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New Orleans, LA, USAVegaSera5 years ago

Decided to spend my night recording myself and going frame by frame to check damage values of each attack. I froze the health of a corrupted treasure in Area 1 to let me attack it repeatedly. I've only done the basic attacks you start with, and not the charge attack from area 2, or the cannon, or any of the resist perks. Those will be coming in the future.

To start - Every attack has a value of randomness. I dont have enough data (since it's all manual entry) to narrow down how much randomness specifically, but it's roughly +/- 15%. I took each attack and I'm presenting its averages.

Explanation: Damage Value(DV) Every attack I will give will have a damage value. As far as I can tell, the damage formula seems to be DV * Attack Damage, and then modified +/- 15% for randomness.

Basic Ground Combo - 5 hits Hits 1,2,3,4 seem to share the same damage value of roughly 0.8. The big hit, #5, seems to have a damage value around 1.6, double the damage of the first four hits.

Basic Air Combo - 4 hits Hits 1,2,3 have a damage value of 0.8 Hit 4 has a damage value of 1.6. It's the same as the ground combo, aside from the missing attack. I currently don't have software for counting frames, but I will mention that the air combo does hit somewhat slower than the ground combo.

Plunge Attack - Two components. The first one is if you directly hit an enemy with a downward plunge attack. Damage value seems to be 1.0 The second component is the splash attack after hitting the ground. Damage value seems to be 2.0

Finishers -

Left/Right/Standing Ground Finisher. 6 to 9 hits possibly depending on range This one has been a bit harder to nail down. All of the hits seem to be the same damage value of roughly 0.6, with a total damage value of 4.5 (for the full attack)

Up Ground Finisher: Two hits Both hits seem to have the same damage value of roughly 1.5 Total damage value of 3.0

Down Ground Finisher : One hit Damage value of 2.75

Air Left/Right Finish: One hit Damage value of 2.75

Air Up Finish: 4-5 hits. This is another one that's slightly finicky. It seems this attack is meant to have five total hits, but often times I've seen the first attack miss against my target. First and Last attack - Damage value of 0.9 The middle three attacks - Damage value of 0.5 Total Damage value of the attack - Roughly 3.0-3.2

Air Down Finish: One hit Damage value of 3.8

Current conclusion - As far as finishers go, you should use the neutral ground finisher as much as possible, as long as you can get most of the hits. In the air, use the Down finisher, as it does the most significant amount of damage. Both of these are assuming that the target and yourself are in good locations to pull it off.

I plan on making a video detailing all of the attacks and their damage values, including all of the resist perks and skills, and when that comes out I will delete this thread.

New Orleans, LA, USAVegaSera5 years ago

So I'm looking to do a couple boss guides, and I feel I know every boss pretty well with a couple exceptions. The first is the Magnate of the Gong, just because he's so new, so I'm not going to worry about him.

My main question is about Hiram Macias, the Hunter (laser turret enemy) miniboss in area 3. As far as I can tell, there is no way to determine from looks or sound which one is the real one without going through and hitting them one by one. Have any of you seen any sort of indicator?

New Orleans, LA, USAVegaSera5 years ago

Just for clarity, I have changed the current categories slightly.

The most significant change is to the 100% category, since the Eldritch Edition added three new side areas, a new boss, and a few new perks, all of which are required for 100% and will significantly extend the time required to complete it. So now we have a 100% in the main list, and a Pre-Eldritch 100% in the misc categories since it is now an old version. If the new updates prove to be significantly slower for Any% (which I heavily doubt, considering we now have an easy difficulty), then I will also add Pre-Eldritch categories for all other existing categories.

I will be working on an optimized route for the Area 1 side area, called The Treasury, as well as the one in area 2 with the gongs. (Assuming they dont change significantly with each new game.)

If anyone has any other notes on this, feel free to add.

New Orleans, LA, USAVegaSera5 years ago

So with the newest patch, the hidden shard in Area 3 has been moved from the top of the map to the bottom right by the ability gate.

This wont likely affect the any% route, but for any of the other runs this will be important information.

Picture: https://media.discordapp.net/attachments/395681985554808832/464172506069205002/unknown.png

New Orleans, LA, USAVegaSera5 years ago

The Finisher Update has just dropped, and as essentially the lone moderator here, I would like to get some feedback on how we should handle the existing runs.

Link to announcement: https://steamcommunity.com/games/535480/announcements/detail/1693798980353932478

TLDR of Changes - -Added Finishing Moves -Rebalanced overall gameplay (especially in the early game) -Expanded Skill Tree

  • Bosses can be fought again for reduced rewards -Player marker added to the map -Minimap legend -Modified Tip system -Load Times Reduced

Also the announcement promises additional updates in the future.

So the question is this... I imagine that keeping the runs as is should be fine, and that there's no need to invalidate them or move them to an Old Patch category, given that most of the updates can only improve times. Any feedback on this?

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