Comments
thread: Sundered
New Orleans, LA, USAVegaSera5 years ago

I am planning on making video guides on all the aspects of Sundered at some point in the near future.

thread: Sundered
New Orleans, LA, USAVegaSera5 years ago

I also welcome anyone to do their own research into this and post their own findings. There may be things I've done incorrectly.

thread: Sundered
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.

thread: Sundered
New Orleans, LA, USAVegaSera5 years ago

Yes, however if you are able to corrupt the double jump for the glide, you're also able to corrupt the dash, which ends up being much more useful in terms of vertical climbing.

thread: Sundered
New Orleans, LA, USAVegaSera5 years ago

That's a good idea for the mask, but it's probably not worth it to get in anything but 100%. But good idea about that perk. I'll keep that in mind.

thread: Sundered
New Orleans, LA, USAVegaSera5 years ago

I did get a reply on the steam forum from someone, that the real Hiram is the only one that actually does any damage. That still seems to be the case, however it's a really annoying way to test, considering that all of the fake ones will still hit and still knock you around like you've been hit, so the only way to tell is to watch your health bar like a hawk.

thread: Sundered
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?

thread: Sundered
New Orleans, LA, USAVegaSera5 years ago

I dunno if you've done the refights yet but the main boss refights are RIDICULOUS even on easy difficulty.

Edit: Saw your post in the other topic and I guess you have done them. Yeah I have absolutely no intention of doing the refights, lol

thread: Sundered
New Orleans, LA, USAVegaSera5 years ago

We've found the occasions OOB before, but it's really hard to do anything with in most cases. I'll play around with it though.

thread: Sundered
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.

thread: Sundered
New Orleans, LA, USAVegaSera5 years ago

So I found it works exactly like stated. Trigger rebirth in the purple gravity pillars in area 2.

Heres the extra information I'm going to add on.

  1. It can be difficult and sometimes slow to actually maneuver with this moon jump. In some cases slower than normal, and definitely shouldn't be used for bosses.
  2. It reduces gravity in such a way that you can maintain height with an upslash virtually indefinitely.
  3. Returning to Sanctuary and zoning into new areas does NOT reset the glitch. You can pick it up, RTS, and then go to Area 3. I managed to do the full climb and get the grappling hook in about 20 seconds.
  4. Triggering Rebirth for a second time WILL reset the glitch. Could be useful taking a death to prep for a boss fight. Also note that dying without rebirth WILL NOT reset the glitch. Rebirth seems to be required.

I may do a run tomorrow, since I haven't done a run since the finisher update came out, and the eldritch update and this wonderful new glitch also came in as well.

Edit: It also occurs to me that this change might make Resist% about on par with Embrace%, considering the time save in area 3 with the directional dash.

thread: Sundered
New Orleans, LA, USAVegaSera5 years ago

I believe you have found something incredible. I'm going to test this out immediately.

thread: Sundered
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

thread: Sundered
New Orleans, LA, USAVegaSera5 years ago

Oh my, damage and luck going down might be somewhat significant, since that's pretty much the #1 thing we build for. I may have to give it a couple shots sometime soon, even thought my run is hardly optimized at all.

thread: Sundered
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?

thread: Sundered
New Orleans, LA, USAVegaSera6 years ago

You mean one of the corrupted treasures? That's strange because they have no collision, but I'll see if I can make use of it somehow

thread: Sundered
New Orleans, LA, USAVegaSera6 years ago

Thanks for posting it here. I've gone out of bounds before as well, it happened as the result of a glitch for me.

Basically it was like a room failed to load where it should have, so there was an entrance to the black area. As soon as I found it I tried to play around with it, but the walls were solid. I couldn't escape except for the way I came in. However I dont see any such entrance in your screenshot. Could you give more information regarding how this happened?

thread: Sundered
New Orleans, LA, USAVegaSera6 years ago

I would love to see an RNG manipulation at some point to guarantee a Energy Regen Buff. If this game ever reaches an optimized state it seems to me that the WR would belong to whoever gets the best placed energy regen buff in Region 3

thread: Sundered
New Orleans, LA, USAVegaSera6 years ago

Those are some good arguments for it. I'll switch all of the rules for it. It's something that we can use going forward but I dont think it invalidates our current runs because five or six seconds is nothing in the current state of the game.

thread: Sundered
New Orleans, LA, USAVegaSera6 years ago

Does that final portal not spawn if you're over to the side after the neutral boss? If that final portal actually requires a user action, perhaps it would be better to do it on loss of control, but as far as I was aware, it was just on a set timer after boss death.

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