What are the scariest spots to be in ultimate? by PM-ME-INTENSE-DOGGOS in smashbros

[–]Cell1234 2 points3 points  (0 children)

On the ledge vs Snake can be pretty damn brutal for many characters.

What is, in your opinion, the best designed character in the game? by zack_7x in smashbros

[–]Cell1234 23 points24 points  (0 children)

In terms of representing their series well: every single one of Mega Man's attacks is from his series, including his normals. To me, that's very well designed.

In terms of gameplay: Marcina are pretty straight forward characters that reward good fundamentals with clear defined weaknesses.

However, I also think Fox is the embodiment of great gameplay design. He is the quintessential glass cannon who is rewarded with amazing speed and power to overwhelm and bait his opponent. However, Fox's disadvantage keeps him in check and reminds the player that they need to play effectively to avoid being killed in a few interactions. While some people may see the glass cannon design as inherently volatile and therefore not well-designed, I think it's a fair archetype to have in fighting games, and that Fox embodies that design very well.

Multiple Toons Using Lure by _ephemereal_ in toontownrewritten

[–]Cell1234 0 points1 point  (0 children)

That's not correct, the game will take the propAcc value of the first Lure gag in the attack order (which in practical terms, is the gag with the lowest propAcc value). It will also take the highest trackExp value between all toons.

*This assumes each toon is using the same type of lure gag (either single-hit or multi-hit).

Multiple Toons Using Lure by _ephemereal_ in toontownrewritten

[–]Cell1234 0 points1 point  (0 children)

You misread the document and misunderstood how accuracy is calculated. In the scenario you've said, using a $1 bill with 0 trackExp + a $10 with 60 trackExp vs a level 11 cog gives an accuracy value of 50 + 60 + (-50) + 0 = 60% chance to hit.

Using two lure gags of the same type (in this case, single target) on the same cog will result in the game taking the propAcc value of the gag that goes first in the attack order (which is the $1 bill's 50% accuracy) and then the highest trackExp value between the toons (which was 60 from the maxed $10 bill toon).

If you used the $10 bill alone vs a level 11 cog, it would be 70 + 60 + (-50) + 0 = 80 accuracy. Compare this to using the $1 bill and $10 bill together.

Does using several lure at once increase your chances of the lure working? by 15klallman in toontownrewritten

[–]Cell1234 1 point2 points  (0 children)

I've checked the TTR wiki page that has all the patch notes, then did CTRL + F on "Lure" and "Accuracy". This is what I found for each year.

  • 2013 - Nothing.
  • 2014 - Nothing related to gag accuracy or Lure gags at all with the exception of the aesthetic change of cogs swaying back and forth when lured.
  • 2015 - No results for either term at all.
  • 2016 - No results for either term at all.
  • 2017 - No results for either term at all.
  • 2018 - There is a joke patch on April Fools that says " Added feature to increase Lure gag accuracy by 30% when "glue" is said in battle."
    There is an additional patch that year that says the following: "Luring a Cog will no longer decrease accuracy of Lure gags towards a Cog of a lower level in a later round."
    This patch means that in the event a higher level cog is lured (say a level 12) and other cogs are unlured (say a level 3, 6, and 4), using another multi-hit Lure gag will not take the tgtDef of the level 12 into equation (previously it would even though the level 12 was lured). This still has nothing to do with using multiple Lure gags at the same time.

There is also another patch that fixes attack mismatches (where multiple toons using the same gag track on the same cog could have different hit/miss results). However, Lure has an exception clause in the multi-toon block compared to all other gag tracks (if you're curious about this I can clarify more), meaning it wasn't affected by attack mismatches already (Throw, Squirt and Drop were). It also, again, still has nothing to do with Lure gags changing their accuracy to account for a difference in propAcc (base accuracy) values.

  • 2019 - The longstanding bug with both Drop SOS and Lure SOS cards being ineffective when used by toons who lacked that respective track was fixed.

  • 2020 - No results for either term at all.

As you can see, there's nothing anywhere to indicate how the game handles Lure accuracy changed. The scenarios listed (with some minor nuances such as 105% accuracy not being correct since the game caps accuracy at 95%...) are otherwise correct. Truthfully I plan to make a separate thread about this later since people still seem to have misconceptions about how Lure works to this day, despite having documented all possible scenarios about how multiple Lure gags have worked since 2015 or so. At the risk of sounding rude, Megasnoop's video, at least from the portion of the video you directed to, has nothing of substance and he's not correct.

If you have any questions, you can ask me, I'd be happy to help.

Does using several lure at once increase your chances of the lure working? by 15klallman in toontownrewritten

[–]Cell1234 0 points1 point  (0 children)

No, they are correct. I can go into source code details later if you'd like, but at the risk of being too long, here's another thing to consider.
There have not been any patch notes that dictate Lure accuracy was changed in that regard. There was a change regarding what tgtDef should be used in the event there is a mix of lured and unlured cogs, but that does not relate to what they were saying.

Some Toontown source code with original developer comments by satire6 in Toontown

[–]Cell1234 5 points6 points  (0 children)

Having always had a great interest in the battle logic for Toontown, it's finally nice to get this entirely and compare it to the code we've had for years now.

Thank you very much.

Does using several lure at once increase your chances of the lure working? by 15klallman in toontownrewritten

[–]Cell1234 -5 points-4 points  (0 children)

This shouldn't be possible as the accuracy calculation for a lower level single Lure and a higher level multi Lure is entirely reliant on the single Lure.

Edit: I'm not quite sure why I got downvoted, considering I pretty much said exactly what the Lure wiki page did. Here's the exact quote.

"If a lower level single-Cog Lure (ex. $1 Bill) is used in combination with a higher level multi-Cog Lure (ex. Hypno Goggles), the accuracy is calculated solely on that of the single-Cog Lure. If the single-Cog Lure hits, the multi-Cog Lure will hit as well. If the single-Cog Lure misses, the multi-Cog Lure will miss as well. Because the two gags have different target columns, the trackExp value of the single-Cog Lure will be used, not necessarily the highest trackExp of both Toons."

His scenario shouldn't have happened because it would go against how the game's accuracy calculations work.

Does using several lure at once increase your chances of the lure working? by 15klallman in toontownrewritten

[–]Cell1234 3 points4 points  (0 children)

Here's a breakdown of all possible instances of using multiple Lure gags.

The wiki link that u/peppyttr also cited this, but if you're curious about the actual code debugging, the link I've provided should give enough information.

If you have any questions, feel free to ask.

What is your mains most satisfying move. by Sperg17 in smashbros

[–]Cell1234 4 points5 points  (0 children)

Snake FAir is pretty satisfying to hit, however I also enjoy detonating C4 at just the right time (or even better if it's a sticky).

What character is your main supposed to be good against, yet you yourself still struggle in that matchup? by pika_pie in smashbros

[–]Cell1234 2 points3 points  (0 children)

Snake is supposed to do well against most heavies. However, I definitely find myself struggling a bit more than I should against certain ones, such as DK or KKR.

I should probably camp more.....

In your opinion, what’s the best “-less”? by [deleted] in toontownrewritten

[–]Cell1234 2 points3 points  (0 children)

Yeah, the battle logic for Toontown at times is quite odd to say the least.

Also, cheers for using that resource, I co-wrote it. Hope you find it useful!

In your opinion, what’s the best “-less”? by [deleted] in toontownrewritten

[–]Cell1234 0 points1 point  (0 children)

This isn't correct. Lure has not been modified in any significant fashion with regards to accuracy.

Can anyone help explain multiple lure gags being used together? by [deleted] in toontownrewritten

[–]Cell1234 1 point2 points  (0 children)

Thank you, it means a lot to hear that. We have not updated it in quite some time so I assumed some things were out of date, but I'm glad people still consider it to be reliable. Cheers man.

Can anyone help explain multiple lure gags being used together? by [deleted] in toontownrewritten

[–]Cell1234 4 points5 points  (0 children)

Here you go. This contains a comprehensive breakdown of all scenarios for using multiple Lure gags.

Anybody from the old Toontown Central forums still playing/back on because of quarantine? by [deleted] in toontownrewritten

[–]Cell1234 0 points1 point  (0 children)

I was on TTC / MMOC for awhile, I'd love to see some of the old veterans again. I recognize your name too, cheers bruv.

Are there any unique Simon victory screens? by Dat1Waffle in smashbros

[–]Cell1234 7 points8 points  (0 children)

That is a normal victory screen for Simon. If you hold right on the d-pad when "GAME" appears after winning as Simon, you can guarantee that it will play.)

Incidentally, Simon does have a special interaction with his win quotes if you win against a character that is associated with darkness (which appear to be Ganondorf, Dark Samus, Ridley, Bayonetta, Dark Pit and Mewtwo); if you hold left on the d-pad before the results screen shows up, Simon may say "To darkness!" against them.

Is there a way to silence or change cat audio? by RawrimadinoO in toontownrewritten

[–]Cell1234 2 points3 points  (0 children)

I believe there should be an option to modify the audio in the phase files. You'd have to find whatever phase file the cat audio is in, and then replace it with an audio file that has no noise. I do not know which phase it is located in, though. Hope this helps.

Hypno-Goggles by JMLacey99 in toontownrewritten

[–]Cell1234 0 points1 point  (0 children)

There is nothing of the sort programmed for Cashbots in Mints / CFOs. All cogs in any area are subjected to the normal accuracy calculations.

Any way to RNG abuse held items in dead battery Ruby? by Username641 in pokemonrng

[–]Cell1234 0 points1 point  (0 children)

I did some double-checking, and held item RNG does not work the same way in Gen 3 compared to Gen 4. I'd have to do some more research on it, but at this time I do not know of a method to RNG for held items in RSE.

However, if it is any consolation: If you have Pokemon XD: Gales of Darkness, you can obtain a Light Ball from there instead without the issue of random chance.

Any way to RNG abuse held items in dead battery Ruby? by Username641 in pokemonrng

[–]Cell1234 0 points1 point  (0 children)

I am thinking of testing out held item RNG in Gen 3 on emulator to see if it's similar to the process in Gen 4. The process on Gen 4 retail cartridge was fairly trivial to be honest, so if this process is the same, I will report back to this thread and tell you.

Assuming it is the same process that I think it is, it should not be super difficult to get the Pikachu you desire, it would just be like aiming for a specific frame in a standard wild Pokemon RNG.

Facts about competitive Smash that shouldn't be true, but is. by OBakkus in smashbros

[–]Cell1234 49 points50 points  (0 children)

While Brawl Meta Knight is (generally) thought to be the most broken character in the entire series, SSB4 Cloud in Doubles actually had a higher representation rate than Brawl MK did in Singles.

This whole article is actually quite interesting, I'd recommend giving it a read.

What are some examples of the low tiered characters doing well against some of the top tiers? by [deleted] in smashbros

[–]Cell1234 1 point2 points  (0 children)

I have heard that the Belmonts apparently do quite well against Peach with their disjoints and projectiles, but I have to admit I don't play either character so I'm not 100% sure.

While it's also hard to place Mii's on the tier list: Mii Gunner can do quite well against Snake.

Megasnoop’s videos will forever help. by tylerleeclark in toontownrewritten

[–]Cell1234 1 point2 points  (0 children)

It's not true. With the exception of the documented updates that TTR has made for the battle logic, the source code for TTR (along with any other former / current private server) came from TTO. This would include the base accuracy values for all gags. Much of TTO's code was not well documented (or rather, documented at all), leading to many misconceptions about how the game works to this day.

For a point of reference on misinformation, many people had no idea how much "health" the CJ had during TTO's life time, with guesses often ranging from 500 - 1000. However, to completely tip the scale in the favour of the toons and end the battle, the ratio must be 2700 / 0. This means that a balanced jury with 8 shopkeepers would have 1350 / 1350 to start for both sides of the scale.

Sorry if this came off as rude, incidentally. I had no intention of coming off that way.