MouseHunt Analytics

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Luck

ANNOUNCEMENT:
This article is out of date. Our understanding of luck has changed. Trouble is, we don’t have a new formula for how luck is calculated, we simply know the way presented in this article is wrong!
When (if) we ever figure out how luck really works, this article will be updated with the correct calculations. In the mean time, the first section on how power is determined IS accurate, and the article is still of value in understanding the basics of how things are calculated in mousehunt. And so while it’s not accurate, you may still find value in the theory presented here.

Thank you!

This is one of those articles that’s been long overdue here. It’s about time we try to explain how we understand the function of luck in determining the outcome of a hunt.

More important than that, we’re going to explain why the high-luck Ronza traps seem to work so well, but are not the end-all traps for Mousehunt (particularly in the upcoming areas of the game.)
We’re also going to talk about the Acolyte Mouse, and why people believe that luck is the key to catching the acolyte (at least until a new trap designed for the acolyte is released)

Before we begin, I have a very large disclaimer: this is all theory. MH Analytics, as a whole, is widely based upon theories. Now, we’ve tested these theories and have evidence to back it up, but in the end there’s no proof that anything below is true. Please keep this in mind when reading the article and have an open mind about things.

With that said, I want to begin with something a little more basic- the general understanding of how a mouse is caught.

Catching a mouse- a look at the formula

As you may know from reading the other articles here, the hunting process happens in a series of steps.

  1. Encountering a mouse
  2. Attracting a mouse
  3. Catching a mouse
  4. The outcome of the hunt

It is the third step that we’re focusing on.

Mousehunt is a game of chance, first and foremost. Ultimately nothing can be predicted for certain; even the best setups don’t always work well, and even the worst setups sometimes come out on top.
So, to illustrate the idea of chance, we’re going to be talking in terms of rolling the dice. Hopefully this will give a visual representation of what I’m talking about and ultimately will help in our understanding of the mechanics.

Every trap has a power. You see it on your screen every day- the Obelisk of Slumber, paired with an explosive base, has a total of 2,520 power. This is the “dice” used for the trap. Imagine a 2,520-sided die. You roll it, and it will land on ANY number between 1 and 2,520.

Now imagine that every mouse has its own power; let’s say it has 100. Add that power to the power of the trap for a total of 2,620.

If I were to roll the dice, I would effectively be dividing the dice roll into two parts- 0-2,520 and 2,521-2,620. Of the two groups which one would be most likely to come up? The first group, of course.

This first group represents the odds of the trap winning, while the second group represents the chance of the mouse winning. There’s a MUCH higher chance of rolling that 2620-sided dice and landing on the first 2520 than on the last 100.

And that’s exactly how the mechanics of Mousehunt work. The game rolls the dice based on the power of the trap and the power of the mouse. Which part the dice rolls to will determine which side wins.

Now, what we really want are exact numbers- just what are the odds of rolling a higher number on the trap’s dice?

What’s the catch rate?

Here’s the formula that’s used to determine the catch rate for a mouse:
Catch Rate % = Trap Power/ (Trap Power + Mouse Power)

This is the chance of catching a given mouse before any mitigating factors are thrown in; those factors are the “very effective” and “less effective” bonuses, and luck. We’ll talk about power bonuses and luck later on.
So the obelisk of slumber, when up against a physical mouse, has no bonuses from effectiveness and it has no luck. That means that we could calculate the following:

Catch Rate % = 2,520/ (2,520+100)
Catch Rate % = 2,520/ 2,620
Catch Rate % = 96.18%

What about “very effective” and “less effective”?

It’s actually pretty simple- before you start the equation, multiply the trap power by the correct % depending on your trap type and the mouse’s power type. We actually have a list of effectiveness here on MH Analytics.

So if that same obelisk of slumber is put up against the same 100 power mouse, except this time the mouse is a forgotten mouse, you have to multiply the obelisk’s power by 200%. In this case, that would turn the power of the trap into 5,040. So let’s run the equation again with these new numbers:

Catch Rate % = 5,040/ (5,040+100)
Catch Rate % = 5,040/ 5,140
Catch Rate % = 98.05%

The catch rate can never reach 100%; there will always be the slim chance of losing because of the way that dice rolls work, which is why the hapless steals from our ambush every once in a while.

What about the times when the multiplier is 0%?

As you can see, a few trap types get multiplied by 0% when up against the right type of mouse. The obelisk of slumber, for example, gets a 0% multiplier against all tactical mice. This means that, without other things being taken into account, the Obelisk of Slumber will NEVER catch a tactical mouse. Even the lowly dwarf mouse will avoid the obelisk every time.
Any time that a mouse is listed as “overawing” on your mouse page, it means that the trap that you have equipped has been hit with a 0% multiplier against that mouse and will be unable to ever catch that mouse.

Now, Luck affects this, but once again we will get to this later, so bear with me!

Mouse Power
The only real question that remains is- what’s the power of the mouse?
The simple answer is that we really don’t know. The more complicated answer is that we’re pretty sure that we have a decent idea of how powerful the mice are. Each mouse is listed on a hunter’s profile at the bottom of the page, and they are listed by difficulty, or by their power. By equipping the hundreds of different trap combinations and viewing how the difficulty rating changes for a mouse (going from “near impossible” to “overpowering” to “very difficult”, all the way down to “effortless), Paul Humphreys has come up with some very near estimates for the power of the mouse.

There’s no real formula for figuring out mouse power- it’s trial and error, really. However, here are some benchmarks to give you an idea of how powerful the different mice are:

Grey Mouse- 35
Dwarf Mouse- 250
Gold Mouse- 850
Ninja Mouse- 1,500
Zombie Mouse- 2,700
Burglar Mouse- 4,700
Scavenger Mouse- 6,100
Student of the Cheese Claw- 8,000
Assassin Mouse- 15,000
Lycan Mouse- 16,500
Hydra Mouse- 21,250
Master of the Dojo Mouse- 36,600

For those looking for proof that this formula works, let’s take a look at Mythmonger, which uses the same formula

Mythmonger

Multipliers that are used in Mythmonger are clearly different from mousehunt, but this is what matters- your power is 13, while their power is 8. Plugged into the equation, we get this:

Catch Rate % = 13/ (13+8)
Catch Rate % = 13/21
Catch Rate % = 61.90%

61.90% rounds up to 62%, which is exactly what the cards show. This means that the formula is correct, for now.

OK, So What about Luck?

Time to leave the path of well-established fact and to move into the realm of speculation. Little is actually known about luck; all I can do is provide you with what seems logical based upon observations from hunters. If you want to learn more about how we came up with our theories on luck, please send your questions to Paul Humphreys, the main writer for MH Analytics. These numbers come from him- I just try to make sense of it.

What have the devs actually said about luck?

  • “Luck is the absolute last stat you should worry about when trying to maximize the odds of catching a mouse”
  • “The how to play page hints that focusing on increasing trap power is the most important consideration to maximize your odds of catching a mouse. Luck is a nice “back up plan” that occasionally lets you catch a mouse that would of otherwise gotten away.”
  • “Luck always provides a chance to catch the mouse, although at times very slim. This means mice immune to your trap’s power type may still be caught by your setup’s luck rating.”
  • “Aside from power, a trap’s luck rating also provides a chance to catch a mouse purely from luck. It is not uncommon for lucky traps to catch mice that are more powerful than the trap.”
  • “It’s not linear, so the more luck you have, the more effective it becomes, and against a stronger mouse it’s more effective as well. So 8 luck is more than twice as good as 4 luck, and 4 luck against a stronger mouse has more benefit than 4 luck against a weaker moust. It almost works as a separate roll; regardless of power type, no matter what your chances are, it’s pure luck.”
  • “The 7 luck bonus equates vaguely to approximately having one less failure to catch a day.”

What Luck Does

Let’s go back to the image of the dice roll. The devs said that luck is a separate roll from the regular catch rate, so let’s imagine that instead of one, we have two dice. Once again, we’ve got a mouse with 100 power. However, this time we’re using a different trap- we’re using the Obelisk of Incineration with the Aqua Base, along with a golden shield, which gives us 2,618 power and 16 luck.

We’re going to roll two times- once for power and once for luck.

  1. First, power rolls against the mouse. If it succeeds, you catch the mouse and the hunt is over- no second roll takes place.
  2. However, if the power rolls against the mouse and fails, the mouse rolls again and luck gets an opportunity to roll against the mouse as well.

This is why luck is more useful against stronger mice- the stronger the mouse, the more likely it is that power will not succeed against the mouse, thereby giving luck a chance to give it a try.

The real big question is: what does luck DO for catch rates?
As I’ve said, we’re delving into theory, here- there is nothing here but intelligent guessing. However, the number that we have worked out based upon the statements released by the devs is the following:

Multiply the luck by itself (or square it): that is the power of the luck against the mouse.

That means that your Obelisk of Incineration, with its 16 luck, has 256 luck power. This goes along with the idea that luck is not linear.
Luck has a further bonus, too:

Luck is not affected by mouse type and acts the same on all types of mice.

Again, look at the statements released by the devs that I’ve listed above- this makes sense, based upon what they’ve said. So while the Obelisk of Incineration gets a bonus against forgotten mice and is totally ineffective against tactical mice, luck will have 256 power no matter what. It can’t be raised or lowered.

Now, 256 power isn’t much when put up against the 2,618 power of the Obelisk of Incineration, but what if we had 35 luck? We’re up to 1,225 power now- the same as the Swiss Army Mouse Trap. While that’s still not incredibly useful, you can see that with enough luck, you can get some pretty high luck power. A person with the Chrome Deathbot, an Aqua base and the gold shield gets 2,025 luck power.

Let’s plug in our numbers, now: 100 mouse power, 2,618 trap power, and 256 luck power.

  • The catch rate for the trap power is 96.32%
  • The catch rate for the luck power is 71.91%

That means that if the obelisk fails to catch the mouse (which isn’t often), the luck will still have a 72% chance of catching the mouse the second time around.

How do we turn this into a useful overall formula?

Now, obviously you can’t just add those catch rates together to get your odds of catching a mouse- that’d be over 100%. Instead, we have to plug both of those catch rates into another formula. This is the formula that the Catch Rate Estimates tool uses on Pooflinger:

Catch Rate = Catch Rate For Trap + ((1-Catch Rate for Trap)* Catch Rate for Luck)

If we plug the numbers in, this is what we get the following
(Numbers are turned into the correct decimals to make the math right- 96.32% turns into .9632)

Catch Rate = .9632 + ((1-.9632)*.7191)
Catch Rate = .9632 + (.0368*.7191)
Catch Rate = .9632 + .0265
Catch Rate = .9897, or 98.97%

Let’s look at this same equation used against the dwarf mouse, taking into account the fact that the obelisk of incineration doesn’t actually get any trap power against the dwarf. The 256 luck has a 50.59% chance of working on the dwarf mouse.

Catch Rate = 0 + ((1-0)*.5059)
Catch Rate = 0 + (1*.5059)
Catch Rate = 0 +.5059
Catch Rate = .5059 or 50.59%

Now go into the Catch Rate Estimates tool and look at the catch rate listed. It’s 50.30% (the reason for this is that the CRE has the dwarf power listed as 252.94; I rounded it down to 250 for simplicity)

This is why the ACRoNYM can catch the dwarf mouse with ease, but has trouble on all other tactical mice. With 29 luck, it has 841 luck power, giving it a 78% chance of catching the dwarf with the luck alone. This isn’t as useful when you’re up against a pirate with 1500 power, though.

That’s it! That’s all there is to calculating how luck affects the catch of a mouse. We looked for a long time for some more complicated theories, but in the end settled on this one. It’s not complicated, and catch rates as they’ve been submitted to the Pooflinger Log Summarizer have been consistent with this theory to the point that we’re pretty sure that’s how it’s done.

So, The Acolyte Mouse

Based on what we know so far, we can start making guesses about the Acolyte mouse, which without the Ancient Box Trap is nearly uncatchable.

The Acolyte is an overawing-ly powerful mouse, against most traps. That means that trap power is rendered as 0% against all of them. If that’s the case, then even the mighty ACRoNYM, with its 3800 power, is useless against it. All we have to use against the mouse is… luck! Luck ignores mouse type, including the Acolyte’s Arcane mouse-type.

So, our strategy is very simple- the more luck you have, the better your chance of catching the mouse. However, luck power just isn’t all that powerful. As I said before, you get 2,025 luck power with the best setup available, the ChromeBot/Aqua/Shield.
Meanwhile, the Acolyte is the strongest mouse in the game. The Master of the Dojo is over 36,000 power, which means that the Acolyte is at least that much, if not more.

So plug 2,025 power into an equation with a 36,000 power mouse, and we get… a 5.33% chance of catching the mouse! And that’s best-case scenario! Most traps? Not even close to that much.

For everyone who remembers when we used to tote “Use the Partybot-  Use the SnoB” against the Acolyte, this was our reasoning. With the introduction of the ABT, however, there’s no point to that anymore.

What About the Partybot

Indeed, this trap is the most serious point of this article- as hunters, we want to know why the heck the Partybot does so well in so many places. While we’re at it, we’ll discuss the HitGrab Horsey trap as well.

To sum up what we’ll be discussing:

  • The Partybot (any high luck trap, for that matter) does well against weak mice of every type.
  • The Partybot does NOT do well against medium-to-difficult mice that give physical traps a “less effective” rating
  • The Rhinobot ultimately proves to be more effective only against really powerful mice

We’ll go into each of these one at a time.

What does the Partybot have going for it?

Simply put, what makes the Partybot so useful are two things: One, it’s got a high trap power. Two, it’s got a high luck power.
Have you ever heard the expression “two heads are better than one”? Well, in this case, two dice rolls are better than one. Where most traps have a really mediocre luck rating, the Partybot’s high luck rating gives it an opportunity to try a second time for a mouse.

For example, Player A uses the Digby Drillbot, while Player B uses the Partybot. If player A misses with his trap, the really lousy luck of the Drillbot doesn’t do much to give him a second try. What good does even 20 luck do (400 luck power) when put up against the 2700 power of the zombie mouse? Not much at all. However, the Partybot has a luck power of 1600- now THERE is a decent amount of luck power; that will definitely give you a fighting chance to get the zombie the second time around.

However, this is where my bulletpoints above start to come into play. Against the zombie mouse, the partybot is useful. At 2700 power, the high luck is pretty impressive in comparison. However, what if we’re facing a Hydra Mouse, with its 21,500 power? 1600 power isn’t going to do much against the Hydra mouse then, is it?
To be honest, nothing you’ve got does much against 21,500 power. However, one is more effective than the other.

As Mouse Power goes up, having one very powerful dice roll becomes more useful than two less powerful dice rolls.

I’ll illustrate it by comparing the Partybot/aqua/shield with the Harpoon/explosive/shield. The Partybot has 3,542 trap power and 1,600 luck power, while the Harpoon has 3,696 trap power (which is doubled because of effectiveness to a total of 7,392 trap power) and 49 luck power.

  • The trap catch rate for the partybot comes out to 14.14%, while luck catch rate is 6.93%
  • The trap catch rate for the harpoon comes out to 25.58%, while luck catch rate is 0.23%

Plug those numbers into our equation above, and we get the following total catch rates:

  • Partybot: 20.10%
  • Harpoon: 25.75%

As you can see, even though the harpoon basically had zero chance of getting the Hydra with its extra luck, the sheer power of the trap in the first roll actually benefits you more than having two weaker rolls.

So what about the Rhinobot?

The Rhinobot, as a trap, is on the same basic principle as the harpoon trap is against the hydra. However, because the gap is so much smaller than it was with the harpoon, it takes a much higher mouse difficulty to see a difference.
The lower the difference between the power of the traps, the higher the mouse power has to go before the extra power benefits more than the luck.

So if we look at how the Digby Drillbot does in the Derr Dunes compared with the partybot, (just go to the CRE tool- it’s using the same formulas as I am), there actually isn’t a mouse yet powerful enough for the Drillbot to do better than the Partybot- their power is too close. However, with the introduction of still more powerful physical mice, the Drillbot will do better than Partybot.
The Rhinobot, on the other hand, fares better than the Partybot on nearly all of the Derr mice; only when you get down to the weaker mice do you see them balancing out again.

Now, the difference between them isn’t big, which brings me to my next point:
The gap between the Partybot and the Rhinobot will get bigger as mouse power goes up.
More powerful mice will make the Partybot’s luck less and less useful for your hunt, while the Rhinobot’s solid power base will continue to prove more valuable than the luck of the Partybot. As you increase the mouse power and run the equation over and over again, the gap slowly gets bigger and bigger.

So Let’s explain why the Partybot does (and does not) work in certain areas:

  • In the mousoleum, the partybot’s high power and high luck power give it a phenomenal catch rate against the zombie mouse and the bat mouse, both of which give almost as much gold and points as the ghost mouse and both of which are fairly common.
    Up against the actual shadow mice, it’s not so good. The trap power is reduced by 75%, and so you’re looking at having about 900 trap power along with 1296 luck power. Put up against the close to 3,000 power of the sinister portal when its power is doubled and, like with the harpoon gun, it can’t compete.
  • In the training grounds, physical traps work with 100% effectiveness, giving the Partybot the full ~3500 power it would have against physical mice, along with that 1296 in luck power. The Mutated Venus Mouse, by comparison, gets about 5000 trap power and 361 luck power.
    While it does better against the higher mice (archer and up), the partybot does better against the lower mice, putting these two traps about even.
  • Moving into the dojo, the Partybot runs into problems- all of the low powered mice that it thrived on in the training grounds are gone except for the Ninja. Plus, the trap gets a penalty against student mice.
    The Mutated Venus Mouse clearly wins in here. A MUCH higher power does far more good against these mice than the luck of the partybot can do.
  • In the catacombs, physical traps do zero against forgotten mice, leaving the Partybot with only 1296 luck power. As you know, the Obelisks get about 5,000 trap power.
    There’s a reason no one takes the partybot to the catacombs- it would be smothered.
  • On the SS Huntington II, the Partybot gets no penalty and gets access to the aqua base, upping its luck power to 1600.
    It does better than the Harpoon because a majority of the mice are weaker hydro mice. That, and because it has a much higher rate of success against pirate, buccaneer and captain mice.

And Lastly, the Swiss Army Verus the Hitgrab Horsey

By now you can probably figure this one out for yourself:

  • The Swiss/Explosive/shield has 1,605 power and 289 luck power
  • HGH/Dehydration/shield has 791 power and 961 luck power

The average power of the mice in the lab (where the comparison is most commonly made) is 700. So which would be more useful in catching those 700-power mice? One great chance and one poor chance, or two good chances? The answer comes out to both traps having about the same catch rate in the lab.

Ultimately, you have to think about these things as rolls of the dice. If you’re rolling against a big number, your odds of winning go up if you’ve got a big number of your own; higher odds than if you had two lower numbers to roll.
However, when you roll against lower numbers, the two rolls are a much better option.
Since most mice that the Partybot excels against are lower number mice, it provides a better chance to catch in those situations. But again, as has been made clear, the presence of more powerful mice causes the Partybot to fold like a card table, and it’s safe to assume that as more content is released and more powerful mice are added, the Partybot will shrink into memory as a great trap in the good ol’ days.


Some Final Thoughts- response to the dev statements not yet addressed

  • “Luck is the absolute last stat you should worry about when trying to maximize the odds of catching a mouse”

This is a tough one to actually address. Basically, the idea that the devs are trying to convey is that if you’re sacrificing lots of power for luck, you’re going to regret it. And indeed, look at what happens to the PB in the areas where its trap power are low- it doesn’t work very well.
However, when the Partybot is in an area where the physical trap has no penalty, you have to remember that it already has a VERY high power of its own, which means that you’re not really sacrificing much to get that extra luck.

This statement more correctly refers to switching from the Trebuchet to the Mouse Mary O’Nette because it offers more luck- in that case, the loss in power is SO much more important than what you gain in luck that you don’t want to do it.

  • “The 7 luck bonus equates vaguely to approximately having one less failure to catch a day.”

This one’s simple enough to answer, really- if you’ve only got 7 luck total, it’s not going to do much of anything; I highly doubt it will add even an extra catch per day. On the flip side, 7 luck on the partybot could add 2-3 catches per day.
However, averaging out all of the different setups and their luck totals, the 7 luck gives, across the board, a mean of 1 extra mouse per day.

I hope that this has been informative and not too confusing! There’s a lot of information here and it’s incredibly hard to explain all of it in a sitting like this.
On behalf of MH analytics, thanks for reading, and I hope that with this new knowledge you can go out and hunt better!


Tagged as , , , , + Categorized as Analytics Articles

64 Comments

  1. Hey, try running the numbers on a Chromebot/Aqua/Shield and comparing them to a Rhino/Polar/Shield (i.e. the luckiest vs. the most powerful setup).

    Chromebot is better against all physical mice with a power less than 25,000 or more 35,000. For mice in between, Rhino BARELY wins (by tenths of a percentage).

  2. very nice, thanks!

  3. Great article, thanks a lot!

  4. Thanks guys. Excellent read and fun stats to think about. I look back and realize all the mistakes I made that made me wonder why I was doing so poorly when I had so much luck.

  5. AWESOME.
    I’m looking forward to a Part 2 which addresses how Luck affects loot drop rates.

  6. Cogent, brilliant analysis! A must read for the serious MH gamer.

  7. Does this mean the Birthday Cake base will eventually outperform the Polar base?

  8. Paul Humphreys says:

    As more powerful mice are released, you can indeed expect to see the Birthday Cake Base eventually performing better than the Polar Base.

  9. Although the difference between the Polar and the Birthday is going to be measured in thousandths of a percent; there will probably never be enough of a difference between the two to really matter.

  10. What a fantastic article! Very informative.

  11. Absolutely love the article. I have two questions about the following remark:

    >However, if the power rolls against the mouse and fails, the mouse rolls again and luck gets an >opportunity to roll against the mouse as well.

    Did you consider that it actually makes a difference whether the mouse rolls again, or whether the luck rolls against the first roll of the mouse?

    Does luck actually get a roll, or is it just a static number that gets tested against the roll of the mouse when the power roll fails?

    Both questions relate to the remark by Dev Dave that luck is:
    ‘ALMOST’ works as a separate roll

    I would very much appreciate your opinion. Thanks for all the great work.

  12. I agree with weyr. Keen on knowing how luck affects loot.

    FANTASTIC article. Thanks a lot Sean!

  13. Grandmaster Hunter says:

    Hey just a thought. About your explanation on how it is decided whether the mouse wins or the trap wins, I think the explanation isn’t correct. I tried deriving a formula based on your explanation and it doesn’t match the formula that has been shown to be the correct one. Again, just a thought.

  14. Very cool sum-up of the situation, and very comprehensible.

    Thx for this great post.

  15. Awesome article. Thank you so much for your time and energy on this!

  16. Good work!!

    It is really worth to read, the math converges perfectly to the catch rate estimations, and everything is quite clear and well-explained. Thanks!

  17. Sean and Paul are to be congratulated for all their hard work and effort. This is the best informed and most cogent attempt to unravel the secrets of the way that traps work to date. I have found myself assessing the potentiality of my trap set-ups against the objectives I am trying to achieve in a new light as a result of this. Fantastic stuff.

    I did at first wonder, as Ramon did, whether or not the mouse ‘rolled’ once or twice though. I am presuming that, as back up luck power is often lower than the initial power of the trap, that a second roll is made by the mouse in order for the trap’s luck power to have a decent chance of winning a second round – just a thought.

    Looking forward to your further analysis of the workings of MH….. it is very much appreciated

    Thanks again!

  18. Sean D'Hoostelaere says:

    There’s definitely a second roll of the mouse.

    Think of it this way- if 4000 trap power fails, then 1296 luck power always has to fail against the same roll, doesn’t it.

  19. In response to Sean: I get your point. I assumed that trap power was a roll as in stead of a constant.

    A failure to catch the mouse could then either result from a good roll of the mouse, a bad roll of the trap, or something in between. Hence my second remark that it actually makes a difference whether you compare luck against the first roll of the mouse, or a second roll.

    You’re probably right in assuming that trap power is put in as a constant, but do we know that for certain?

    My reasoning also requires only two rolls. A roll for the trap, in stead of a second roll for the mouse, and luck as a constant. I ran the 2 simulations side by side. They lead to quite different predictions for mouse power, but since we don’t know the actual mouse power that does not help.

    When I normalize for trap catch rate by putting in different mouse powers the 2 options do predict different contributions for luck, though. Based on the strategy that was proposed in one of the threads on the forum (to which you also contributed) a dataset with different luck set-ups in an area where many mice are listed as overawing should enable to tell how hight the contribution of luck actually is, and distinguish between these two models.

    Unless you already have evidence/arguments to show that my alternative is flawed, of course.
    Hope you are willing to comment.

  20. Balasubramaniam says:

    A must for any hunter who wants to do well !!! Thanks to the enormous amount of work that has been put into to get this concise blog!!!

  21. I just realised that the weight of the mouse also affects its power, right? Heaver mice are, in theory, more easier to catch.
    Anyway, great article.

  22. great article! =)

  23. Mario Miletić says:

    Catch Rate % = 5,040/ (5,040+100)
    Catch Rate % = 5,040/ 5,050
    Catch Rate % = 99.80%

    I think there’s an error:

    5040+100=5140, not 5050. Catch rate would then be 98,05%. Not a terrible mistake, but I gather you’d like to correct it. Otherwise, it’s been a very interesting reading.

    Oh, and sorry if it was already pointed out, I browsed through comments and didn’t see anything of the sort.

  24. This was a fantastic article and not at all confusing… really really insightful even for a legendary player like me… kudos and well done…!

  25. Woo hoo this is awesome. And even some one who is terrible at maths like me can understand this well-written article. Thanks so much dudes!! I read this the other day and now find myself making more informed choices on setups and bases for tourneys. As well as regular hunting. Awe, you guys just Rock! :D

  26. You’re ****ing Jesus, I love you for this.

  27. So basically we can expand the whole formula into

    TP MP L^2
    ———– + ————- x —————
    TP+MP MP+TP L+MP

  28. @Ramon: Maybe I’m not good in English, but I don’t understand what you mean with “the roll of the mouse and the roll of the trap”. Aren’t they just all “constants” in calculating your chance for catching a mouse? After the chance is calculated a randomizer can give the outcome of the hunt, or am I wrong.

    And yes it would be fine to know more about the role of the weight of the mouse and the calculation of the chance for a certain loot. For the last thing I’m not sure it’s only chance because for me I have sometimes long periodes without loot and then a lot of loot in a wave. The same seems to hold for the catching of scarce/rare mice. But maybe this is just a wrong impression.

  29. i am MAD about mousehunt so i am listing all the power of ALL mice. for real:)

  30. mousehunter55 says:

    this is a great article, and really helped me realize the role of luck, and the importance of luck, that it is good, but higher power is better most of the time! thanks

  31. Balasubramaniam says:

    Do we have a estimate sheet for the power of all the mice (including Tribal Isles mice)?

  32. Hi, just wondering how the hunter’s title factors into the formula. I remember reading somewhere that as rank progresses, the “easier” (not sure how much easier) it is for a hunter to catch a mouse.

    Checked the catch rate estimates page and toggled between titles and it does seem to improve the catch rate. The differences are not THAT significant, but it would be interesting to know.

    Thanks so much. Excellent article. Great job.

  33. okay, this is my first time posting…i hope someone reads it :]

    i didn’t read the whole article unfortunately, so if this was already an idea. i’m sorry.

    what if luck was a percentage like… if a trap had 20 somthing luck, then it would add 20% or whatever to the catch rate or after the dice rolling thing ? like, maybe you didn’t catch it with your trap, but the luck helps afterward ?

    what i said might not make any sense :[
    sorry for wasting your time.

  34. I agree with a couple other commenters – I think that it would be an incredibly useful article to compare the effect of luck on loot drops.

    For instance, you should have a lot of data on something like Derr with either Gouda or Crunchy, where Rhino + Tribal (a common setup) has only 8 luck, but PartyBot + Aqua + Donator’s Shield has 40 luck. The catch rates are very similar (within 2%), so, it should be easy to compare directly. Or, the more accurate metric would be to count the number of loot drops per catch (from MH Log Summarizer) and see how they compare.

    Given the results here, then it should be easy to incorporate that into the catch rates summarizer, such that you can provide the answer to “what is the best setup for catching delicious stones” or “what is the best setup for catching red peppers”.

    I know for me, that would be the most helpful thing you can add right now. I’m really not sure whether to go with the higher power & lower luck, or higher luck and lower power.

  35. Forgot to mention though – Thanks for the article! I’ve been a diehard fan of pooflinger’s tools ever since they came out. I’m a techy math and statistics guy, so I love seeing how you bring math to the game :)

  36. thanks for the information
    its quite helpful.

  37. “It’s not linear, so the more luck you have, the more effective it becomes, and against a stronger mouse it’s more effective as well. So 8 luck is more than twice as good as 4 luck, and 4 luck against a stronger mouse has more benefit than 4 luck against a weaker moust. It almost works as a separate roll; regardless of power type, no matter what your chances are, it’s pure luck.”

    “and against a stronger mouse its more effective as well, 4 luck against a stronger mouse has more benefit than 4 luck against a weaker mouse”

    One would think the luck equation would need to be rewritten somehow- currently the inverse happens. Perhaps the form is more of:

    P(caught by luck) = (Mouse strength)^n * (Luck)^2

    for some small N ( presumably somewhere between 0 and 0.25)

  38. What I’m trying to figure out is:

    * TRAP A *

    Power Type: X

    Trap Power: 3600

    Luck: 12

    * TRAP B *

    Power Type: X

    Trap Power: 3200

    Luck: 16

    Without use of the attraction, power bonus, and cheese effect and with the use of “Base N” which represents a neutral base with no stats, which will outperform the other or are they close to equal?
    Also assume the attraction rate is 100% to make this easier to equate.

  39. How does the luck of the trap affect the ship blueprints drop rate. as far as I know, the best setup so far for obtaining the blueprints has been DDB+DEHY+gnarled. Is this true?

  40. In your catch rate percent formula I don’t understand what you mean by “mouse power?”
    Great article

  41. Paul Humphreys says:

    Tim, mouse power is the value we assign to each mouse to determine how difficult it is to catch.

    We base this on looking at the difficulty given on the Mice page in the game and noting the power of the trap when that difficulty becomes “Challenging”.

  42. Thank you for the very informative article about Luck.But i’ve got some question,

    So I’ve just bought Magma Base and decide to use it in the moz along with Sin, but then -yes you’ve may already guess it- according to CRE, the SnoB/Mag win the gold per hunt race..

    Is it a valid estimation or its because of the new base so there isn’t sufficient data yet?

    TYVM for the website, GLHH.

  43. Paul Humphreys says:

    The formula we use for the catch rates is based on the power and luck of the trap, so we’re able to provide this estimate without collecting stats (the stats are used for populations and attraction rates of the cheese, which shouldn’t change with a new trap).

    You’ll find that some physical and tactical traps perform well in the Moz due to the number of physical mice there, which those traps are much better at catching, and they still stand a reasonable chance of catching shadow mice, which makes them a viable alternative for gold farming in that location.

  44. Thank you for the explanation Paul,
    and if i may ask, personally, did you, Sean and Rohan always follow the CRE recommendation?
    or sometime there’s just that little something in your heart that tells you to do otherwise?

    thanks again.

  45. Hi i have a question. If we follow the theory u proposed in the article, Using a Setup of Ambush/Magma/Gnarled/Shield to catch the hydra in the lagoon, there would only be a catch rate of 3.8 percent, since it is less effective against the hydra.

    Calculations:

    Power: 3729

    However, as u mentioned, multiplier is zero.

    Luck: 29

    Power of Hydra: 21 250

    Square of 29 is 841. So I assume it would be fair to say that the catch rate is purely based on luck and thus CR% = 841/(21250+841) = 0.0380698 which is 3.80%?

    But this is a huge difference between the catch rate stated in the CRE, where using the same setup in the lagoon gives a 15.95 percent catch rate at Hero Rank. This is a rather huge difference.

    And speaking of that, i remember your rank does affect the catch rate right? How does this factor in your catch rate? Thanks.

  46. thank you so much for this article! very informative!

  47. DJ,

    There’s a discrepancy because the Hydra doesn’t render power as 0; rather, tactical power works at 3/4 effectiveness. If you check our table, it says tactical traps are 75% effective on a hyrdo mouse

    That means that the 3729 turns into 2797, giving us this equation:
    .116 + ((.884)* .038)
    Condensed, that’s 14.9%

    I can’t speak for the difference between 14.9 and 15.95; my guess is that my math is wrong somewhere. It’s possible that the tool is wrong, but you’ll have to wait on Paul to answer that one.

    As for ranks, there’s been no noticeable difference from what we’ve seen. However, Dave has said that rank does play a small role, and so (correct me if I’m wrong, Paul), we’ve tacked on a 1.01 multiplier for each rank.

  48. Oh ok thanks for the explanation regarding tactical traps being 75 percent effective on Hydro mouse. I had thought it was totally ineffective against it, and had to depend purely on luck. At least the difference in values isnt so great now.

    Great article btw.

  49. Paul Humphreys says:

    DJ, Sean is right, you’ll find the difference you’re seeing now is due to the Hero rank modifier we use.

  50. Just to point out something. You mentioned that when the mouse power is very high, power is better and luck is less important. I must say I’m pretty good at math and have a small disagreement here.

    Now used giant speaker against ambush. I used that against the Master of Dojo mouse and giant speaker seems to be better against any base. Now lets imagine you are baseless (make calculation alot easier). Use a 1 million mouse power and assumed normal effectiveness. (That’s ridiculously high but I just wanted to illustrate the point). Now speakers trap power is 2993. Chance by power is 0.2993%. Chance by luck (22 luck) is 0.0484%. Overall chance is 0.34755%

    Ambush-Power=3150, luck=12 chance by power 0.3150%, chance by luck is 0.0144%. Overall chance is 0.00329354%.

    Not possible that 1million mouse power is not enough. Higher mouse power gives
    speaker=0.0000000000000000000000003477
    ambush=0.0000000000000000000000003924

    let you to discuss this very extreme example. I will give you the reason soon. Sorry cause I need to sleep soon.

  51. Before I continue, I apologize the ambush catch rate is 0.0…03294, not 3924.

    Now lets look at another example.
    “However, with the introduction of still more powerful physical mice, the Drillbot will do better than Partybot.”

    I disagree with this statement. Using a really high powered mouse gives
    Drillbot=0.00000000000000000000000000000003801
    Partybot=0.00000000000000000000000000000003902

    There is some math to be done here. My calculations (which I shall not show here) simplifies to maximizing the value of (trap power * luck power)+(trap power+luck power)*(mouse power). This does not mean that higher powered mice are easier to catch since the value increases. We want to maximize the value for a CONSTANT MOUSE POWER.

    For really low powered mice we take mouse power as near zero, so the product of the two powers seem to be more important while their sum fades off (multiplying by zero gives zero). For really high powered mice we focus on their sum. Their product becomes more negligible. To understand this, remember that a thousand is nothing compared to a million but while compared against a small number it becomes really huge.

    In conclusion, to determine the catch rate you can consider ONLY the product and sum of the trap and luck powers. If the sum and product are higher than the other (like my two examples of speaker against ambush and drillbot against partybot), then the higher one definitely wins. If one has a higher sum and the other has a higher product, then the one with the higher sum is better against higher powered mice while the higher product proves more beneficial against lower powered mice. Hope this helps.

  52. Thank you so much for this excellent article- I would also love to see an investigation of the relationship between luck and loot drops; in the Tribal Isles especially, the setup that provides the highest number of loot drops is, to me, the best setup, even if it catches fewer mice. If average loot information could be incorporated into the Catch Rate Estimator, that would be really useful as well.

    Keep up the great work!

  53. In case anyone needs it, I do have a list of mice power here =)
    This is based of PF’s catch rates, so values may not be accurate. Also, this was compiled a few months ago, so things might have been different.

    Town of Gnawnia

    White = 18
    Grey = 35
    Brown = 47
    Dwarf = 253
    Steel = 700
    Granite = 747
    Bionic = 818
    Gold = 847
    Diamond = 900
    Nibbler = 924
    Pirate = 1494
    Zombie = 2682
    Burglar = 4694

    Meadow

    White = 18
    Grey = 35
    Brown = 47
    Dwarf = 253
    Mole = 647
    Steel = 700
    Granite = 747
    Bionic = 818
    Gold = 847
    Diamond = 900
    Pirate = 1494

    Harbour

    White = 18
    Grey = 35
    Brown = 47
    Dwarf = 253
    Steel = 700
    Granite = 747
    Bionic = 818
    Gold = 847
    Diamond = 900
    Ninja = 1494
    Pirate = 1494
    Burglar = 4694

    Mountain

    White = 18
    Grey = 35
    Brown = 47
    Dwarf = 253
    Mole = 647
    Steel = 700
    Granite = 747
    Bionic = 818
    Gold = 847
    Diamond = 900
    Ninja = 1494
    Abonimable Snow = 1741
    Zombie = 2682

    Calm Clearing

    Moosker = 53
    Wiggler = 106
    Sylvan = 235
    Dwarf = 253
    Frog = 694
    Chameleon = 747
    Bear = 830
    Shaman = 888
    Treant = 900
    Nibbler = 924
    Elven Princess = 1494
    Foxy = 1947
    Eagle Owl = 2682
    Cyclops = 2682

    Great Gnarled Tree

    Moosker = 53
    Wiggler = 106
    Sylvan = 235
    Dwarf = 253
    Frog = 694
    Chameleon = 747
    Bear = 830
    Shaman = 888
    Treant = 900
    Wicked Witch of Whisker Woods = 1483
    Elven Princess = 1494
    Foxy = 1947
    Bat = 2682
    Eagle Owl = 2682
    Centaur = 6665
    Fairy = 7787
    Tiger = 7801
    Nomad = 15533

    Lagoon

    Moosker = 53
    Wiggler = 106
    Sylvan = 235
    Dwarf = 253
    Shaman = 888
    Treant = 900
    Wicked Witch of Whisker Woods = 1483
    Elven Princess = 1494
    Goblin = 2665
    Eagle Owl = 2682
    Cyclops = 2682
    Water Nymph = 4959
    Centaur = 6665
    Fairy = 7787
    Tiger = 7801
    Nomad = 15533
    Troll = 17172
    Harpy = 18187
    Hydra = 21270

    Laboratory

    Dwarf = 253
    Mutated White = 300
    Mutated Grey = 324
    Steel = 700
    Granite = 747
    Bionic = 818
    Zombie = 2682
    Burglar = 4694
    Monster = 18837

    Town of Digby

    Dwarf = 253
    Mole = 647
    Steel = 700
    Granite = 747
    Bionic = 818
    Gold = 847
    Diamond = 900
    Nibbler = 924
    Zombie = 2682
    Bat = 2682

    Mousoleum

    Mutated White = 300
    Mutated Grey = 324
    Zombie = 2682
    Ghost = 2682
    Bat = 2682
    Mummy = 4694
    Ravenous Zombie = 5442
    Vampire = 7984
    Lycan = 16564
    Monster = 18837

    Bazaar

    Dwarf = 253
    Mutated White = 300
    Mutated Grey = 324
    Steel = 700
    Granite = 747
    Bionic = 818
    Zombie = 2682
    Burglar = 4694

    Training Grounds

    White = 18
    Dwarf = 253
    Worker = 747
    Gold = 847
    Diamond = 900
    Nibbler = 924
    Ninja = 1494
    Pirate = 1494
    Kung Fu = 6744
    Samurai = 7676
    Monk = 7771
    Assasin = 15249
    Lycan = 16564

    Dojo

    Hapless = 676
    Worker = 747
    Gold = 847
    Diamond = 900
    Ninja = 1494
    Archer = 4806
    Kung Fu = 6744
    Samurai = 7676
    Monk = 7771
    Student of the Cheese Belt/Fang/Claw = 8077
    Assasin = 15249

    Meditation Room

    Hapless = 676
    Master of the Cheese Belt/Fang/Claw = 15756

    Pinnacle Chamber

    Hapless = 676
    Master of the Dojo = 36743

    Catacombs

    Zombie = 2682
    Ghost = 2682
    Bat = 2682
    Skeleton = 3683
    Keeper’s Assistant = 3818
    Keeper = 4082
    Mummy = 4694
    Ravenous Zombie = 5442
    Spider = 6124
    Scanvenger = 6124
    Ooze = 6124
    Vampire = 7984
    Golem = 8077
    Lycan = 16564
    Monster = 18837

    Forbidden Grove

    Zombie = 2682
    Ghost = 2682
    Bat = 2682
    Ravenous Zombie = 5442
    Gargoyle = 5877
    Spider = 6124
    Scanvenger = 6124
    Spectre = 6124
    Vampire = 7984
    Golem = 8077
    Gate Guardian = 8990
    Reaper = 13422
    Lycan = 16564

    Acolyte Realm

    Spectre = 6124
    Golem = 8077
    Gate Guardian = 8990
    Gorgon = 11099
    Wight = 16236
    Lich = 23855
    Acolyte = 36700

    S.S. Huntington II

    Dwarf = 253
    Swabbie = 676
    Pinchy = 747
    Briegull = 788
    Shelder = 1494
    Pirate = 1494
    Shipwrecked = 1747
    Salt Water Snapper = 1947
    Cook = 3071
    Mermaid = 3894
    Bottled = 4229
    Water Nymph = 4959
    Buccaneer = 5429
    Siren = 6399
    Captain = 8146
    Gate Guardian = 8988
    Nomad = 15533
    Squeaken = 15663
    Leviathan = 16033
    Hydra = 21270

    Cape Clawed

    Sylvan = 235
    Chameleon = 747
    Pinchy = 747
    Shipwrecked = 1747
    Narrator = 2241
    Taleweaver = 2341
    Pathfinder = 2458
    Trailblazer = 2459
    Scout = 2583
    Caretaker = 2688
    Alchemist = 2829
    Wordsmith = 2918
    Healer = 3594
    Aged = 10455
    Grandfather = 11753
    Elder = 12811

    Nerg Plains

    Narrator = 2241
    Pathfinder = 2458
    Caretaker = 2688
    Finder = 3936
    Beast Tamer = 4959
    Alnilam = 9287
    Conjurer = 10076
    Conquerer = 10836
    Defender = 14315
    Slayer = 16233
    Nerg Chieftain = 20552

    Elub Shore

    Taleweaver = 2341
    Scout = 2583
    Alchemist = 2829
    Pack = 4000
    Mystic = 4782
    Alnitak = 9172
    Soothsayer = 9836
    Vanquisher = 10646
    Protector = 15177
    Champion = 18187
    Elub Chieftain = 22171

    Derr Dunes

    Trailblazer = 2459
    Wordsmith = 2918
    Healer = 3594
    Grunt = 4517
    Spellbinder = 5107
    Mintaka = 7787
    Seer = 8647
    Renegade = 9458
    Guardian = 12761
    Gladiator = 15245
    Derr Chieftain = 19988

    Special Breeds

    Glitchpaw = 924
    Black Widow = 4694
    Mobster = 23600 – 23700
    Leprechaun = 31750 – 31850

  54. Hi,

    I disagree with this statement:
    “That means that trap power is rendered as 0% against all of them. If that’s the case, then even the mighty ACRoNYM, with its 3800 power, is useless against it. All we have to use against the mouse is… luck! Luck ignores mouse type, including the Acolyte’s Arcane mouse-type.”

    I’ve used CRE and this article to figure out how does the Kraken perform in the Lagoon. Kraken, being a Hydro trap, has a power of 0 against Goblin and Harpy (Shadow mice), so according to the article, luck can kill those 2, and, according to the CRE, with a chance of 33,49% and 7,19% respectively (Kraken/Magma/Shield). I was happy with that, but after 390 hunts I am pretty sure, that it’s not the way it is. I’ve caught 0 Goblins out of 35 and 0 Harpies out of 29!

    So, I am pretty sure, that something is wrong. Statistically it’s nearly impossible to fail so many times in a row against Goblin.

    I’ve posted this 390 size log to the CRE half an hour ago, so you can study it.
    And did anyone ever catch Goblin or Harpy with Kraken (or any other Hydro trap)?
    Did anyone ever catch any mice, with a trap of effectiveness 0% against mouse type? Recently?

    And another thing, during those 390 hunts I caught 4 hydra out of 16. According to CRE I should get 9,048 statistically. Although this is pretty possible statistically, with my DHU factor…

    Looking forward for your reply,
    Arsenij

  55. Erm may I ask, since at mh wiki it is stated ‘Moreover, they also mentioned that it is more effective against a stronger mouse than against a weaker mouse, so 4 luck against a stronger mouse has more benefit than 4 luck against a weaker mouse.’ then why does the partybot has almost the same effect on mouse at tribal isles?

  56. I was reading your article on luck but i realise sumthing was very wrong.. in a way it was overrated such tt my acronym with magma nv once caught a dwarf mouse. but according to the way u tabulate luck i shud have more than 70% chance. so i think luck has a different mechanism when coming to catching a mouse. similar case for my other frens. luck nv catches overawing mice like the dwarf with acro.

    also wiki says according to devs luck is more effective against a stronger mouse but pooflinger’s says otherwise.

    i guess its sumthing worth relooking into? Hope to hear from you soon.

    Regards
    Lut

  57. Hello everyone, to start with, i admit being to lazy to read through all comments and try to follow the calculations.

    since the new location has opened, i’ve been hunting at the festive comet, using the trap setup:

    HitGrab Rockin’ Horse – Magma Base
    * Total Power: 1,705
    * Power Bonus: 10%
    * Attraction Bonus: 15%
    * Total Luck: 42 (squared 1764 luck power)
    * Current Bait: X pieces of Super Brie
    * Cheese Effect: Insanely Stale
    Your lucky golden shield has added +7 to your luck!

    i used mainly SB+ and switched a few times to brie.

    i will just post the last two reports

    Catches:
    Festive Comet: 2 Present, 4 Steel, 9 Moosker, 8 Bear, 4 Treant, 6 White, 3 Candy Cane, 2 Dwarf, 2 Nutcracker, 1 Troll, 1 Elf, 2 Christmas Tree, 1 Centaur, 1 Stocking
    Total catches: 46
    Cheese:
    Brie:
    Attracted a mouse 29 times out of 40 hunts.
    29 were eaten, 11 went stale and 0 were stolen.
    Super Brie:
    Attracted a mouse 21 times out of 21 hunts.
    21 were eaten, 0 went stale and 0 were stolen.
    My attraction rate was good.

    Catches:
    Festive Comet: 3 Steel, 2 Scrooge, 5 Nutcracker, 4 White, 1 Worker, 5 Moosker, 7 Elf, 3 Dwarf, 1 Hydra, 2 Candy Cane, 1 Stocking, 2 Bear, 1 Abominable Snow, 1 Treant, 2 Christmas Tree, 1 Present, 1 Ornament
    Total catches: 42
    Cheese:
    Super Brie:
    Attracted a mouse 50 times out of 51 hunts.
    50 were eaten, 1 went stale and 0 were stolen.
    My attraction rate was near perfect.

    As you can see, almost every hunt was a catch. i caught multiple hydra and troll mice without trouble, but i never got the gargoyle mouse. the centaur mouse also escaped quite a few times. this does not seem in line with your assumptions. maybe the server’s random engine likes me, but i’ve never had a so high catch rate for 2 weeks in a row. and i never got so many hydras without failing in the lagoon (used nvrmc/magma or ambush/magma there).

    lets just say i got 4 hydras approximately
    Catch Rate = Catch Rate For Trap + ((1-Catch Rate for Trap)* Catch Rate for Luck)
    = 1705/1705+21250 + (1-(1705/1705+21,250))*(1764/1764+21250)
    = 0.07428 + 0.92572*0,76649
    = 0.07428 + 0.07096
    = 0.14523

    which is about 15%. now, the probability of getting 4 hydras is 0.14523^4 or 0.044486% for people wuo don’t like math or decimal numbers, it means that this happens 4 times every 10000. either i’m one of the luckiest mh players, or the luch works differently. we can do the whole ting again for the troll mice i got like 4 of those guys, too.

    catch rate % = 17.5%
    4 of them = 0.09393% (9 times every 10000)

    we can of course multiply the probability of getting four hydras and four trolls in a row with this setup, but you get what i am saying. very unlikely.

    best regards
    Tommaso

  58. So let’s go back to what the Devs have said:

    1) “Luck is the absolute last stat you should worry about when trying to maximize the odds of catching a mouse”
    2) “The how to play page hints that focusing on increasing trap power is the most important consideration to maximize your odds of catching a mouse. Luck is a nice “back up plan” that occasionally lets you catch a mouse that would of otherwise gotten away.”
    3) “Luck always provides a chance to catch the mouse, although at times very slim. This means mice immune to your trap’s power type may still be caught by your setup’s luck rating.”
    4) “Aside from power, a trap’s luck rating also provides a chance to catch a mouse purely from luck. It is not uncommon for lucky traps to catch mice that are more powerful than the trap.”
    5) “It’s not linear, so the more luck you have, the more effective it becomes, and against a stronger mouse it’s more effective as well. So 8 luck is more than twice as good as 4 luck, and 4 luck against a stronger mouse has more benefit than 4 luck against a weaker moust. It almost works as a separate roll; regardless of power type, no matter what your chances are, it’s pure luck.”
    6) “The 7 luck bonus equates vaguely to approximately having one less failure to catch a day.”

    Some have observed that when using wrong power type against a given mouse, often you get a log of 0/29 even with high luck. More telling is point #5–although we know luck is non-linear (so exponential increase, whether square or something else), the currently known-to-be-wrong hypothesis does not account for the statement that luck works BETTER against STRONGER mice.
    **From this statement, mouse power must be part of the equation computing luck power.**

    Now we know from the 29 straight misses vs. Harpy that even an 18000 power mouse must somehow cause luck power to be less than Luck**2. And he was using a 35 luck setup.

    What if the luck roll were something like this:

    Luck power = (mousepower/24000*luck)**2.

    This would account for mouse power positively impacting the affect of luck, and allow for a decent chance of 29 straight misses against the harpy, and 35 straight misses against the weak goblin.

  59. mouse hunt newbie says:

    I was a novice when the festive comet started and during my entire time as a novice I caught 2 out of 7 hydra mice with a 500 pound crusher and wood base with a target. I did have gingerbread cheese thanks to my brother, but I don’t think I should have been able to catch any hydras as a novice. I also managed to catch several treant and centaur mice.

    I have no idea how hard it is to catch a hydra at the lagoon because I am still only a journeyman, but if it is as hard as everybody is saying on the boards then maybe the devs have altered the mice power levels at the festive comet.

    One thing I did notice is that as soon as I became an apprentice my catch rate took a nose dive still using the same trap. I don’t know if the devs were taking pity on Novice at the festive comet or what.

  60. @MH newbie.

    Low sample size, bigtime luck (not the MH luck statistic, just personal luck) LOL. I got zero hydra and 0 gargoyle in the FC myself LOL.

  61. As a developer, I have different thoughts about luck. First, I think there is a database behind the web server to store player status, area info and mise status, etc., isn’t there? As database design, mice can have a luck parameter as hunters. It just simply need one more column in mice status table and does not result in performance loss. With this parameter, there’s more flexibility in designing and coding without increasing maintenance difficulty. By this thought, there is not necessary special fomula to calculate the second dice. Just using same process as power to determine being caught or not. In this thought, luck effect surely is not linear, in fact, it’s random and can be arbitrarily modified and flexiblly controled.

  62. “4 luck against a stronger mouse has more benefit than 4 luck against a weaker mouse”, This is what the dev stated. However, your theory clearly shows that 4 luck is better against weaker mouse. Pair up 4 luck against a strong mouse, it’s not even worth rolling the dice.

  63. “Meanwhile, the Acolyte is the strongest mouse in the game. The Master of the Dojo is over 36,000 power, which means that the Acolyte is at least that much, if not more.”

    Based on the tool, I have calculated the power for Master of the Dojo and Acolyte. Basically, my calculations have shown that the Acolyte is WEAKER than the Master of the Dojo. Look at the stats this way:

    The HVMT when paired with Magma Base, Lucky Shield and Rumble, has 4440 power, and for simplicity, I’ll change all attraction to 100%. It also has a luck of 33. Then we have to multiply the power by 2. The disclaimer at the top of your page says that now luck is effective to power types, so to plug it into the equation, HVMT will have an average of 23% or so. Now, the power of MoJo has been calculated to about 36750. When put into the equation, it DOES give about a 23% catch rate with HVMT.

    Now, the Acolyte…

    When Magma, Runic and shield are paired with ABT, they give 5428 power, 21 luck, and they are NOT doubled, therefore the Acolyte catch rate remains the same. So, the power of the acolyte is about 36,500 or so.

    My point is that could you please amend the article a little to show that Acolyte is slightly weaker for more accurate results?

    But overall, great article =D

  64. One thing for sure, luck is affected by the power type, cos using the christmas cracker trap in mouseleum doesnt work (it works with the partybot last time… =( ), It only works to a very small extent. ( around 20% of catching shadow mice with 35 luck and the other times, u get pillaged like hell) -_-

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