Jump to content
Dustloop Forums

B.P.M.

Members
  • Posts

    43
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hello guys, not a lot of you may know me, but I've made something functional that may help the frame-data gathering process for not only this steam release but probably for future releases as well. Note: This program does not record active frames/recovery frames, just frame advantage and startup at the moment. http://puu.sh/nGJTu/cf9ca61a60.zip Instructions: Step 1: Open up training mode. Step 2: Run the program as administrator. If you don't know how to do this, there are plenty of guides online. Step 3: Have fun data viewing! If you're on startup mode, set your training dummy to always block everything to get accurate results.
  2. Thank you for the surprisingly detailed post. I've actually tested a move (Axl Bomber) at all RISC levels from 0 to -61, and slapped a trend line on the results (I know, shame on me, it's probably not THAT accurate, but it's a place to start) I'll run those figures you posted against my data and see which one is more accurate. Currently, my data is less accurate for longer, more damaging combos, we'll see if this fixes that. EDIT: Since the PC Version came out, I did some poking around with cheat engine, and it turns out there are two numbers for the current hit: one raw and one prorated. I'm trying to find the longer, more decimal-laden version of the prorate hit (since it probably has to go from integer to decimal and then gets rounded in the game) More to come soon.
  3. Testing reveals that damage scaling scales with the amount of negative RISC you have. For example, Sol's c.S 2D on Sol does 58 damage if you just add their damage values together (30 + 28). Below are some damage values for c.S 2D on Sol depending on initial RISC. RISC: Damage 0: 55 1: 55 2: 56 3: 57 4: 57 5+:58 Since c.S takes away 7 RISC on hit, I assume damage scaling still happens for +5 and +6 initial RISC, but it's too small to be noticeable. More to come after I do a fuckton more testing.
  4. Just saw this post, so it's just not well-documented for Xrd yet? That's a shame. Hopefully I can test stuff.
  5. I'm using Axl, and RISC is at 0 the entire time. "Normal Damage Scaling" is mentioned several times in the article, but never explained.
  6. Hi, first time (in a while) poster, long time lurker. I'm currently programming a tool that will calculate a combo's damage based on the moves it contains. Right now, the program parses the wiki data into an editable format and uses that for reference. I'm running into some snags, but I'm not sure if this is outdated data or an Xrd mechanic we haven't discovered yet. For example, let's take the combo AA 5P 6K(2) 2S(2) j.H j.D j.623H with axl. When done in-game, the combo does 166 damage on Sol at 100% health broken down like this: 5P: 28 6K: 22, 17 2S: 17, 13 j.H: 25 j.D: 23 j.623H: 25 Total: 166 However, when I do the math, according to the wiki it's done like this: Defense Modifier: 1.00x (ignoreable) The combo never puts sol under 50% health, so guts can also be ignored. 5P does not have initial proration as of 1.0. None of the moves have forced proration as of 1.0. 5P: 28 (OK) 6K: 22, 18 2S: 22, 18 j.H: 38 j.D: 40 j.623H: 50 Total: 208 How come the 42 damage discrepancy? I'm legitimately confused. Thank you, --BPM
  7. 5AA, 5AA 2C [b+D] dash 5AA 2C [b+D] Damage to come. Midscreen only, Red axe.
  8. Try and keep her still. If she's all over the place, she's not going to be hit as easily (obv.) D~A (stop) is +2 on Block D~C (jump) is +5 on Block ^Wait these out, or if you're feeling a little gutsy, you can 6A out of the C cancel. If tao is being stupid and is spamming D moves, just throw out some bubbles. Wait her combos out if the tao knows what they're doing. They're not that damaging but they look flashy, which will often cause you to burst during a j.8d~a loop. Don't fall for the rape. Also, Taokaka has no reversals without meter. Rush her down, and be careful for Hexa Edge. (236236D) That's all I know...
  9. Notice: Moderators, please keep this updated. I won't be able to keep this up alone as often as everyone would like, so if you could help, that'd be awesome. PSN/XBL: (if two, put each seperate) i.e. PSN:thisismypsn XBL:thisismyxbl State: Got a mic?: (Y/N) When are you on?: (if you don't really know, put N/A) GOGOGO! PSN: XBL:
  10. j/k So anyways, I'll probably study the Tutourial vid thread and take it one step at a time *goes back to scrub hole*
  11. http://www.youtube.com/watch?v=TSr66GiQXPw ^ Besides the fact that I burst way too early, how am I?
  12. I will post my mu shennanigans soon. If I can find a match and remember to save it.
  13. Playing both sides, I can get a little info. 1.) never approach in the air unless you have a 236D covering you. Valk can just go for ~4k if it hits 2.) Never throw random things out when he has 50 meter. If he blocks that 6b start crying. 3.) Try to stop pressuring his little butt when he has 50 meter. Free 3008 for valk. And that's like, a 3rd of mu's health? 4) Consider it a godsend if Valk approaches from the air. Just punish the fool.
  14. Please notice this, I really want this to grow... ;_;
  15. http://pub46.bravenet.com/guestmap/view.php?usernum=3925468141 In "Website URL" put your dustloop profile link. That is all.
×
×
  • Create New...