![]() it's just something I've noticed.Įdit: video's being processed, I'll check it out as soon as I can.Įdit2: Alright, that's actually pretty cool that Magmar's is static. The numbers above are from very brief testing results, nobody should be viewing them as solid data. It's just that Thraxx is the single most important part of the TAS currently, as it could mean gaining around 500 or so frames if I can find a way to make all of it work together properly. I'm looking forward to playing with this on things other than Thraxx, by the way. Finding the value/address of this factor is what will break the Thraxx fight. Or maybe the Thraxx damage is calculated upon being hit and re-rolling the damage very rapidly since it would be hit every other frame after an 8x cast. ![]() If this trend was to continue, perhaps there is some logic to it. 88-81 gives us 6, which is an increase in damage by a relatively low %. 41-54 gives us -13, this is a loss of around 50% damage. You can actually let go of R and the game won't recognize that you have because the ring menu is brought up so rapidly. Doing a 2nd cast on the very first frame possible afterwards (which is possible in real-time) yields another 18 value because the positional data and other factors aren't changing. I have a value of 18 at positional data x = 132, y = 244, when I do one cast without doing anything else at all from this position, I get the value 18 and 27 damage. I'm currently testing multiple 8x at once and getting some strange effects, though it's likely due to Thraxx damage being weird. These two are the only things changing when the damage changes on the same frame with differing data. Whether or not the R/L buttons are pressed, which is a player-input RNG modifier for the game Positional data on the non-player controlled character Currently, these are my two known influencing factors on the formula when the value is the same: ![]() Yes, that's what I'm trying to find is the relationship between damage and other factors. ![]()
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