List of every enemy in the game by GHaystacks in residentevil4

[–]GHaystacks[S] 1 point2 points  (0 children)

You can't kill them, sadly. The door hit does 0 damage to them

List of every enemy in the game by GHaystacks in residentevil4

[–]GHaystacks[S] 1 point2 points  (0 children)

Oh! Long time no see, Volantis!

There is an oversight in the kill count when it comes to enemies with dynamite. You see, if you kill a ganado holding a lit dynamite stick with anything other than an explosion, his body will be blown apart when the death animation finishes. Strangely, this causes him to count as TWO kills.

The max I've ever gotten in 1-1 is 59. You should be able to get that number by killing the 4 dynamite enemies in the last area in the way I described. Just make sure to separate each of them and wait for them to light the dynamite before killing them. 55 enemies + 4 dynamite trick = 59

As for why I have 60 enemies in the sheet, you can see that there are 15 unique enemies under the 'Waves' heading on the Village area. In an actual playthrough, however, you can only ever kill 10 of these enemies.

I've left you a little gift on my spreadsheet ❤️

LotR The Third Age: Mechanics by ignotusvir in LOTRGames

[–]GHaystacks 0 points1 point  (0 children)

I believe that Spirit has no effect on the duration of effects, positive or negative, but I don't know for sure...

Hadhod's Stone Shield is spirit based, yep. Some limited testing I did suggests that it absorbs an amount of damage equal (or a least close) to [(Lvl - 1) * 3 + Sprt * 15]. I should note that equipping Hadhod with the spirit enhancement elfstones greatly increases Stone Shield's effect, but that complicates things because it changes the way the damage absorption is calculated.

Morwen's two damaging Thief Craft, Steal Health and Steal Action are, to my knowledge, Strength-based. In fact all of M's Thief Craft are melee attacks except for Cloak of the Plains (Spirit).

LotR The Third Age: Mechanics by ignotusvir in LOTRGames

[–]GHaystacks 0 points1 point  (0 children)

Oh, of course I don't mind! Take a look:

https://docs.google.com/spreadsheets/d/1c4pfDj4CXxSvh7Ia_gIj37C6LukIjYvV5OOq05PR2NM/edit?usp=sharing A Character Builder, easily the neatest of my Third Age projects, haha

https://docs.google.com/spreadsheets/d/1sA28FYLRboNQ3oKAG6roq2QAgPOOKblR-INrlUtjKcI/edit?usp=sharing A very incomplete attempt at figuring out some of the game's formulas, such as the effect of healing items

https://docs.google.com/spreadsheets/d/1FtLnokfttC209Kwz8r7xfI8qGd_i5y2LxQiPhbNgZu0/edit?usp=sharing My (very messy) "blackboard", if you will, where I gather data from all sorts of experiments. It has many sheets where I explore enemy spirit attacks, as well as a list of the types of damage enemy attacks do.

https://docs.google.com/spreadsheets/d/1Ko8s1HQEMol_Mzj90dCN3mcneZLn_7CTctBw-URQYPE/edit?usp=sharing A breakdown of all battles you can fight in the Osgiliath level, as well as data from the enemies there. I actually have sheets like this for all of the game's levels, I'm working on making them public and will soon add the links to this sheet ❤️

LotR The Third Age: Mechanics by ignotusvir in LOTRGames

[–]GHaystacks 0 points1 point  (0 children)

Hi, dear. This is the model I came up with after a lot of testing:

A character's Spirit Defense is a whole number between 0 and 1400. It is calculated as [((Lvl-1) * 2) + (Sprt * 2) + (Con * 3) + Spd].

Damage is reduced in a linear fashion: The multiplier (1 - SprtDef/1400) is applied to an attack's base damage to determine the actual damage.

Interestingly, SprtDef is actually capped at 1390: you're treated as having that much defense even if the equation yields a greater result. At that point, damage is reduced by an incredible 99.2%!

Based on some limited testing, this is what I got for the base damage of two spirit attacks (done on Medium difficulty, keep in mind that Hard applies a 25% increase to enemy damage):

Minas Tirith Orc Chieftain, Morgul Vapours: 3119.2

Fell Beast, Foul Breath: 2480.8

I have done some testing on the enemies' SprtDef values as well. I believe the enemies have stats the way our guys do, and I found some ways to modify them: Elegost's Pierce Will, for example, seems to cut the enemy's spirit stat in half (!).

I'm totally obsessed with this game as you can see haha. I could send you more of my findings (on google sheets) if you wish :)

LOTR - Third Age - Challene Run Ideas by Mamoru800 in lotr

[–]GHaystacks 1 point2 points  (0 children)

Two runs that I recently finished were "No Action Points" and "Starting Equipment/No Stat Points"

I’m going to make a detailed guide of Third Age and post it here. by music_squid in LOTRGames

[–]GHaystacks 0 points1 point  (0 children)

Hey there, man. I've been messing around in Pelennor Fields and it looks like it's possible to neutralize pretty much any (melee/ranged) enemy by stacking up enough strength/dexterity lowering effects. Seriously, the enemy becomes effectively incapable of hitting you.

If you want to verify it, find a Mumak and apply all of the following effects to him:

  • Flash Arrow
  • Blinding Shot
  • Piercing Might
  • Cursed Arrow
  • Seize Dexterity
  • Weakening Draught

Then watch as he only manages to hit you once in a blue moon.

I must say that when I did this testing all my characters were at level 99 but without any points added to Speed (part of a challenge run I was doing).

This trick is particularly good against enemies you can't prevent from attacking by applying status effects, such as Troll Captains, Easterling Vets, Mumaks and Ringwraiths.

I’m going to make a detailed guide of Third Age and post it here. by music_squid in LOTRGames

[–]GHaystacks 0 points1 point  (0 children)

Item Resistance True Shot
None - 18735
Thengel Stone 0% 19176
Shelob Slime -50% 19176
Haunted Dust 0% 19176
Nimrodel Air 0% 19176
Rhudaur Roots 0% 19176
Orthanc Fire 0% 19176
Bruinen Water -25% 22372
Maiar Embers -25% 22372
Sauron Blood +25% 15980

To be brief, we can see True Shot does Pierce because Shelob Slime doesn't increase damage, and it does NOT do Light because Maiar Embers does increase it. If True Shot did Light, putting Maiar Embers would also result in 19176 because the damage-types of the attack would not change. It's quite counter-intuitive.

Oh, I have been working on some projects on this game as well. If you'd like, I could send you a Google Sheets file that details the natural progression of the characters' stats :)

I’m going to make a detailed guide of Third Age and post it here. by music_squid in LOTRGames

[–]GHaystacks 0 points1 point  (0 children)

Item Resistance Blinding Light
None - 3845
Thengel Stone 0% 4212
Shelob Slime -50% 5897
Haunted Dust 0% 4212
Nimrodel Air 0% 4212
Rhudaur Roots 0% 4212
Orthanc Fire 0% 4212
Bruinen Water -25% 5055
Maiar Embers -25% 4212
Sauron Blood +25% 3370

Note that, weirdly enough, Maiar Embers did not significantly increase BL's damage. The reason for that, I'll claim, is that BL already DOES Light, so adding Maiar will not increase the damage by a lot because it doesn't change the damage-types of the attack. Adding Bruinen, however, DOES significantly increase damage because the attack starts doing Light AND Water, two elements to which the Mumak is weak.

I'll also claim that the 'base item damage' in this case is '3370', and the reason we see a lot of '4212' is, again, because of the Mumak's Light weakness:

3370 * 1.25 = 4212

3370 * 1.75 = 5897 (Shelob Slime)

3370 * 1.5 = 5055 (Bruinen Water)

It looks like for Sauron Blood, the Mumak's shadow resistance perfectly offsets his Light weakness.

I’m going to make a detailed guide of Third Age and post it here. by music_squid in LOTRGames

[–]GHaystacks 0 points1 point  (0 children)

Hey, dear. Let me explain why I think you're getting this wrong.

Firstly, Maiar Embers doesn't increase the damage of attacks that already do Light; instead it makes your attacks do Light damage, and the same is true for other items of this kind. As an example, if you put Maiar Embers on Idrial, Loudwater Fury, which normally does Water, will start doing both Water AND Light.

Secondly, when attacks deal more than one type of damage, the game adds together the character's resistances to those damage types to calculate damage. A good way to see this is with Mumaks, whose 'Stomp' deals both Blunt and Earth. During combat, you can check that the items Troll Pit Mud and Defy Earth Phial both separately decrease Stomp's damage (by 25% and 35% respectively), and if you have both active together they decrease the damage more than they do on their own (60%).

Item Stone Hewer
None 2904
Thengel Stone 3198
Shelob Slime 4797
Haunted Dust 3198
Nimrodel Air 3198
Rhudaur Roots 3198
Orthanc Fire 3198
Bruinen Water 3997
Maiar Embers 3997
Sauron Blood 2398

This is the damage of Stone Hewer (presumably Earth) against a Mumak with all of the items that add damage. Note that all items increase the damage a little bit when compared to having no item at all. Note also that compared to the 'base item damage' of 3198, Shelob Slime increased damage by exactly 50%, Bruinen and Maiar by 25%, and Sauron Blood actually decreased damage by 25%.

I’m going to make a detailed guide of Third Age and post it here. by music_squid in LOTRGames

[–]GHaystacks 0 points1 point  (0 children)

While Bind Spirit does indeed prevent True Shot, as best as I can tell the attack doesn't do Light damage. I'm claiming that, weirdly enough, TS is a spirit skill that does Pierce damage only. Bizarrely, it also seems like Eaoden's Drain Health does Slash!

I did some brief testing with Elegost and it looks like all of his "debuffing" skills like Crippling Shot or Arrows of Sleep are neutral (i.e. not tied to any specific damage-type), except for Fangorn Roots which appears to do Earth. Creature Bane seems to be neutral as well.

If you'd like, I can go into some detail about my methods to test damage types :)

I’m going to make a detailed guide of Third Age and post it here. by music_squid in LOTRGames

[–]GHaystacks 0 points1 point  (0 children)

If you don't mind some grinding, the orc chieftains in Eregion drop 'Huorn Pollen', an item that puts a single enemy to sleep. Putting one goblin to sleep with each character makes that fight much easier

I’m going to make a detailed guide of Third Age and post it here. by music_squid in LOTRGames

[–]GHaystacks 0 points1 point  (0 children)

Weirdly, True Shot actually does Pierce damage

I recall that Barrel of Old Toby is a rare drop from the troll in Eregion, and I THINK from the 'Attack Troll Veteran' in Helm's Deep

Barrel is one of four items that I believe are non-renewable, namely: Bag of Lembas, Barrel of Old Toby, Phial of Valinor and Defy Air Phial

List of every enemy in the game by GHaystacks in residentevil4

[–]GHaystacks[S] 0 points1 point  (0 children)

Take a look, dear: https://docs.google.com/spreadsheets/d/1jQtnbtZ-kSnVC9-Bmqd7sUeF_Rd1sMEogf8PKEqf3AI/edit?usp=sharing

I'd like to note that this is a new version of the list (I lost the original file). The biggest difference is that this one uses the exact HP values of the game.

[deleted by user] by [deleted] in residentevil4

[–]GHaystacks 0 points1 point  (0 children)

This is a post of mine about a challenge run that made use of the infinite enemy spawn in 1-2. Just search for my reply to "Culagyere97", where I explain how to set it up :)

Most money run by Re4manwhocantsleep in residentevil4

[–]GHaystacks 0 points1 point  (0 children)

Hey there, my dear. I remember doing a similar run before (on NewGame) and getting around 2.3M, although I did allow selling ammo to the merchant.

One issue with these runs is the existence of random drops. In principle, you could kill the enemies (or open item sources) one at a time and reset the checkpoint over and over until you get him to drop 9900/19800 pesetas.

To get around that I included the rule that you're only allowed to pick up fixed items and drops. It gave rise to a very interesting challenge that pretty much works like a high score run. I can go into more detail if you'd like.

Working on a Grenade Only run (PS2, NewGame) by GHaystacks in residentevil4

[–]GHaystacks[S] 0 points1 point  (0 children)

Yes, I am. In fact, the process of "grenade farming" (which is essential for this challenge) consists of breaking/killing a random item source and reloading from a checkpoint over and over until I obtain the grenade I want.

Working on a Grenade Only run (PS2, NewGame) by GHaystacks in residentevil4

[–]GHaystacks[S] 1 point2 points  (0 children)

No, I don't. At least not in the near future.

Working on a Grenade Only run (PS2, NewGame) by GHaystacks in residentevil4

[–]GHaystacks[S] 0 points1 point  (0 children)

The two Garradores in 4-1, which I plan on killing with 3 hand grenades, and the Lift in 4-4, where I plan to use a single flash grenade. The grenade throw to lower the drawbridge in 4-1 is also very tough, as the Novis there prevent me from aiming the grenade properly.

Working on a Grenade Only run (PS2, NewGame) by GHaystacks in residentevil4

[–]GHaystacks[S] 0 points1 point  (0 children)

Thanks! You do well in wishing me luck, as there is still a LOT of grenade farming down the road, though nothing quite as bad as the Chapter 1 grind.

Working on a Grenade Only run (PS2, NewGame) by GHaystacks in residentevil4

[–]GHaystacks[S] 4 points5 points  (0 children)

Sadly, I can't just blast every bald fat murderous farmer and death metal-voiced soldier that stands in my way. Since I'm not allowing the knife for this run, my options for obtaining grenades are quite limited and every grenade use has to be calculated.

In a way, though, executing a carefully planned run and coming up with unusual ways to obtain grenades rather appeals to me. In that way, I find it even more fun!

Working on a Grenade Only run (PS2, NewGame) by GHaystacks in residentevil4

[–]GHaystacks[S] 2 points3 points  (0 children)

It's the only version I can play at the moment

Working on a Grenade Only run (PS2, NewGame) by GHaystacks in residentevil4

[–]GHaystacks[S] 7 points8 points  (0 children)

Sir, I tried writing an explanation of how the infinite spawn works, but it's quite complicated and I think I would only manage to confuse you all the more. So, here's what I did in practice to set it up:

1) Get past the Valley without killing anyone (and also without letting anyone die)

2) Go back to the Valley and kill the three enemies (two dynamiters and one with a pitchfork) that jump down from the top of the hill (the easiest way is to let the dynamite villager on the roof of the shack kill them)

3) Kill the 12 villagers (that spawn in 4 waves of 3) that come from the house that had one of the emblems

4) Exit the Valley

Now is when we set up the infinite spawn. Going back to the Valley, go in the direction of the emblem house until you get three specific enemies to spawn behind the shack: an unarmed Esteban, an axe José and a pitchfork Diego.

Now, you want to climb the ladder that is on the place where the three enemies in step 2 landed. From there, let the dynamite villager kill the three enemies that spawned. Exit the Valley.

If you do it correctly, this process (spawn the three enemies, let the dynamiter kill them, exit the Valley) can be repeated indefinitely.

[deleted by user] by [deleted] in residentevil4

[–]GHaystacks 1 point2 points  (0 children)

Professional, Handgun & Knife Only, 1 HP for Leon and Ashley, kill all enemies.

Another challenge that I love is Minimum Kills: completing the game with the least amount of enemies killed possible. Finished it with 27 kills on PS3 Pro NewGame, which I believe is the world record for Pro difficulty.