The tax is always the same for the same set of monster parts so no randomness is involved.
I then looked for entries where only one type of part was present. With the exception of the heads this gave some obvious formulas: When only eyes are present no tax is paid When only heads are present tax is 2.8 for 1, 8.4 for 2 21 for 3 and 29.4 for 4. When only skulls are present tax is the number of skulls When only hands are present the tax is 0.2 times the number of hands. When only horns are present and their number is < 5 the tax is 1.4*number of horns, and 1.75*number of horns when >= 5 are present.
Next I looked for records where only two types of parts were present, but with the following the exceptions it didn’t give anything obvious: When only skulls and hands are present the tax rate is #SKULL + 0.2*#HAND When only horns and hands are present the tax rate is: 1.4*#HORN + 0.4*#HAND provided the total tax bill is less than 6 else when horns < 5 and the total tax is < 18: 2.1*#HORN + 0.6*#HAND else when horns < 5: 2.8*#HORN + 0.8*#HAND When horns >= 5 : 1.75*#HORN + 0.5*#HAND
After much looking at the data a lot I was then able to find the following formulas when skulls, horns, and hands were all present: 1.4*#HORN + 0.4*#HAND + 2*#SKULL provided the result is < 6 Else 1.75*HORN + 0.5*HAND + 2.5*SKULL provided there are at least 5 horns Else 2.1*#HORN + 0.6*#HAND + 3*SKULL provided the result is less than 18 Else 2.8*#HORN + 0.8*#HAND + 4*SKULL provided ther result is less than 40 Else 3.5*#HORN + 1*#HAND + 5*#SKULL
Eyes and particularly heads seem to introduce a lot of extra complexity.
The best record I could find with 4 eyes and 4 heads had 4 eyes, 4 heads and 1 hand, so I tried to give these to 1 adventurer, and then allocate the rest amonst the remaining 3 according to these formulas. However the result was worse than the best I could find by looking up the tax for various combinations in the datafile. I will therefor use this as my entry if I can’t work out what is going on with the eyes/heads. Adventurer 1: EYE(1)HEAD(1)SKULL(5)HORN(6)HAND(2)TAX: 23 Adventurer2: EYE(1)HEAD(1)SKULL(0)HORN(1)HAND(0)TAX: 0 Adventurer3: EYE(1)HEAD(1)SKULL(0)HORN(0)HAND(3)TAX: 0 Adventurer4: EYE(1)HEAD(1)SKULL(0)HORN(0)HAND(3)TAX: 0 Total estimated tax is 23
!> I was able to generalise the formula to a wide range of scenrios involving heades, but the eyes are more complicated. Aside from forceing the tax to 0 when it would otherwise be relatively small I didn’t find a consistent pattern. As I can’t find anything obviously better I will stick with my original entry.
The tax is always the same for the same set of monster parts so no randomness is involved.
I then looked for entries where only one type of part was present. With the exception of the heads this gave some obvious formulas:
When only eyes are present no tax is paid
When only heads are present tax is 2.8 for 1, 8.4 for 2 21 for 3 and 29.4 for 4.
When only skulls are present tax is the number of skulls
When only hands are present the tax is 0.2 times the number of hands.
When only horns are present and their number is < 5 the tax is 1.4*number of horns, and 1.75*number of horns when >= 5 are present.
Next I looked for records where only two types of parts were present, but with the following the exceptions it didn’t give anything obvious:
When only skulls and hands are present the tax rate is #SKULL + 0.2*#HAND
When only horns and hands are present the tax rate is:
1.4*#HORN + 0.4*#HAND provided the total tax bill is less than 6
else when horns < 5 and the total tax is < 18: 2.1*#HORN + 0.6*#HAND
else when horns < 5: 2.8*#HORN + 0.8*#HAND
When horns >= 5 : 1.75*#HORN + 0.5*#HAND
After much looking at the data a lot I was then able to find the following formulas when skulls, horns, and hands were all present:
1.4*#HORN + 0.4*#HAND + 2*#SKULL provided the result is < 6
Else 1.75*HORN + 0.5*HAND + 2.5*SKULL provided there are at least 5 horns
Else 2.1*#HORN + 0.6*#HAND + 3*SKULL provided the result is less than 18
Else 2.8*#HORN + 0.8*#HAND + 4*SKULL provided ther result is less than 40
Else 3.5*#HORN + 1*#HAND + 5*#SKULL
Eyes and particularly heads seem to introduce a lot of extra complexity.
The best record I could find with 4 eyes and 4 heads had 4 eyes, 4 heads and 1 hand, so I tried to give these to 1 adventurer, and then allocate the rest amonst the remaining 3 according to these formulas. However the result was worse than the best I could find by looking up the tax for various combinations in the datafile. I will therefor use this as my entry if I can’t work out what is going on with the eyes/heads.
Adventurer 1: EYE(1)HEAD(1)SKULL(5)HORN(6)HAND(2)TAX: 23
Adventurer2: EYE(1)HEAD(1)SKULL(0)HORN(1)HAND(0)TAX: 0
Adventurer3: EYE(1)HEAD(1)SKULL(0)HORN(0)HAND(3)TAX: 0
Adventurer4: EYE(1)HEAD(1)SKULL(0)HORN(0)HAND(3)TAX: 0
Total estimated tax is 23
Woah—nice value-assignment finds.
!> I was able to generalise the formula to a wide range of scenrios involving heades, but the eyes are more complicated. Aside from forceing the tax to 0 when it would otherwise be relatively small I didn’t find a consistent pattern. As I can’t find anything obviously better I will stick with my original entry.