User:Divine Stenchhole

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The Stenchhole Experiment: A Longitudinal Study in AFK Dungeoneering

The Stenchhole Experiment is a longitudinal, observational study designed to quantify the survival probability and efficiency of a 100% Zero-Player Hero within the Godville dungeon environment. By removing all divine intervention, including encouraging, punishing, miracles, and voice commands, this project seeks to establish a statistical "baseline" for hero performance as it scales with Level and HP. Please note that this is a controlled scientific endeavor; while the hero may appear to be an idle "leech" to fellow adventurers, he is in fact a vital data point in a comprehensive data-mapping project.

Methodology (The "Lab Rules")

  • Pre-Launch Protocol: The hero is brought to 100% Health immediately prior to dungeon entry. This will be achieved via multiple Encourages or Miracles, utilizing charges as necessary. This ensures a standardized starting state for every data point.
  • In-Dungeon Intervention Level: 0% (No encouraging, no punishing, no voice commands, no miracles).
  • Drop Rate: 1–3 times per day.
  • Subject Status: The hero is considered a "Passive Unit." His survival is entirely dependent on team synergy, driver behavior, and the Great Random.
  • Goal: Record, categorize, and analyze outcomes in order to:
    • Establish baseline survival probability for a zero-intervention hero.
    • Measure expected dungeon progression (via steps reached).
    • Observe how performance trends as a function of Level.

The Data

  • Run #: The sequential identifier for the sortie.
  • Lvl/HP: The unit’s physical capacity at the time of insertion. This represents the Safety Stock of health before terminal failure.
  • Dungeon Type: The specific environmental modifier (e.g., Normalcy, Toxicity, Wealth).
  • Party Size: Total heroes in the expedition.
  • Driver? (Y/N): Tracks the presence of Manual Intervention.
    • Yes: At least one directional was sent by any God in the party.
    • No: The run was entirely autonomous.
  • Steps Reached: The total distance covered before the run concluded (or the unit was neutralized).
  • Outcome (Win/Loss):
    • Win: The unit successfully exited with a Log (Primary Asset).
    • Loss: No Log was retrieved.
  • Recovery Type: Categorizes how value was extracted from the run.
    • Full Asset: Unit survived and secured the Log.
    • Consolation (KIA): Unit was neutralized (died), but teammates secured the treasure, granting Reek gold.
    • Zero Yield: No treasure was found, or the entire party wiped.
  • Terminal Health: Health at the end of the expedition.
  • Notes/Anomalies: A free-text field used to document environmental irregularities, behavioral outliers, and high-variance events that skew the quantitative data.
Run # Lvl/HP Dungeon Type Party Size Driver? Steps Reached Outcome (Win/Loss) Recovery Type Terminal HP Cause of Defeat Notes/Anomalies Chronicles
1 38/248 Normalcy 3 Yes 47 Win Full Asset 78 N/A One boss encountered, no hits on Reek.

Six traps were triggered.

No active Gods except for one directional command.

https://godvillegame.com/duels/log/aakw3dwdw
2 38/248 Normalcy 4 Yes 40 Loss Consolation (KIA) 1 Treasury Boss Two active Gods, one inactive.

Entered treasury boss fight with 41 HP, knocked out on step 6.

https://godvillegame.com/duels/log/6u3yltwtf?sort=desc&s=40
3 38/248 Normalcy 3 No 23 Win Full Asset 248 N/A Zero Bosses. Zero Traps. Zero Divine Intervention. A total vacuum of danger. https://godvillegame.com/duels/log/d9p74s7df
4 38/248 Normalcy 3 No 16 Loss Zero Yield 1 Boss Two bosses encountered, first boss defeated, Reek knocked out on second boss.

Zero active Gods, no driver.

https://godvillegame.com/duels/log/t9q4yk9e9

Statistics

First statistical deep dive coming at 50 runs.

Weekly Reports

- Week 1