Talk:The Machine

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Can anyone confirm the skill received corresponds to the classes of the players in the left/right tubes? Discordance (talk) 09:36, 6 August 2013 (UTC)

Are placeholder skills missing for seal clubber, or do we know that seal clubber can't use this? --QVamp (talk) 21:57, 20 August 2013 (UTC)

  • Seal clubber skills are the top line reading across. --Club (#66669) (Talk) 03:46, 21 August 2013 (UTC)

Should there be a mention of Skull Capacitors on this page? --Urutsini (talk) 13:23, 26 August 2013 (UTC)

Is the Skull Capacitor consumed upon repairing the machine? --Quietust (t|c) 18:22, 13 June 2014 (UTC)

  • To answer my own question, Jick's original Design Document states that it is per-dungeon, which means it's probably consumed. It also mentions a usage limit, which lines up with comments elsewhere about the machine running out of juice after 3 uses. --Quietust (t|c) 14:37, 17 October 2014 (UTC)

I wrote a simulation to try to find the optimal scheduling of Machine visits so that 3 players could take 15 skull capacitors and approach the machine, in varying ascensions and varying classes, and each acquire the 15 Dread skills. Sadly, it turns out there is no such schedule. They can use 14 capacitors to get 14 skills if ascensions/classes are scheduled right, but after that, the missing skills will require all 6 classes divided into three pairs. Looks like it would take 14+3 = 17 skull capacitors for 3 players to each get all 15 skills. --Aventuristo (talk) 01:11, 23 August 2019 (UTC)