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Appendix: Trap Mechanics

  • This appendix aims to give a little more detail to the trap mechanics, beyond what you can find in the "Help" section at your local trapsmith.
  • A trap consists of a weapon and a base.
  • Optionally, a charm may be equipped. Charms are consumable items that boost the stats of the trap.
  • The statistics of the three components combine to determine the statistics of your trap as a whole.
  • Your trap statistics can be viewed anytime from Inventory → Traps. Here I shall explain each statistic.
  • Total Power
    • Total Power = (Weapon Power + Base Power + Charm Power) × (100% + Total Power Bonus)
    • Is the most basic statistic used in determining your success in catching mice.
  • Power Type
    • The Power Type is solely determined by your weapon, with the exception of the Nanny Charm, which changes your power type to Parental regardless of your weapon's Power Type.
    • Some weapon power types are more effective against certain mice. Others may be less effective.
    • Mouse vulnerabilities are usually the same throughout a mouse group, but there exist several exceptions.
    • The Total Power of the trap is multiplied by a percentage, depending on this vulnerability, before being compared against the mouse. Total Luck is also affected by Power Type.
  • Power Bonus
    • Power Bonus = Weapon Power Bonus + Base Power Bonus + Charm Power Bonus
    • Only used as part of the calculation for the Total Power discussed above, increasing it.
  • Attraction Bonus
    • Attraction Bonus = Weapon Attraction Bonus + Base Attraction Bonus + Charm Attraction Bonus
    • Along with your cheese type and location, this affects how often mice are attracted to your trap.
    • Is the main advantage of the Wooden Base with Target that gives it isolated uses even in the late game.
  • Total Luck
    • Total Luck = Weapon Luck + Base Luck + Charm Luck + (7 if the Lucky Golden Shield is active)
    • Not to be confused with the normal English use of "luck", used to describe the favorability of random events, or superstitious methods used in an attempt to affect it.
    • Luck increases your chance to catch a mouse, when Power isn't sufficient.
    • It also slightly increases the chance of loot drops.
    • Luck does not affect the difficulty shown on the mice page, only Power and Power Type does; as such that difficulty may be deceptive about your actual chance of catching a mouse.
    • The Lucky Golden Shield, which can be temporarily activated by donating to the developers of MouseHunt (with the Donate button), boosts the Total Luck by 7 points.
    • The developers have said that Luck is nonlinear, in that 10 Luck is more than twice as effective as 5 Luck.
    • What this means in practice is that weapons with high Luck are usually best combined with bases with high Luck.
    • Limited-edition weapons from Ronza often have very high Luck, allowing them to equal or even outperform regular weapons with more Power, especially against weaker mice.
  • Cheese Effect
    • Cheese Effect = Weapon Cheese Effect + Base Cheese Effect
    • Affects the probability that the cheese will go stale on a failure to attract.
    • The ranking is as follows:
      • Über Stale (≤-6)
      • Ultimately Stale (-5)
      • Insanely Stale (-4)
      • Extremely Stale (-3)
      • Very Stale (-2)
      • Stale (-1)
      • No Effect (0)
      • Fresh (+1)
      • Very Fresh (+2)
      • Extremely Fresh (+3)
      • Insanely Fresh (+4)
      • Ultimately Fresh (+5)
      • Über Fresh (≥+6)
    • Is not as important a statistic as it may seem, as:
      • Most cheese is expendable; the gold the cheese costs are less than the gold you may potentially receive from an increase in power, luck, or attraction.
        • However, you may wish to avoid using rare or crafted cheeses on a setup that is "Extremely Stale" or worse.
      • When cheese goes stale, it produces Stale Cheese, which is actually a useful crafting item in the late game.
        • Ironically, this means that the Insanely Stale effect of the ACRONYM is actually useful at that stage of the game, if combined with the Explosive Base and a cheap cheese like Cheddar or White Cheddar.
  • There is also a slight bonus to your chances of catching a mouse, based on your Hunter's Title.
  • Putting it all together
    • The functions of each trap statistic are described below, describing the logic of a hunt as we know it.
    • The cheese type, location, and Attraction Bonus are used to determine the chance and type of mouse that is attracted to your trap.
    • If a mouse is attracted:
      • The cheese is eaten.
      • The Total Power is modified by the Power Type, depending on the mouse's Power Type, as described above.
      • This modified Power is then compared with the mouse's Power (a hidden value). A random check is used to determine if a catch is successful. Total Luck provides a bonus to this check; indeed, if the Luck is high enough and the mouse is weak enough you may almost never miss the mouse!
      • If the check succeeds, the mouse is caught. If the check fails, the mouse gets away, and may steal points, gold, or extra pieces of cheese depending on your location.
      • If a mouse is caught, the mouse type, location, and Total Luck is used to determine the chance and type of a loot drop.
    • Otherwise, if a mouse is not attracted, the Cheese Effect is used to determine the chance that the cheese goes stale.
  • Whew, that's a lot to digest. However, there is a really neat tool for estimating the combined effects of all these factors, developed by Rohan Mehta. It can be accessed here.

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