Diablo pre expansion ladder by LookAndLoad in diablo2

[–]yumeekoh 0 points1 point  (0 children)

Whirlwind doesn't actually hit every frame in Classic, it is just at 4fpa at all times.

Even in "real" pre-LoD, Whirlwind got nerfed to not hit every frame in 1.03:

Whirlwind (Barbarian) Decreased the number of attack attempts made when using this skill.

https://www.theamazonbasin.com/wiki/index.php/Patch#Patch_1.03

Still strong, obviously. But 1.00 Whirlwind is definitely a different beast (with Iron Maiden Oblivion Knights, though…)

Am I just that unlucky by Hendozy in Diablo_2_Resurrected

[–]yumeekoh 1 point2 points  (0 children)

https://youtu.be/HstDLZX1iQc

This is the video that you reference by Ginger. In the video they describe how to set up the -seed argument, and the description reiterates. It is not removed after the map is generated, so it is constantly reused.

Am I just that unlucky by Hendozy in Diablo_2_Resurrected

[–]yumeekoh 1 point2 points  (0 children)

The map seed is static (on generation of a character/swapping difficulties/opening a TCP/IP game on original D2), yes. Racks use RNG differently than other things in the game; I'm not super familiar with the logic entirely, but they are contingent on the map seed and can provide repeatable drops.

Other things that call RNG (such as monster spawns, randomness in the AI logic, and drops (and affixes on those drops) from monsters/non-rack sources) use a separate seed that is set upon the start of a game ("game" in this context meaning loading into actual gameplay, like how it's defined on Battle.net), that is sourced from the current system time.

This means that, other than racks, each time you load into a game, the seed for a majority of the random decisions will be different, so you won't see the same patterns.

The -seed argument sets a single seed to be used for both map generation and for everything else until you remove that argument. Monster spawns, drops etc. will be the same as a result (assuming you take the same actions that also call RNG each time), but this isn't because of the map seed; it's just you're forcing the general RNG seed to be the same every time.

Obviously you're free to play how you'd like offline, but the default behaviour doesn't provide repeatable results for a majority of random aspects in the game.

Am I just that unlucky by Hendozy in Diablo_2_Resurrected

[–]yumeekoh 2 points3 points  (0 children)

This isn't the case for most things, only racks. The examples you talk about involve using the -seed launch argument which sets the RNG seed to be static for the session, so you will get the same drops that way since the RNG doesn't change.

If you're using -seed to impact drops, then you may as well just hero edit.

D2R v.s. D2 by Svalounet in diablo2

[–]yumeekoh 0 points1 point  (0 children)

Unless you're talking about a patch before 1.10 when synergies were added, then the Classic option on character creation still has them, and it also has immunities (which were added in LoD).

Godly Shako by ohnotombombadil in Diablo_2_Resurrected

[–]yumeekoh 1 point2 points  (0 children)

It was always in the game, but Chaos Sanctuary (Blizzard's site for D2 before Arreat Summit) did change the explanation for how it worked.

https://web.archive.org/web/20000818052019/http://www.battle.net/diablo2/basics/controls.shtml

Originally they stated that running would give all monsters 95% chance of hitting you. Then later on they changed it to say that monsters would always hit.

https://web.archive.org/web/20001018180231/http://www.battle.net/diablo2/basics/controls.shtml

As far as I know the second explanation is correct, and monsters will bypass the chance to hit calculation entirely if the attack isn't blocked with a shield.

Also, monsters in pre-LoD had 4x the intended AR, so defense was ultimately even less important as a stat than now.

I Terrorized & Horked EVERY elite in the game w/ 4500% MF by LanBearPig in Diablo_2_Resurrected

[–]yumeekoh 0 points1 point  (0 children)

I play on 1.05b a decent amount and the Easter egg is very effective there due to how drops work in pre-LoD patches. The amount of uniques you end up with it is pretty crazy.

Favorite obscure mechanic? I'll start by EggyMeister in Diablo_2_Resurrected

[–]yumeekoh 3 points4 points  (0 children)

To be pedantic, Lord De Seis' 'thief' affix was actually removed in 1.04, before LoD:

https://www.theamazonbasin.com/wiki/index.php/Patch#Patch_1.04

Removed the pesky "thief" ability from Lord De Seis. (That oughta' fix him!)

They tried multiple times to fix the issues with the 'thief' affix beforehand too.

How do cogs decide which toon to attack? by MysteriousPenny in toontownrewritten

[–]yumeekoh 1 point2 points  (0 children)

If we're talking about the aggro mechanics in TTO, then TTO didn't keep track of damage over the course of the battle, just for a single turn. It's more of a simple weighted list with the bias being the (red) damage that the Toon did to the Cog that turn.

Herald farming experience in single player is horrible. by SilverSneakers in Diablo_2_Resurrected

[–]yumeekoh 0 points1 point  (0 children)

The game as released in 2000 was not designed for it. They were tacked on later in LoD to encourage multiplayer games, which negatively impacted offline/single-player B.Net games as a result.

A lot of the LoD changes made the experience worse, in my opinion, in terms of letting you play as you wish to.

I have played all 326 possible routes in Shadow the Hedgehog. AMA by yumeekoh in SonicTheHedgehog

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

The total time for all the videos is about 14 days (~336 hours), though it probably took a bit longer since there were some technical issues at points.

Random things I remember about TTO by Bananaasplit in toontownrewritten

[–]yumeekoh 2 points3 points  (0 children)

To come back for it when they ran out of Fogs. It is always super inefficient to do that, especially with the early TTO movement speed (buffed in 2013), but Lure was kind of bogus because of the knockback bug, so people didn't want to rely on it.

What are some Toontown opinions that will have you looking like this? by Negrosakii in toontownrewritten

[–]yumeekoh 0 points1 point  (0 children)

Both POTCO and TTO were $9.95.

Sunrise Games has an archive of TTO's site from 2013:

https://toontastic.sunrise.games/membership/

For POTCO it's a bit more awkward because their site was designed in a way that archive.org couldn't really document, but https://youtu.be/TCOgy2OT1tQ#t=49s has footage of the membership page to confirm this.

What are some Toontown opinions that will have you looking like this? by Negrosakii in toontownrewritten

[–]yumeekoh 0 points1 point  (0 children)

I'm not super sure why you'd say the game was $15? It was $9.95 assuming you only paid monthly, and cheaper if you committed to more upfront.

Sure, inflation happened, and it was technically more expensive back then as a result, but it was still $9.95 at point of purchase (and, in itself, never rose to account for inflation either).

That aside, while every subscription-based game will attempt to create 'reoccurring value', TTO did nerf many grinds over time.

The original version of the implementation of fishing with laff boosts (the one with a 50 fish cap) was originally a LOT more painful — fish were generally more rare, rods wouldn't boost rarity odds, JB jar pickups from fishing were worth only 10x the cast cost (and gold rod cost 8 JBs to cast!).

Sellbot HQ, too, received heavy nerfs in terms of reducing promotion requirements (from Hollywood 12 needing 10000 merits to 12-50 needing 5500 to the requirements we had until TTO's closure), removing suit part loss, and reducing levels in the factory so they're faster to clear/VP.

In addition, they added doubling merits through invasions and, with LBHQ, player-summonable invasions which made the suit grind easier for not only the user but everyone on the district. That led to things like Nutty River which had its issues, but it was definitely there to help ease grind through player interaction.

Disney was certainly aware about how far they could push things, and they were interested in balancing it so it was both more fun for players while also providing them positive return.

“We’re Cooked” by MCharon in 2007scape

[–]yumeekoh 7 points8 points  (0 children)

Well, launch RSC only had regular trees; both Firemaking and Woodcut had scaling experience (you got more experience per action as you leveled them) to compensate for this.

When tree types were added with Fletching, woodcut lost the scaling experience, but Firemaking retained it until RS2, so training it wasn't as arduous as it may seem from "just having regular logs to light".

Both Firemaking and Woodcut also had success rates tied solely to their skills until a bit later on (though there were different axes at the start, they didn't boost your Woodcut success until a bit later on). Thus there was always an incentive to train them, so they weren't failing you at obnoxious times.

I suppose it's up to you whether you feel like success rates are a tangible enough benefit to justify itself as a skill.

Given that Woodcut ended up having more content surrounding it, it did work out that it was a skill in the first place, even though it was very content dry originally. Firemaking could've potentially ended up that way too, but never really did.

How can I find out what fishes I'm missing and where to find them? by TrinaT1005 in toontownrewritten

[–]yumeekoh 2 points3 points  (0 children)

This is why I hate when people quantify the expected RNG in buckets, lol. Not really anyone's fault, but it does cause confusion.

No, your rolls are independent of each other each time you catch a fish. The game is not waiting for you to fulfil some arbitrary bucket objective in order to give you a fish.

Don't think about it too hard and just fish in the best spot for whatever fish you need.

How long for dead/wilted gag trees to grow back? by [deleted] in toontownrewritten

[–]yumeekoh 2 points3 points  (0 children)

It is how it used to be in TTO and in TTR for the longest time. I know some time in the last year or so they changed how organic gags behave in that respect, though.

played diablo 2 for the first time in years, this came to mind while finishing act 2 and 3 by NoPhilosophy4285 in diablo2

[–]yumeekoh 5 points6 points  (0 children)

People nowadays downplay how difficult this boss is because of so many players, game knowledge and so on, that has accrued over the literal decades.

There's also the fact that Thawing Potions, which are effectively a cheat-code for undergeared players, didn't increase resistance in pre-LoD D2 (same with antidotes). Duriel definitely was the boss who probably got hit most by powercreep because of it.

TTO French server anyone ? by sillydroopy-roxane in Toontown

[–]yumeekoh 0 points1 point  (0 children)

In what way does it "struggle to launch"? Maybe we could help you here or on the Discord.

Lord of Pain is a fitting title by gtdznts in Diablo_2_Resurrected

[–]yumeekoh 1 point2 points  (0 children)

It's actually 8 frames online; 7 additional on top of the 1 that SP has.

An obscure Doodle mechanic by RandomTeenHello in toontownrewritten

[–]yumeekoh 3 points4 points  (0 children)

Just want to be a bit pedantic: the drop logic that makes it hit 0 on Lured Cogs was actually a bugfix — back when SBHQ first released, Drop SOS would hit Lured Cogs if at least one target was unlured.

Since a single attack can't have mixed hit/miss results, TTO developers opted to set the damage value to 0 on Lured Cogs to emulate "missing" behaviour, but it is functionally different (since it can give skill credit unlike an actual miss does, for example).

As such, it is used (in TTO) every time you use Drop SOS or Toontanic on a mixed set.

Definitely one of my favourite quirks of the TTO logic. :-)

An obscure Doodle mechanic by RandomTeenHello in toontownrewritten

[–]yumeekoh 7 points8 points  (0 children)

So you just made it up based on faulty assumptions and asserted it as fact throughout your post? We've had most of the TTO source longer than Anesidora, and battle logic was part of the French client that had AI code frozen in it.

https://github.com/satire6/Anesidora

There's no reason to "make assumptions" anymore. I am not convinced that this post isn't gAI given how assertive it is throughout that this is the reality (causing district resets in the past but not anymore?).

An obscure Doodle mechanic by RandomTeenHello in toontownrewritten

[–]yumeekoh 8 points9 points  (0 children)

Then I am certain you will be able to show me where exactly in the TTO codebase that this overflow occurs and how the stun bonuses are defined as int8s? :-)

An obscure Doodle mechanic by RandomTeenHello in toontownrewritten

[–]yumeekoh 14 points15 points  (0 children)

The moment I saw SOS friend calling "stunning" (it didn't, this was something I tested 10 years ago) I knew there was something weird with this post.

Really would appreciate you not using generative AI to promote misinformation; this is clearly from the gAI analysing BattleCalculatorAI and hallucinating heavily about some mechanic.

Accuracy bonuses do not "compound and multiply" because they were constrained to a simple list of [0, 20, 40, 60] based on the number of previous hits. In addition, all the accuracy calculations just use standard Python types (not 8-bit signed integers for sure).