Loathers.net We've got a new familiar this month! And it's a new base combination! For the base familiar characteristics, the maiden serves as both a sombrero and a leprechaun. This is new, and I don't really know how to shorthand it. Sombrerachaun? Leprero? Irish Arepa? Let's go with "sombrerachaun"; that scans like a mildly problematic Transformers character, which is of course the exact vibe KOL strives for. Let's discuss our mildly problematic and mildly handy Meat Shield Maiden.
The Meat Shield Maiden is a familiar. (A sombrerachaun, as aforementioned.) At a base level, your maiden will:
(220 * weight)^0.5 + (2 * weight) - 60.025 * ML * (1 + 0.05 * weight), bounded between +1 and +230In addition, your maiden grants the out-of-combat skill "%fn, sing a song of my prowess" -- this skill costs 50 MP and gives you 25 turns of "Singing of your Prowess", an effect that gives a +20% Monster Level boost when your Meat Shield Maiden is your active familiar.
The maiden also has one in-combat skill, "%fn, protect me!" -- this skill does the exact opposite of what it says on the tin. Instead of the maiden preventing a hit, when you cast "protect me", the monster you are fighting will be forced to hit you for the maximum amount of damage the monster can hit for. Provided you survive the hit, your maiden will then turn that damage into a 50-turn buff depending on the element of the monster in question. Buffs are tiered by the damage the monster does to you, at a formula of T = 1 + floor(sqrt(damage/9)). The somewhat annoyingly complicated buff equations are as follows:
T*2 (max 20) Hot Damage & Damage to Hot Spells, +(20 + T*10)% (max 130%) Combat InitiativeT*10% (max 200%) Muscle, +T*6 (max ~36) ranged HP regen per adventureT*10% (max 200%) Mysticality, +T*3 (max ~18) ranged MP regen per adventure(3 + T*2)% (max 15%) -combat rate, +T (max 5) stench resistanceT*10% (max 200%) Moxie, +T*5% (max 50%) meat dropT (max 10) stats per fight, +T*2 (max 20) Damage ReductionYou can only get one shot of each buff per day, regardless of the tier. With this familiar's special familiar equipment (the can of shield tenderizer), the "protect me" buffs will be one tier better than the derived tier from your damage.
So, let's start out with this: sombreros, as a familiar, are pretty decent for leveling. Probably a bit better than you think; at about 45 buffed pounds and 120 monster level via your +ML & base monster power (a reasonable amount to grab in most standards, even for early run monsters), you get about +10 stats per fight (which translates to 5 mainstat/fight); this doesn't sound amazing, but added up over a good number of familiar combats, it's pretty nice; 500 mainstat in 100 combats is a decent amount of extra stats. But above and beyond that, percentage ML is really good for leveling; percentage ML doesn't just apply to your additional ML, it also applies to the base stats of the monster. This makes percentage-based ML boosts (currently only available through the unbreakable umbrella and the maiden) effectively act as +X% multipliers on all stat gains from the fight. These stat gains synergize quite powerfully with scaling monsters. It also, on net, is a 1.2x multiplier on your sombrero gains -- another nice synergy in the base familiar function.
This familiar is sort of funny, because the leveling benefits would be significantly more important in coming standard sets if we hadn't literally just gotten blessed with a better leveling trivializer than this with the Interesting Coin. As is, the maiden will overlap the coin in every standard it's eligible for, which means the tradeoff will (probably) skew towards turning meaty embezzlers into big gobs of stats with the coin's intangible asset rather than spending lots of turns with your maiden fighting some fish in delay zones. There is a possibility that new IOTM familiars aren't particularly good, leaving you a bunch of familiar turns each day for the maiden, but that feels a bit unlikely to me. If you don't own the coin but have a chance to get the maiden, it will certainly turbocharge your ability to level.
Outside of the leveling boost (which, again, is unlikely to be a major factor in this IOTM's full-standard-stack usage given the power of intangible asset), the big-deal power of this IOTM comes from the buffs. The simplest to discuss is the always-available buff: the +20% ML boost. It's 50MP, but you can probably have it up all day if you really care to. Beyond leveling, this is a pretty cute boost for finding swarms of ghuol whelps and finding the rat king in the typical tavern cellar. In avatar paths, where we lack many of our permed +ML boosts, it will likely ease the path to the 82 ML you need for a 1-turn wine bomb and the 100 ML you need for maximizing speed on oil peak.
The six distinct "protect me" buffs are... haltingly powerful, I'd say. In the event that you were able to max all of them out in-run, you'd get a decent amount of utility out of them. (You can't, but we'll cover that in a bit.) In ascending order of power, the three worst buffs are...
This leaves the following three buffs you will want to at least consider routing into your runs.
First, the moxie% & meat% buff. This one is OK; there are a few somewhat heavy sleaze monsters you encounter in run, chief of which is the frat warrior you fight when getting your initial frat warrior gear (via numberology, generally). Helpfully, you encounter this very early in the run, which means your stats are low and your buffs aren't on, so getting an early high-tier shot of this buff is pretty straightforward. Unhelpfully, this effect is anti-synergistic with getting boosted buffs in the other elements, as the high moxie boost will make it very hard to maximize the damage other monsters are hitting you for; this is an important consideration when figuring out when you get the buff. When trying to apply this to recovering meat from the nuns on day two, you can somewhat uniquely summon up a high-level free scaling monster (the sausage goblin) to maximize this buff. Though, honestly... I'm pretty skeptical that's a good use of a summon for what probably amounts to one or two more tiers of meat drop for nuns. More likely, you use the Oil Cartel and accept the piddly little 20-25% meat drop it will give you.
Second, the hot damage & init% buff. Initiative used to be trivially easy to stack up in-run, and it still is for the rest of this year. But we are quietly heading towards a world where stacking the high initiative you need for the various in-run initiative tests (the 850% to max your modern zombie chances & the 600% to max your 8-bit score progress) will be a bit harder. After all, we lose 100% from spring shoes, 50% from darts, 50% (sometimes) from Mayam, 50% from tearaway pants, 50% from censer's wheel of camembert, 100% from bat wings, 25% from the clan photo booth, and 30% from the reindeer games crimbo skill. That's 455% relatively easy initiative full-stack ascenders will straight up lose when the clock turns to January. This buff will help soothe that loss a little bit. Emphasis on a little bit, though, as there really aren't -that- many high level hot monsters you have access to in-run.
Finally, we come to the -com & stench res buff; this is easily the best of this IOTM's many features. As discussed in the Peace Turkey analysis two years back, the power to reduce combat rate is quite powerful. Even when we have a lot of noncombat forcers, any source of -combat that can be used on all NCs you seek in a run is worth roughly 2 turns over the whole run for every 1% over the soft cap. Even if you can get to the -com soft cap of +25% without limited resources, this still represents +3% atop that (since +5% = +1% post-soft-cap), which is worth 6 turns over a whole run if you can shove your noncombat searches into the 50 turns/day you get of this buff. And somewhat unfortunately, I'm actually not fully confident we can consistently hit 25% without this; we are losing a lot of our passive noncombat rate next year, with peace turkey and the -10% from the Apriling helmet and the -5% from the crimbo skill and the -5% from the spring shoes potion all waving adieu to standard relevance. We also are losing a few noncombat forcers, which further boosts the value of a hefty -com buff like this one. Unlike most of this familiar's buffs, getting a high level buff isn't quite as hard, as you only need to get to tier 6. Also, helpfully, there are a few more in-run monsters to choose from for stench damage than other buffs, which is helpful. It's not necessarily a flashy benefit, and you have to work a bit to get it, but it really is just the unambiguously best thing this familiar does.
Having discussed the buffs, we now need to discuss the process of maximizing them, which is its own can of worms. The mechanic behind the buffs is very unique; to my knowledge, there isn't anything else in the game that scales this cleanly based on the amount of damage you take from a monster. The more damage you can get the monster to give you, the better these buffs get. This requires a bit of thinking: how do you actually predict the amount of damage a monster is going to give you? The equation is... well, it's pretty annoying, but it's not -that- impossible to visualize. You need the following values: Mon = the monster's attack (generated by (monster's base attack + ML) * (1 + %ML)), Mox = your moxie, DR = your damage reduction, DA = your damage absorption, Res = your elemental resistance level, and Myst = 1 if you happen to be a myst class and 0 otherwise. From this, you do the following terrible math.
![Handwritten KOL damage formula: Damage = [(Mon - Mox) + 0.25 × Mon - DR] × A_F × (1 - E_F). Absorption factor A_F = 1 - (sqrt(DA / 10) - 1) / 10. Elemental factor E_F = 0.1 × Res + 0.05 × Myst if Res ≤ 3, or 0.9 - 0.5 × (5/6)^(Res - 4) + 0.05 × Myst if Res > 3. A smiling cartoon Quagsire in a graduation cap points at the equations.](/_astro/meat-shield-maiden-damage-math.B2bcWelo_1gERpL.webp)
The full damage formula. Note that total damage on a hit cannot go below 1. That would be a miss!
... yeah, this math sucks. The long and short of it, though? You need to minimize your moxie, minimize your DR, minimize your DA, and minimize your resistance to the monster's element... all while stacking on as much attack onto the monster as you possibly can, and keeping your HP high enough that the monster can't kill you in one hit. This is essentially a combat puzzle. The problem with this puzzle is that it is sort of difficult to optimize, as many of these are boosted by passives you have virtually no control over. There are a handful of small things you can do that will help you out:
This is still going to leave you with some of everything, most likely. Hide of the Walrus, Tao of the Terrapin, Skin of the Leatherback, and the passive resistance skills (like Diminished Gag Reflex, the sauceror stench res skill) won't be easy to extract outside of an avatar path. And if you're on the battlefield fighting war hippies or frat warriors, you literally can't unequip your pants and your hat. But you should at least unequip your shirt, and try to remove all buffs that adversely impact the amount of damage you receive.
Above all this, this IOTM's value is somewhat dependent on what kind of monsters you can actually get for each buff. And this is where the biggest issue with this IOTM comes in: there just aren't very good options for the elements we care about.
By far, the best "natural" options in here are for your stench monsters; you fight a billion hippies during the war, and some of them have special effects that can increase the power of their hits; in particular, the War Hippy Elder Shaman can give you Flared Nostrils, which negates all stench resistance and doubles the damage you receive from stench attacks. It is worth noting that you will need to be wearing your frat warrior gear for your non-clubbed-into-next-week war hippies, which does unfortunately have +2 DR, and an annoying +340 DA from the hat/pants, which doubles to +680 with Tao of the Terrapin. This lowers the damage potential while you're on the battlefield, but the power of flared nostrils more than makes up for this.
It is worth taking a beat to discuss the different needs of these three buffs, as well. The -com buff reaches its peak at 225 damage (144 with the equip), the init% buff reaches its peak at 900 damage (729 with the equip), and the meat% buff reaches its +meat peak at 729 damage (576 with the equip). Barring some incredible nonsense with forthcoming IOTMs, you simply are not getting to the peak for init and meat. I think it is pretty reasonable to hit 150 damage (making a max stench buff pretty straightforward), difficult but plausible to hit 250, and almost impossible to go over 400 in modern standard. This means that the actual impact of these buffs will be more in the range of 70-90% init and 25-35% meat drop. Still good, but a fair bit short of the max level.
The math I went over earlier sucked. Everyone hated it! You know what's better than having a bunch of equations and running them every time you want to figure out your buff level? Having a simple calculator where you can just look up your values and generate the resultant buffs!
Leave "Monster's Base Attack" at 0 for scaling monsters (sausage goblin, hackers, etc.) — their base attack equals your Moxie, so will be tethered to the Moxie entry. Enter a value directly for fixed-attack monsters like the Batsnake (160) or Big Wisnewski (250). Scaling monsters' attack caps (e.g. 10,000 for the sausage goblin) aren't modeled here, so double-check you're not past the cap. (You aren't getting past 10,000 in standard, but you might get past 500 for the summonable pasta fights.)
+Hot Damage & Damage to Hot Spells (max 20), +Combat Initiative (max 130%).
+Muscle % (max 200%), +ranged HP regen per adventure (max ~36).
+Mysticality % (max 200%), +ranged MP regen per adventure (max ~18).
-Combat Rate (max 15%), +Stench Resistance (max 5).
+Moxie % (max 200%), +Meat Drop % (max 50%).
+Stats per fight (max 10), +Damage Reduction (max 20).
Guess what: I lied, this isn't a simple calculator! I dramatically understated the complexity of this stupid calculator! Figuring out how much damage a monster is going to do to you is not actually a very fun thing to do! Still, this mess should make it a tiny bit easier.
We'd rate the Meat Shield Maiden a tier 3 IOTM. That indicates a savings of roughly 2-4 turns per day. Look. I'll be real with you. I don't really like this IOTM. I liked it quite a lot more before I started really doing the math and thinking about how this will manifest into future runs, and I like the theoretical concept of it. But micromanaging six distinct damage-reduction stats in a way that manifests very differently across classes and monsters sort of sucks, and the few eligible monsters that are reasonable fits for the best buffs mean that there's a lot of weird routing pressure introduced by this IOTM. I wouldn't remotely blame you if your take after digging into this post is "actually, Scotch, I don't want to do any of this. I will pass on Ms. Maiden's wild ride."
All this said: 50 turns per day of +10-15% NC rate is quite good. The leveling help may be useful in situations where you may value the Interesting Coin's monster replacers higher than normal; things like Avant Guard where they enable crazy 20+ turn saves via unlocking the nuns route, for instance. It also may be better than I'm giving it credit for in a 1-day run; we are going to be quite a bit more clover constrained next year, which means burning 2 clovers on Embezzler leveling via the coin is going to feel a little painful in a 1-day, which increases the probability you want to use some of the Monodent-powered leveling from a few beefy feeshes. The init and meat drop are minor but useful; in particular, I wouldn't be completely shocked if the init buff from this familiar is the difference between hitting the 600% 8-bit threshold or just missing it, especially in future avatar paths. In familiar-allowed avatar paths, barring some big -com boosts from other IOTMs, tier 3 is probably totally understating the power of this IOTM; you probably are getting more in the neighborhood of 10-15 turns saved over the whole run from the -com help, and the other buffs are more valuable than they are when you have all your passives.
I don't have to like it, but I do have to respect it: this maiden is, begrudgingly, pretty good.