User:Divine Stenchhole
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.