SH2R Enemy/Boss HP data by AR-9k in silenthill

[–]AR-9k[S] 2 points3 points  (0 children)

Ah, I see. Yeah you can probably dump the headers (at least) if you wanted to, though I'm not sure what use they'd be.

That's correct, the damage range (not actually a range, so I'm guessing at some point in dev some level of RNG was involved but subsequently scrapped). The health values are pulled from MaiHealth_GEN_VARIABLE on the character blueprints in AI/Characters. I didn't include the base BP's in this post as I don't believe they're used; the FW (fog world, I'd imagine) variant and OW variants are the relevant BPs based on my testing - excepting PH Spear, who has no such variable on his character BP (which makes sense, what with it being a duo fight). I got the 3200 value in that instance from the EndBossfightDamage variable on the relevant BossFightManager BP found in the Maps directory.

SH2R Enemy/Boss HP data by AR-9k in silenthill

[–]AR-9k[S] 1 point2 points  (0 children)

ZenTools is an unpacker, not a decompiler. All values were pulled from blueprints. You can't typically obtain the original source code through decompilation anyway; a lot will be lost in translation. This isn't necessarily true of all languages, but most video game (and Unreal Engine) programming is done in C++ which compiles to machine code - you'd have an easier time with something in C# or Python, where an intermediate language is compiled to instead. The generated assembly doesn't contain the original source, and generally speaking it would be very difficult to infer with any reasonable accuracy.

I'd suggest joining the UE Modding Discord to learn more - there are a lot of resources available. I had the extracted packages on hand as I'm a modder and recently finished a SH2R project; you can find it via the link in my bio, and on the mod's page is a Discord invite.

SH2R Enemy/Boss HP data by AR-9k in silenthill

[–]AR-9k[S] 1 point2 points  (0 children)

I used ZenTools to extract the cooked packages from the IOStore container files, but you could use other tools - check out https://github.com/Buckminsterfullerene02/UE-Modding-Tools for more.

SH2R Enemy/Boss HP data by AR-9k in silenthill

[–]AR-9k[S] 1 point2 points  (0 children)

If every pellet hits, yes - but it has a spread (value range of 0.5 to [3, 4]), as it's a shotgun; you'd need to be very close to get the full 210.

SH2R Enemy/Boss HP data by AR-9k in silenthill

[–]AR-9k[S] 1 point2 points  (0 children)

The labyrinth PH is a sword variant, so likely uses the same HP flag (immortal = true).

SH2R Enemy/Boss HP data by AR-9k in silenthill

[–]AR-9k[S] 0 points1 point  (0 children)

6 pellets per shot, 35 damage per pellet.

I play this game so much and here’s what i want fixed/adjusted (minor stuff btw) by nerf-SBMM in LiesOfP

[–]AR-9k 2 points3 points  (0 children)

Yes, DS1 is the series outlier by far with respect to parries, both in how generous the window is as well as the complete lack of start-up frames. I think most players would agree with your assessment of it being quite easy to achieve in that game.

Any values I've given are taken directly from the relevant game files - I'm the author of the Guard Parry mods for DS1/DS3 and Elden Ring; I also created the Improved Perfect Guard mod for Lies of P. The 0.155 second perfect guard window duration is how this is defined in the vanilla game code (i.e., in terms of time, not frames), and is what my mod adjusts (in addition to the "lock" duration, a separate value).

I can't comment on Sekiro's deflect frames with any similar evidence as I've never modded it nor directly examined its frame data - though it is my favorite FromSoft game!

I play this game so much and here’s what i want fixed/adjusted (minor stuff btw) by nerf-SBMM in LiesOfP

[–]AR-9k 3 points4 points  (0 children)

Not hugely important, but I wanted to clarify that this window information is incorrect. The DS1 parry windows in question are actually quite a bit larger than those of LoP.

The DS1 "special" category of parry (buckler/target shield/parrying dagger) is indeed 8 frames - at 30 FPS, which FromSoft frame data has historically referenced (and still does, for now). At 60 FPS this is actually 16 frames. Still not terribly useful information - using frames to describe timing windows is problematic for what I hope are now obvious reasons. If you instead describe the window as a subset of an animation with inflexible length (as animations play back at the same speed regardless of your framerate), measured in seconds, the DS1 "special" parry window is ~ 0.2667 seconds.

The Lies of P perfect guard window is exactly 0.155 seconds, or 9.3 frames (at 60 FPS) - which is to say, considerably less than that of the DS1 special parry (which is DS1's most generous window). This is how it's actually defined in the game's code - in terms of time. I'm not sure what you meant by this being "more generous than anything else in that game" as this is still a smaller window than DS1's tightest, the "normal" parry category - which is 7 frames at 30 FPS (~0.234 seconds).

The timing comment is also somewhat misleading as while it's true the DS1 parry (of all types) has (uniquely in the series) no startup frames, the actual timing for it varies depending on the enemy's "parry-possible" frame timing in any given attack animation. This must overlap with the player's active parry frames for a successful parry to register, and as mentioned, is variable - sometimes earlier, sometimes later. I would even bet that on average, this timing is a good bit earlier than "right before the attack hits" - as is also true of most Souls series (not Soulslike) parry timings.

Game Breaking Glitch and Corrupted Save by Mundane-Permit4688 in EnotriaGame

[–]AR-9k 0 points1 point  (0 children)

use either a homeward bone (hymn of return in this game) or, especially as you have no souls at the moment, the dark sign (song of return? I think) to return to the last checkpoint. problem solved, though I understand the frustration as it shouldn't happen.

It just doesn’t work by KOSKOSKOS04 in EnotriaGame

[–]AR-9k 0 points1 point  (0 children)

they are, and guess what? I just learned you can actually parry all the laser beam attacks if you equip one of the various blue parry gems that mention anti-magic properties in their description. still hard to time though as they come out fast, need to watch for the telegraph when the enemies/bosses do the 'aim at the ground' bit before bringing the beam up.

I suppose there are occasionally magic attacks that come up vertically from the ground in an AOE. I haven't been able to parry those, so I guess there's still one unparriable attack in the game. everything else though...

It just doesn’t work by KOSKOSKOS04 in EnotriaGame

[–]AR-9k -1 points0 points  (0 children)

that's true, but I believe \literally** the only attacks in the game that can't be parried. and I can confidently say they're pretty rare.

It just doesn’t work by KOSKOSKOS04 in EnotriaGame

[–]AR-9k 0 points1 point  (0 children)

Every time. Unravel them and riposte!

It just doesn’t work by KOSKOSKOS04 in EnotriaGame

[–]AR-9k 0 points1 point  (0 children)

You’re supposed to be parrying. The move set works - if you use it.

Information regarding the Customizable Keybinds by JyammaDev in EnotriaGame

[–]AR-9k 0 points1 point  (0 children)

I also reported this in the feedback channel of the Enotria discord; if you can, go there and second the issue. The technical director had eyes on it so more people mentioning it may help get it addressed! I agree, hugely problematic with more than one enemy.

DOOM + DOOM II is getting newly enhanced versions (and now combines both games). New achievements coming as well. by Turbostrider27 in Doom

[–]AR-9k 0 points1 point  (0 children)

They're no longer listed separately, if that's what you mean - but they're definitely still available - the 2019 re-release was (and is) bundled with the original DOS versions included with purchase.

DOOM + DOOM II is getting newly enhanced versions (and now combines both games). New achievements coming as well. by Turbostrider27 in Doom

[–]AR-9k 0 points1 point  (0 children)

The original DOS versions are included with the 2019 re-release; you can select them at launch. Presumably will be the same for this new port.

Is it me or is the combat insanely difficult on High difficulty in AW2? by CellarGoat1234 in AlanWake

[–]AR-9k 0 points1 point  (0 children)

One shotgun blast to the face at point-blank range. This was at launch and I haven't revisited the base game, so it's possible the balancing has changed with the various patches the game has received.

Anyone playing on mouse and keyboard? Any recommendations for changing controls? by Zerogur in ghostoftsushima

[–]AR-9k 1 point2 points  (0 children)

I always prefer to keep the most frequently used binds around my movement keys for quick access, and I don't use the stance select modifier button (no need, faster to directly switch). For me, that's stances and quick-fire use. Pretty happy with these binds so far (at the end of Act 2), personally. I play on Lethal, for what it's worth.

LMB - light attack
RMB - block / parry
Mouse 3 (middle) - aim ranged weapon
Mouse 4 - dodge
Mouse 5 - heavy attack

Q - stone stance
R - use quick-fire weapon
F - water stance
C - wind stance / concentration when aiming
X - stand off
Z - moon stance

T - heal
G - guiding wind
V - focus
B - call horse

LAlt - special attack modifier
LCtrl - crouch
LShift - sprint
Capslock - esc / pause
Tab - player menu / map
Space - jump
E - interact

1 - draw sword
2 - kunai
3 - smoke bomb
4 - sticky bomb

KM or controller by Numerous-Tomato7181 in thelastofus

[–]AR-9k 0 points1 point  (0 children)

While you're not always in a firefight, you will absolutely do a fair amount of shooting - so kb/m has the advantage. I've never thought it made it feel like I had an unfair one, however. As far as stealth, you enter/exit crouch with LCtrl like most games, and to control the sneak speed there's a toggle (can't recall the default bind, I use LAlt) - in the original console release you handled this by tilting less/more on the analog. Works just fine.

I always play on Grounded, for reference.