Editing Making Waves (Guide)

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There are a number of different ways of getting Making Waves, and the best method depends on your resources, the amount of time you have, and the amount of Making Waves you need.
 
There are a number of different ways of getting Making Waves, and the best method depends on your resources, the amount of time you have, and the amount of Making Waves you need.
 
*'''Grinds: '''If you prefer to not spend too many resources on Making Waves, and have a full week ahead of you, there are several reliable grinds.  
 
*'''Grinds: '''If you prefer to not spend too many resources on Making Waves, and have a full week ahead of you, there are several reliable grinds.  
**The first is the [[Template:Cross Conversion|cross-conversion carousel]]. This averages 1.6 CP MW (and {{E}}0.50) per action and is indefinitely cycleable, requiring only that players have at least 50 of one type of 50-pence item to start. You can use extra actions before [[Time, the Healer]] comes through to line up as many 50p items as possible at Making Waves conversions (e.g., converting them all to {{IL|Vision of the Surface|Appearance=Visions of the Surface}}) in order to maximise the efficiency of the carousel.
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**The first is the [[Template:Cross Conversion|cross-conversion carousel]]. This averages 1.6 CP MW (and {{E}}0.50) per action and is indefinitely cycleable, requiring only that players have at least 50 of one type of 50-pence item to start. You can use extra actions before [[Time, the Healer]] comes through to line up as many 50p items as possible at Making Waves conversions (e.g., converting them all to {{IL|Vision of the Surface|Appearance=Visions of the Surface}}) in order to maximize the efficiency of the carousel.
 
**The second is at {{IL|Helicon House}}, where the [[The Mirrored Salon|Mirrored Salon]] (once [[Discovered: the Mirrored Salon|unlocked]]) provides a [[Astonish the company with an illusion|grind]] that gives 4 CP MW per action. This may be done four times per visit to the House before the player must leave. By simply exiting the house immediately, this provides '''3.2 CP MW per action and no profit'''; by instead staying in the house to collect a final reward before leaving, players may accrue 2.7 CP MW and around {{E}}1.7 per action, with payout depending on choice of companion.  
 
**The second is at {{IL|Helicon House}}, where the [[The Mirrored Salon|Mirrored Salon]] (once [[Discovered: the Mirrored Salon|unlocked]]) provides a [[Astonish the company with an illusion|grind]] that gives 4 CP MW per action. This may be done four times per visit to the House before the player must leave. By simply exiting the house immediately, this provides '''3.2 CP MW per action and no profit'''; by instead staying in the house to collect a final reward before leaving, players may accrue 2.7 CP MW and around {{E}}1.7 per action, with payout depending on choice of companion.  
 
***A more advanced version allows '''2.6 EPA''' if a player has {{IL|Train Luxuries}} 4, in order to use the [[Forget the biscuits, take the Solacefruit|solacefruit]] option and purchase {{IL|Tinned Ham}} to sell to the Bazaar. It requires players to have a [[Railway Beginning (Guide)|Railway,]] to have [[Acquaintance with Helicon House|unlocked Helicon House]], to have {{IL|Glasswork}} 8, and to have an {{IL|Oneiric Key}} or an {{IL|Location of an Underground Organ|Appearance=Underground Organ}} to avoid repeatedly paying the House's entry fee. Once all of these conditions are met, however, it is the fastest way to repeatedly and indefinitely grind Making Waves. Assuming 120 actions per day, at 2.7 CP MW per action, one might go from zero to 66 levels of MW in a week; at 3.2 CP MW per action, that increases to 72 levels of MW.  Assuming no other interaction with the game.
 
***A more advanced version allows '''2.6 EPA''' if a player has {{IL|Train Luxuries}} 4, in order to use the [[Forget the biscuits, take the Solacefruit|solacefruit]] option and purchase {{IL|Tinned Ham}} to sell to the Bazaar. It requires players to have a [[Railway Beginning (Guide)|Railway,]] to have [[Acquaintance with Helicon House|unlocked Helicon House]], to have {{IL|Glasswork}} 8, and to have an {{IL|Oneiric Key}} or an {{IL|Location of an Underground Organ|Appearance=Underground Organ}} to avoid repeatedly paying the House's entry fee. Once all of these conditions are met, however, it is the fastest way to repeatedly and indefinitely grind Making Waves. Assuming 120 actions per day, at 2.7 CP MW per action, one might go from zero to 66 levels of MW in a week; at 3.2 CP MW per action, that increases to 72 levels of MW.  Assuming no other interaction with the game.
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Although the conversion carousel gives 1.6 CP per action on average, it can be made more efficient. In particular, the string of conversions between {{IL|Bottle of Strangling Willow Absinthe|Appearance=Strangling Willow Absinthe}} and {{IL|Vision of the Surface|Appearance=Visions of the Surface}}, which all give 0 MW, may be done in advance of Time, The Healer's visit. This allows players to immediately begin getting Making Waves at the start of the week, offering more time to reach a MW goal.  
 
Although the conversion carousel gives 1.6 CP per action on average, it can be made more efficient. In particular, the string of conversions between {{IL|Bottle of Strangling Willow Absinthe|Appearance=Strangling Willow Absinthe}} and {{IL|Vision of the Surface|Appearance=Visions of the Surface}}, which all give 0 MW, may be done in advance of Time, The Healer's visit. This allows players to immediately begin getting Making Waves at the start of the week, offering more time to reach a MW goal.  
  
As the carousel is very modestly profitable (each batch of 50 items results in 51 items of the next category), it is possible to "snowball" and become self-sustaining. It's up to you how many items you want to convert at one time; large batches of resources (thousands of 50p items or more) can be more easily optimised in the above manner, but also represent a significant action investment. The cross-conversion carousel is generally adequate on its own up to moderately high Notability goals, depending on BDR, and even at later levels is useful to complement Salons or Lodgings grinds.
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As the carousel is very modestly profitable (each batch of 50 items results in 51 items of the next category), it is possible to "snowball" and become self-sustaining. It's up to you how many items you want to convert at one time; large batches of resources (thousands of 50p items or more) can be more easily optimized in the above manner, but also represent a significant action investment. The cross-conversion carousel is generally adequate on its own up to moderately high Notability goals, depending on BDR, and even at later levels is useful to complement Salons or Lodgings grinds.
  
 
The carousel can actually rival Helicon House for EPA and MW CP per Action in the long-run, given that random values for cross-conversion and upgrading will eventually average out to the mean. This method is especially useful for  players who are still pre-Railway. In order to do so, you need a newspaper in {{IL|Doubt Street}}, {{IL|Shadowy}} 217, {{IL|Mithridacy}} 6 and {{IL|Route: The Bone Market}}. You can get the {{IL|Whirring Contraption}} needed to publish by following the [[Searching out a Missing Woman (Guide)|Searching out a Missing Woman]] story in {{IL|Wilmot's End}}. By publishing [[An edition brimming with truth and wisdom]], you will receive {{IL|Journal of Infamy|118 x}}, which can be cross converted until you have {{IL|Memory of Distant Shores}}, which can be [[Dealing with the deviless|upconverted into Collated Research]]. Selling the spoils of this upgrade, along with the {{IL|An Identity Uncovered!|4 x}} from the newspaper, generates an '''EPA''' of ~2.5. In addition, you will receive 3.2 CP of MW per action, which beats out all Helicon House choices that turn a profit. As a drawback, this method is much less consistent than Helicon House, so while it technically is more efficient, the length of the full grind (33-34 actions) means you may get unlucky one week. However, if you use 120 actions a day, you can run this cycle around 25 times in a week, generating ~2600 CP MW, enough to raise you from zero to 71 levels of MW in a week, as well as providing {{e}}2000.
 
The carousel can actually rival Helicon House for EPA and MW CP per Action in the long-run, given that random values for cross-conversion and upgrading will eventually average out to the mean. This method is especially useful for  players who are still pre-Railway. In order to do so, you need a newspaper in {{IL|Doubt Street}}, {{IL|Shadowy}} 217, {{IL|Mithridacy}} 6 and {{IL|Route: The Bone Market}}. You can get the {{IL|Whirring Contraption}} needed to publish by following the [[Searching out a Missing Woman (Guide)|Searching out a Missing Woman]] story in {{IL|Wilmot's End}}. By publishing [[An edition brimming with truth and wisdom]], you will receive {{IL|Journal of Infamy|118 x}}, which can be cross converted until you have {{IL|Memory of Distant Shores}}, which can be [[Dealing with the deviless|upconverted into Collated Research]]. Selling the spoils of this upgrade, along with the {{IL|An Identity Uncovered!|4 x}} from the newspaper, generates an '''EPA''' of ~2.5. In addition, you will receive 3.2 CP of MW per action, which beats out all Helicon House choices that turn a profit. As a drawback, this method is much less consistent than Helicon House, so while it technically is more efficient, the length of the full grind (33-34 actions) means you may get unlucky one week. However, if you use 120 actions a day, you can run this cycle around 25 times in a week, generating ~2600 CP MW, enough to raise you from zero to 71 levels of MW in a week, as well as providing {{e}}2000.
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Your friend may reciprocate a slight by sending an assassin after you, or by {{IL|Forgive and Forget|Appearance=forgiving you}}.
 
Your friend may reciprocate a slight by sending an assassin after you, or by {{IL|Forgive and Forget|Appearance=forgiving you}}.
Forgiving gives an increase in {{IL|Scandal}} and isn't very exciting or profitable, but sending assassins after your friends gives on average 20 CP {{IL|Making Waves}}. Being the one who is forgiven on the other hand gives 1-6CP MW and a randomised loss of {{IL|Scandal}}.
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Forgiving gives an increase in {{IL|Scandal}} and isn't very exciting or profitable, but sending assassins after your friends gives on average 20 CP {{IL|Making Waves}}. Being the one who is forgiven on the other hand gives 1-6CP MW and a randomized loss of {{IL|Scandal}}.
  
 
{| class="article-table mw-collapsible mw-collapsed"
 
{| class="article-table mw-collapsible mw-collapsed"

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