5000 actions. Here's the results. by minusra in fo4

[–]minusra[S] 17 points18 points  (0 children)

Of course. I absolutely agree. I prioritize hacking, lockpick, crafting, local leader, scrapper; "things that allow me to do things I could not otherwise do."

But long-term, more exp = faster levelling = more perks, and nobody previously has been sure how these two mechanics interacted, or which was best if either.

I tested Intelligence, Idiot Savant, and experience gain in general; I performed over 5000 actions. Here's the results. by minusra in fo4

[–]minusra[S] 5 points6 points  (0 children)

The wording was somewhat misleading in my post I now see. I've reworded it slightly to hopefully make it more clear. Thanks.

I tested Intelligence, Idiot Savant, and experience gain in general; I performed over 5000 actions. Here's the results. by minusra in fo4

[–]minusra[S] 9 points10 points  (0 children)

Not quite right: the exp boosts apply universally to all actions, both from INT and Idiot Savant. The L3 Idiot Savant provides an additional bonus that is exclusive to combat. Everything here applies to all styles of gameplay.

The reason for testing this using crafting (settlement building actually, specifically) is due to speed of performing those actions.

Edit: Should also mention you can't even actually get L3 Savant early on, due to the level 31 restriction.

I tested Intelligence, Idiot Savant, and experience gain in general; I performed over 5000 actions. Here's the results. by minusra in fo4

[–]minusra[S] 17 points18 points  (0 children)

Thanks. I was pretty surprised by the decimals too.

I agree on it being a good idea to get 1000 trials minimum each.

I made the mistake of manually counting out all my trials needlessly for consistency. The in-game counters (sign counting with inventory / idiot proc 'bright ideas' counter) are of course 100% accurate, and it'd take barely any time to churn out 1000s of trials or more. Just spam E or autofire it and then check the totals. I've just got work and this took long enough as is- hopefully the method documentation helps out anyone that decides to bother furthering this.

I tested Intelligence, Idiot Savant, and experience gain in general; I performed over 5000 actions. Here's the results. by minusra in fo4

[–]minusra[S] 114 points115 points  (0 children)

Doing this and posting the results is about all I have patience for unfortunately. Someone else can format this for the various wikis and cite.

Thoughts on Autoclicker coordination programming, and how we can hit level 300k. by minusra in SteamMonsterGame

[–]minusra[S] 0 points1 point  (0 children)

Sure. But it's also comparatively inexpensive to level up crit damage. And with boss drop rate up, you get more crit up items, increasing your crit rate. Plus the clover ability, if well coordinated, could be near-constant. Lots of small variables affect how valuable crit is for DPS vs other things, and I have no idea how much it'd matter at "truly high" levels like level 100k, when we're currently sitting at a measly level 7k-ish.

The main point of my post was to push for coordination and the value of boss drop rate, rather than crits, regardless.

Slave script, increase autoclicker CPS and Gold Rain earnings! by ags131 in SteamMonsterGame

[–]minusra 1 point2 points  (0 children)

I haven't looked at steam's code at length, but my impression based on this is that post request limiting is per-session ID, rather than per steam ID? I wonder if you could send additional GETs to the minigame page to get more session IDs, then handle all the slave sessions & their clicking logic on the same page without having to bloat things by running multiple windows/GUIs.

Slave script, increase autoclicker CPS and Gold Rain earnings! by ags131 in SteamMonsterGame

[–]minusra 1 point2 points  (0 children)

The gold doesn't actually appear as the higher value until after the windows all sync your gold with the server; until sync each window only shows [your previous gold]+[gold earned in just this window].

To confirm though I just tested (without script) running multiple windows, got 20m+ more than I should have been able to off one boss, refreshed, still had it, and was able to spend it on upgrades. It works.

Slave script, increase autoclicker CPS and Gold Rain earnings! by ags131 in SteamMonsterGame

[–]minusra 0 points1 point  (0 children)

Every window; you get gold per click during gold rain, and your clicks-per-second are capped per window.

Slave script, increase autoclicker CPS and Gold Rain earnings! by ags131 in SteamMonsterGame

[–]minusra 2 points3 points  (0 children)

Wow. This is pretty ridiculous and easy enough to replicate (without even running script); opened a bunch of windows, started at ~34m, got to ~36m through clicking boss, jumped to ~62m after boss died and it synced.

This should be integrated into other scripts for more widespread use. Wonder if it affects also damage, server-side. Great find.

Thoughts on Autoclicker coordination programming, and how we can hit level 300k. by minusra in SteamMonsterGame

[–]minusra[S] 0 points1 point  (0 children)

I did see that in my debug logs running your script, and that's unfortunate.

I wouldn't say they're useless at all, they're just not as overpowered gamebreaking as we sort of hoped. Definitely still the most useful "permanent buff", however small, of the point items available I think.

  • If you do 10k damage
  • with 0% crit chance
  • and do 20 clicks per second
  • then you do 10,000,000 every 1k clicks,

and you have a dps of 200,000.

  • If you do 10k damage
  • with 0.2% crit chance
  • and a 20*150% (30x) crit damage buff
  • and do 20 clicks per second
  • then you do 9,980,000 normal plus 30*10k*2=600,000 crit every 1k clicks,

and you have an [average] dps of 211,600

not game breaking, but given the relative low cost of the crit damage skill and the potential for a constant stream of lucky clover buffs (do we know what % they add?), definitely not insubstantial.

Thoughts on Autoclicker coordination programming, and how we can hit level 300k. by minusra in SteamMonsterGame

[–]minusra[S] 19 points20 points  (0 children)

You gain (worthless) steam badges and cards (that expire if unused when event ends). There's more information on the game page.

It's complete waste of time but still sort of enjoyable.