Posts for Kriole

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Experienced Forum User, Published Author, Experienced player (860)
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I've been thinking, and I'm gonna go with hard. Upon reflection, the only substantial difference would be Balore. Other than that, it would only be minor frames saved here and there. Irregardless, I'm hoping to save atleast 2 minutes of time, if not more. And I'm also gonna share a secret. In my first run, I miss a hit on the Arc Demon. Think it was a savestate mess-up, noticed this only after the run was finished. Made me cry.
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I've been thinking of redoing my all-souls run. Should it still be from SRAM? If so, normal or hard? However powerful Soma becomes in the all-souls run, the differences between normal and hard are negligible at best. The only bigger difference is that the enemies are sturdier. So for maximum flow, SRAM + normal difficulty would be the most optimal setting. I would love some input from others before I start the project.
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Cpadolf wrote:
And my face hit the god damned desk upon realizing that it is faster to skip the Baby Metroid sequence without using a shinespark. So. Fucking. Obvious =/
I concur! Very, very obvious.
Experienced Forum User, Published Author, Experienced player (860)
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Don't you think it would be wiser to link to the publication instead of the stream?
Experienced Forum User, Published Author, Experienced player (860)
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moozooh wrote:
SVN, anyone?
Something Very Naughty? Anyways, I'm very interested to join in on this project. I also asked Taco and he replied with a definite maybe. Let's see if he can come to a conclusion soon.
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rhebus wrote:
I've noticed something that might save time in the 100% soul run: L and R let you page-up or page-down in the soul and weapon menus.
How come I do not know of this? One would think one would stumble upon this while playing unassisted, or even be told by someone. I feel pretty humbled, but I take solace in the fact that this will probably only save time in my 100% run. While the few frames it saves in the pause-screen are negligible in comparison to the technical inaccuracy, it is still considered a mistake and no doubt is frowned upon.
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mklip2001 wrote:
Out of curiosity, are some of these techniques new since the all souls run? Your Graham and Julius fights in particular seem a lot faster in this run.
Yes. I thought of the different Graham tactic sometime after submitting the 100%, but never got around to test it. Julius was improved greatly thanks to careful hitbox testing and generally more mana, allowing me to use Great Armor on all my hits, instead of just the Nightmares. Also, I've asked adelikat to replace the input file with a new one which is 89 frames faster. There are some tweaks in Hippogryph pattern in the first room of the Chaotic realm and some better Succubus manipulation. But most of all, the Chaos fight was improved greatly, by making some of the hits connect 2 statues, without wasting time. This is indeed great news, since it makes the run sub-21 minutes - I cannot say that the time on this submission wasn't bothering me a little.
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Progress! :3 Graham is finished and I have reached the warp point leading to the Castle Corridor, 19130 frames ahead of Atma. I didn't even bother testing the Chaotic Realm for Hippogryph - I completely forgot about the Floating Gardens. Pie The Final Sword backdash cancel trick works on the... Succubi? Succubuses sounds weird. Regardless, getting both souls was unintentional. The constant turning off and on of Black Panther is to save mana without losing time.
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I noticed that something was resetting the loottables for Final Guard; no matter what I did in the Arena, Final Guard always kept dropping things on the same frames. My guess is that either warps or area doors reset the loottables. Regardless, I used Nightmare on Final Guard instead, since it shuffles RNG like a madman. Thus, I managed to get the Final Sword with 0 delay. The fight is roughly 60 frames slower, but the Killer Mantle approach had the sword drop nearly 200 frames later. Pie
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TAS How To wrote:
...should resemble playing the game at the actual console.
*on the actual console. It is also noteworthy to point out that one should start with a game that one is familiar with. Also, wouldn't video tutorials with audio commentary be a good idea? Personally, I have an easier time watching someone do something than just reading how it is done.
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Yrr wrote:
Why did you actually use Nightmare soul on Balore? Aren't there stronger souls (Lightning Doll come to mind)? Besides, great run so far!
When using Lightning Doll optimally one would use it twice in the first phase and once in the second. That equals 2x3x93+3x145 damage, which ends up at 993 damage. Nightmare does 3x2x115+2x169 damage, which equals 1028 and costs roughly 20 mana less, giving me an additional Killer Mantle hit on Final Guard. Lightning Dolls high mana cost is indeed very unfortunate. I did some very extensive tests on Final Guard and it turns out Muramasa can only hit once/swing when the Final Guard is doing anything but moving forward. This makes the Killer Mantle invaluable, since it does four times the damage a single swing from the Muramasa does, and saves about 42 frames/application.
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Like the 'Dazs' in Häagen-Dazs. Except with a T.
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I finished Balore. Actually, I did so pretty long ago, but I brickwalled on the Final Sword. So I decided to redo the Balore fight and managed to save 6 additional frames over my first attempt. It also crossed my mind that the pause after Balore's death is an excellent place to manipulate RNG towards Final Sword without wasting any time. Pie It seems it is not possible trigger phase 2 before his second hit. I tried things such as starting with Great Armor then switching to Bone Pillar while on the fist, but still no dice. I have roughly 30 mana left after the Balore fight, it will all be used on the Final Guard. 13948 frames ahead of Atma.
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Tub wrote:
Wouldn't it be faster to have the first Lubicant drop the soul and the second one the item? No waiting for the soul to home in. I guess the RNG just didn't play along?
Not really - Muramasa, or any weapon for that matter, is extremely rare. Much rarer than the soul even, so getting it this early is really lucky. Like I showed in the vbm that I posted, it is possible to pick up the Lubicant soul without any soultravel, which I thought to be impossible without taking damage. Also, getting the soul on the 2nd one allows for the soul collect/level up trick.
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moozooh wrote:
Although it's a bit too late for that, I wonder why you didn't do the equipment switch you do just before Kicker Skeleton somewhat earlier to make the Disc Armor fight a bit faster?
EDIT: There is no difference, Black Belt only adds overkill, while Bone Pillar is rendered pretty useless since it shares cooldown with Catoblepas.
moozooh wrote:
I guess I will wait for the submission, because at the pace you're going it will be done by March. :)
I actually believe it will be sooner than March. Probably in a week or two, the only hard part left is the Final Guard. Although I have a buttload of testing to do on Balore.
ntclark wrote:
Seriously, Kriole, your WIPs are GREAT. Keep it up. I'm sure there are many of us lurkers following the thread enjoying your progress.
Thank you, but sadly the Lubicants are probably the last thing I will show before submission. Unless I find something superawesome that I just need to show. So, I improved the Lubicants by a little over 100 frames. I found a funny glitch, if you merge a soul collect message and a level up message, the soul collect message disappears with the level up sign. I tried picking up the soul this way before, but this is the first I have managed to do so without taking damage. Pie Recorded on VBA v22
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The first take on the Lubicants is done. I would never imagine it going this fast. Pie I believe there are many frames to be saved on soul travel and pulling the 2nd Lubicant earlier, and maybe avoiding jumping down on the lower level. The problem with pulling the 2nd Lubicant earlier is that the 1st one becomes much harder to kill in time before he flies out of reach. Avoiding jumping down to the lower level just has the 2nd Lubicant attack a little higher, shouldn't be too hard to compensate for that. The cog-trick after Death actually only saves 3 frames... Regardless, I'm about 13100 frames ahead of Atma.
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I just finished Death. I gained 124 frames on the Death fight over Yrr, thanks to the Bone Pillar. The first phase was only 10 frames faster, since I wasn't able to use Lightning Doll twice. Regardless, Death was very kind to me, so manipulating him wasn't as hard as he usually is, luckily. Die I did not manage to gain any extra frames on the Lightning Doll. Also, I'm thinking of skipping Hippogryph. If anything, pick it up after Black Panther. It actually only saves time in Chaos, gonna run some tests there to get some perspective. Red Minotaur will also be skipped until after Graham, it is completely useless until Chaos. Also thinking of getting Nightmare; No doubt one of the best bullet souls there is. Cannot really decide just yet. Laevatain will be skipped aswell, I've been thinking about it and Muramasa should be slightly better still. I'm really look forward getting Muramasa/Lubicant in one go without Imp...
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Finally... Pie I had to delay 1 frame on the Lightning Doll, any additional hits outside of the Lightning Doll room made the soul disappear. No clue what was going on. I'm still gonna toy around to see if I can't save that frame, shouldn't be too hard I believe... also, I'm pretty sure it's possible to improve the wall somehow. Gonna have to poke around there too. Regardless, I am 341 frames ahead of my first attempt. Sweet.
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moozooh wrote:
Why is the wall breaking faster without the Disc Armor?
Mostly because you need to be so close with the Disc Armor to have all the 3 hits connect. And also because it only hits 3 times, you need to wait for the spellcast animation to fade before you can hit and that costs alot of time.
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It is possible to skip Disc Armor with Bone pillar (extremely small window of success), but it requires one to get Black Belt before the Kicker Skeleton. This gives you 1 major perk: you can use the last elevator to manipulate the Lightning Doll. This is indeed better than praying for good luck. Pie It is actually a little slower, but the breakable wall is _much_ faster, ultimately saving nearly 50 frames. The elevator rides are pretty boring to watch, that is because there is little you can do without messing up the RNG. I want to keep them all this way, so that I can change the RNG in case the Lightning Doll doesn't work out. I killed some extra enemies on the way out of the Study, so I can skip one of the Bomber Armors. Preferably the first one. Interesting note. The Zombie Officer drops a Combat Knife, and the Ghost Dancer drops a cup of tea. I also had the time to confirm one of my hunches - every enemy of the same kind in one room share the same loottables. It was easy to test really, I froze the two Lightning Dolls (petrified enemies never change RNG) in the Mystletain room and they always dropped a soul on the same random number.
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I redid the Graham fight with Final Sword, this time on normal mode. Also, I did everything in frame advance, to create a perspective on how much time it would save. It looks it will be around 800 frames, give or take some frames for not being able to use Red Minotaur. There seems to be nothing you can do about having to slow down because of Graham's molten rocks getting in the way, but the delay is not that massive. Here is the new fight: Pie Played on VBA v22 Here it is on Youtube: Woo
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Yrr wrote:
Can't watch the Graham fight for some reason =/
It seems the problem is that I record all my things on VBA v22. I tried an older version, but I got several error messages.
Yrr wrote:
You could have gotten the big heart after getting catobelpas soul in the same room, like I did in my run. Did you think of that? I don't think it's wasting too much time.
Indeed that is an option. Although I won't need any mana at the moment, so it is a poor choice opposed to taking any of the more convenient refills on the way out of the Study.
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Who doesn't like pie :3
moozooh wrote:
You mean even if you manipulate more [big] hearts from the candlesticks? Is mana concern the only reason you won't be able to use Disc Armor on the Werewolf?
Well, Big Hearts from candles are fixed, nothing you can manipulate there, unfortunately. But, it is not impossible to have some of the monsters drop Big Hearts. Although even if I manage to make it to the warproom, the biggest issue is from the Castle Corridor to Floating Gardens - not a single reasonable mana refill. Mana is bound to run out, so switching between Catoblepas and Bone Pillar is kind of mandatory, if you want to save time in the Clocktower and Floating Gardens.
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It does indeed make more sense, but sadly it won't be possible. The time gained will be lost later, because of not being able to use Disc Armor on a Werewolf. I'm very certain Bone Pillar won't make it out of the Study without reaching 0 mana. Well... you cannot use Bone Pillar under 2 mana, so I guess that is impossible, but that doesn't really change my point. Regardless, I'm going to use Bone Pillar against Great Armor though, the fight turns out nearly 53 frames faster, which has his soul drop nearly 200 frames earlier... no doubt very much worth the 5 frame delay it takes to change to Catoblepas. Also, I finally found a good tactic against Graham. I had the idea a while ago, but I never got around to test it. Not really sure how much faster the fight is, around 700-800 frames I guess. Hopefully I'll be able to oneround his first phase on normal, due to the difference in attack power (This is played from my 100%). Here is the fight: Pie Here is the current WIP: More Pie The Minotaur was a bit scrooge, it dropped my like 200 Battle Axes but never any soul. Luckily, I found a good solution. By throwing a spear at the Catoblepas it backs up and avoids turning around (it doesn't change RNG at all when it is turning around). This saved me nearly 40 frames on the Minotaur soul, which was really nice. The first Catoblepas has 0 delay, which is awesome. It was pretty easy though, given that I could delay the Arachnes without losing time.
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I just got the Bone Pillar soul, no doubt worthy of a WIP. Sadly, I had to kill the Giant Ghost to find the right RNG. The delay is very small, I'm still 18 frames ahead of my old attempt, even after the soul-collect screen. Here's the WIP: Pie I gain frames like everywhere over my old run. Can't really pinpoint any major improvements. I managed to get another Skeleton Knight soul without delay, and 3 Hammers from Rock Armors without delay, which I thought was pretty cool. Still pretty excited about Catoblepas/Minotaur. The Catoblepas can be improved by quite a lot, 14 frames to be precise. Hopefully I'll get luckier this time around.
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