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Indeed the Royal Guards damage more but when Sora levels up, his HP are recovered. So, I could use the Card Soldiers to damage but I had a Blue 1 Card which is really hard to find and I didn't want to lose it. Also, I need to level up : once I'll get the cards I want from the Moogles, it'll cost a lot of CP. And the problem is here : I don't know how many CP I'll need because I don't know what the RNG will give me at this moment... The Heartless are attacking the fastest way. Their attacks depend on the RNG so I can't control them better than that (unfortunately).
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Hello everyone, Here is the fourth world (do you want a jelly baby ?) : Agrabah. Link to video There isn't anything special about Jafar or the world. The hard part was the Moogle's Shop : I had to manipulate luck to obtain the cards I wanted (10 Lady Luck, 5 Three Wishes, 5 Cloud, 5 Fire). Hopefully, when you obtain a Premium Card, the RNG can be controlled. Indeed, the game draws a few sequins which have the power to change the value of the RNG. After that, the deck (and the menuing) : First, the Attack Cards, then, the Magic, followed by the Item (a hi-potion to reload every card), and finally, the Enemy Cards. I hope you'll enjoy it.
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Hello everyone, Here is the Fifth World : Monstro. Link to video And the explanations : - I found a little trick against Parasite Cage : the battle is in the stomach of Monstro, so there are gastric juices. These juices deal damage to Sora and it stops the attack he's doing (and the combo too). Lady Luck has a something very useful in this case : its first hit deals more damage than the finish. So, by using both of this things, I could kill the boss faster (and I didn't need to reload manually). I think that the last battle against the Shadows can be improved but I can't find a way to be faster. If you have any questions, just ask ;).[/userfile]
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Hello everyone, Here are the Sixth and the Seventh Worlds : Halloween Town and Hollow Bastion. Link to video And Link to video Just a lot of luck manipulation. I tried to use the Berserk as much as I could but that was impossible against Riku Replica (even it would have been faster).
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Hey! I'm sorry I haven't gotten back to you all this time. I set it up so that I'd get emailed if this topic ever got bumped and I'm sad that I never got one. Drazerk told me about all the amazing work you've been doing on stream and I just had to drop everything and watch it. This is awesome! In the future, the best way to contact me is to PM me on the speeddemosarchive forums. Awesome stuff: -The farming in Traverse town was absolutely perfect. I don't know the stats, but it looks like you acquired a comparable amount of cards and moogle points to your last attempt while saving 4-5 minutes. -I would have given you the exact suggestion of prioritizing room size when going through the worlds. Good job following up on that and optimizing movement. -You figured out on your own the two best ways to use the 10 lady lucks and 5 Three wishes, the short burn of using 1-2 hit lady luck combos, or the long, high damaging full combos. -Pretty much every boss fight was immaculate and most are impossible to improve. -Meting your level ups to accommodate the berserk strategies was done very nicely. -This is basically exactly what I want to see out of a TAS I hate to give criticism on such an awesome improvement and I don't suggest you redo everything for the frames of improvement I noticed, but I do have some comments: -Hades could probably completed about a second faster if you get lucky and drive him into the wall or if you do a 4 hit blizzard raid followed by blizzaga. -Regarding trickmaster, I'm not sure if berserk strats with kingdom keys would have been faster than manipulating a trick card and using boosted raids. I think the latter strategy would have been slower if it weren't for the fact that you had to sit there and take damage only to be healed in Agrabah anyway/ But this is also balance by the fact that you got a map card out of the deal. It's basically: Berserk strats + Damage taking time ?=? Raid Strats + Map card replacement time -On Jafar and Larxene you burn Three Wishes + Three Wishes + Three Wishes combos at the front of your deck sometimes. At a certain point in the run you realize this is suboptimal, and indeed you probably wasted at most a combos worth of time on each of those fights. If you were to go back and make the deck again, the best way would be to put 2 Lady Luck and 1 three Wishes on each row and make sure they add up to 9 or 10 so you can sleight them easily. -I might consider berserk strats for parasite cage. It may or may not be faster to take damage in an encounter, open with a Fire Boosted Firaga, hit the open mouth, use the trick card tha falls out, and use 2 combo lady lucks like you did with Oogie. Or if you have enough health on 10% HP, just hit him with the firaga and use the stagger like you were doing to only use fast one hit combos. Like with Trickmaster, this is close enough in time that it's tough to estimate. Again, great job, this run was fantastic! Keep up the good work!
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Hello ! Don't apologize, I didn't know I could send a private message on speeddemosarchive. So it's my fault, too. - Thanks but I found a lot of things by watching your speedrun or EchoPoenix's videos. - Well, with the RAM Watch, it's easy not to level up when I didn't need it. I prefer you saying all you thoughts (even if it means going back again ;) ). - I couldn't get a better Hades (I tried a lot but that was impossible with the RNG at this moment... Unfortunately). - Sorry, but I don't understand what you mean with Trickmaster (I'm not an English-speaker, so, sometimes, it's a little too hard for me). - Well, I realized that using 2 Lady Luck + 1 Three Wishes was faster too late... And I got a so good RNG that I didn't want to come back. But if you think I can earn a lot of seconds, I'll do it ;). - I couldn't get Berserk as fast as I wanted (the enemies are too slow to attack Sora or they are too hard to kill easily). I'll try and see for the Fire Boosted Firaga.
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Ok, so what I mean by my trickmaster comments is that the regular strategy of using raids on top of the table (that you get from a quick trick card on the first cardbreak) might be faster if you take into account the time it takes to take damage for the berserk strategies. Considering that it doesn't take long to get an extra map card in Traverse towm I think a legitimate argument can be made either way and its worth timing it out A decent way to get berserk quickly on parasite cage might be to use the cage itself. I know that the attack where he picks himself up an lunges at you does a decent amount of damage, and the green ball that he has to charge up does a lot. That last one might kill you from full, but I don't remember, it's been a while since I've let that one resolve. I know you got great RNG in general. Can you go back to when you opened the packs or does going back mean redoing the whole thing? Because I wouldn't say redo the whole thing unless we're absolutely sure significant improvements can be made in the parasite cage and trickmaster fights as well.
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Ok, I see what you mean, now... But I don't know which one is faster. I tested to get berserk with the Parasite Cage and he's a bit too slow for a TAS (killing it is faster than getting berserk (with the RNG I had at this moment)). I can change the menuing without changing the RNG, so changing the deck is possible. But, theoretically, I'll have to change the battles (even Jafar) and I think that'll change the RNG (because the RNG rolls each frame during the battles). So, yes, if we aren't sure that would be a significant improvement, I'm sorry, but I won't do this. I also add Atlantica (it was finished a few days ago but I didn't upload it) Link to video I have nothing to say about this world (the same tricks as before).
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Great segment! A man after my own heart, getting the 1= Blue twice during the world. How many moogle points do you have now, and what are you planning on doing with them? If you wanted to get 5x Divine rose, Crabclaw, and Oathkeeper, you can get two of those out of the way with a moogle room in atlantica right before the boss, and that helps your berserk and damage output in general. This is something we've been trying in single segment runs with lower standards on packs lately. If you're feeling really gutsy, you can try for Fairy Harp too, and replace those with Oathkeeper in Castle Oblivion (this however requires pushing Ursula to 9F). If you do this, in your deck edit you can delete just the attack cards and put the others in in order. The only problem with all of this is the types of packs that you open up. I know you can get what you want from the free pack, but from the others I'm not so sure. I have not done extensive moogle pack testing but I have a hunch that the types and probabilities of cards that appear in packs vary by floor as well as world. Whether or not putting the moogle room in this world is possible, can I trouble you to tell me using your knowledge of the RNG: -Which attack packs can give divine rose and crabclaw on this floor, and approximately what the chance is -Which magic packs give thunder, cloud, and aero on this floor, and approximately what the probability is based on pack type? If this isn't easy to do, then don't bother, but this is the first time I'm actually talking to someone who understands the RNG of this game so I figured I'd at least ask.
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Actually, this is the third Blue 1=... I was surprised too I have 402 Moogle Points. I was planning to use them before Captain Hook, but, yes, using them in Atlantica may be better (that's exactly why I need you ;) ). What should I do ? Moving Atlantica to the ninth floor or keeping it at the eight floor ? You have more experience for this. I'll try to explain, but if you prefer, I can do a little video too. First, I'll consider you won't get any Premium Cards : - You can choose any of the available packs, you'll get the same cards. - Getting these cards will roll the RNG just once (I think). - So, if you want to manipulate luck, you can pick Magic Cards instead of Attack Cards (for example) or go to the ground again and jump. Now, if you get Premium Card : - The game draws little stars (or dust). These things change the RNG by 3 each x frames (I don't remember the exact value). - So, this can be used to manipulate the luck. So, I can't say : "This pack will give a Three Wishes Card" because it's completely random. I'm sorry (I really would like to help you but the RNG in this game cannot be manipulated during a speedrun). For the probability, I'll make some tests (but, yes, I think it depends on the floor/world). Oh, you can ask me anything (even the exact speed or damage of a Keyblade or a Sleight).
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Tounet01 wrote:
- Getting these cards will roll the RNG just once (I think).
15 RNG calls. I suspect the game needs to identify what the card is, how high that number is, and whether it is a premium card -- Three random values per card. Item cards do not make the premium RNG roll, leaving only two RNG calls per item card. Apparently, the mix packs still only make one identifier call per card, so for those, 10 to 15 RNG calls are made, depending on what number of them are green cards. The shiny premium cards use the RNG to shine so beautifully, with the occasional sparkle calling the RNG to be positioned. Tounet01 already knows this, so it's not like my saying this would help, but mentioning this for completeness. I might crack into the shop relating to the RNG for a bit. Whether the RNG numbers from this will be helpful for the TAS is another matter. In any case, when entering a room from any sort of screen transition (from another room, leaving the menu, finishing a battle, exiting the shop), the RNG is reset based on some rather volatile sources (perhaps a timer; I did not look into this). That will be largely impossible to deal with in a real-time speedrun. EDIT: My analysis of the RNG for the shop continues. I believe it is best to document my findings while I'm here. After generating a new RNG value, the game uses the lower 15 bits of this new value, then takes modulo 100 of it. Which is to say, in a sort of formula: (NewRNG AND 0x00007FFF) MOD 100 When generating the five cards from the pack, the first RNG value identifies the card, then the second RNG call gives it a value, and finally an optional third call may pick either normal or premium, with this third RNG value not getting used if it's an item card. Just a cursory glance indicates the following chances of each value: 0=5% | 1=15% | 2=15% | 3=15% | 4=15% | 5=10% | 6=10% | 7=5% | 8=5% | 9=5% 10% chance of a premium card I'm using the Agrabah shop used in the TAS to get these numbers, and right now I'm making a fair number of guesses on these percent chances, so don't rely heavily on these numbers. I have no information on whether these chances change depending on where you are in the game, as I have only one real data point in location. I can probably tweak my script to spit out the next 15 RNG values, and revealing the 100-sided dice rolls, as I do have the exact formula to produce the next step of the RNG call. With the possibility of premium cards, and the choice of item cards that take fewer RNG calls, means it will be difficult to make a useful script that will predict what you'll get for your second pack.
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Your findings are fantastic ! Don't worry about the script, I can do tests when I need (even if it takes me a long time... That was the longest thing to do in Agrabah). If you want, I can do a special movie for you with a Moogle Room in each world (more, exactly, a movie per floor, I think). Or, if you prefer, you can cheat (here is the list of the addresses) And thank you so much to help us ![/url]
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I can stop your TAS at whatever point I feel like. Like when you hit a door. I'll just pick a different card. Shouldn't be hard to predict which card I'll use at this point. What I did was create a Moogle shop in Atlantica, interrupting your TAS somewhere there. The freebie pack you get there can give these cards: 00-13 Three Wishes (14%) 14-27 Pumpkinhead (14%) 28-41 Wishing Star (14%) 42-55 Lady Luck (14%) 56-69 Olympia (14%) 70-74 Kingdom Key (5%) 75-79 Crabclaw (5%) 80-94 Kingdom Key (15%) 95-99 Divine Rose (5%) The numbers relate to the RNG state. In particular, the 100-sided dice rolls I talked about. Seems the game uses modulo 100 for all three aspects of generating a card. In any case, all the script needs to do is to spit out a lot of future numbers. While you can manually check the cards, having some onscreen numbers will greatly speed up your search, once you can recognize what they mean. I can probably get the script to correctly predict the number and premium state, if those chances really are constants, assuming you pick attack or magic packs only. This leaves just the card identifier which may take further work to decode, but at that point, giving a number from 0 to 99 will help your search anyway. Once you know a particular range of numbers gets you the card you want, you'll know to skip the RNG states that won't give you that card. I already have a decent portion of what I need coded up to make this analysis. Converting it to a useful display at this point shouldn't take a lot of effort from me. I will tweak with some numbers as I try to get exacting ranges of what value to expect from the cards, then create a display that I think will be useful to speed up your search. EDIT: Well, uh... What are those fancy looking bindings...? I didn't even know the quality of packs changed later on. Shows the sorts of things I tend to know. It should be clear I never really got far in this game. ... Just more to analyze... I have this script. I'll share what I've got so far. EDIT2: Alright, with the help of this FAQ from GameFAQs, I now understand a lot more about the internals of how the game selects a card. After picking a number from 0 to 99, the game basically looks up a table and picks a card off of it. If you are not allowed to acquire the card, you instead get Kingdom Key (attack), Cure (magic), or Potion (item). Other than that, I don't see any strange tricks behind it. The mix pack takes modulo 300 from the RNG, rather than 100. Naturally, numbers 0 to 99 gets you attack cards, 100 to 199 gets you magic cards, and 200 to 299 gets item cards, and from there, it uses the same look-up table using the low two digits. ... I think I can generate a useful script that will identify exactly what you get. Well, other than cards I don't have access to, as there are limits to what cheating with the RNG can give you, which gives me Kingdom Keys, Cures, and Potions for cards you don't have access to, yet. Something at the endgame should help, but I can still probably pick out a few ranges and indicate you're in that range, though not what's in it.
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I have reason to believe that GameFAQ's table is patently false (as is the guide it came from) For instance, Aero seems to most commonly come from black belt packs, while GameFAQs puts its rarity at this level at 0% From my wealth of experience opening packs, however I can say that the theroy of Attack Cards you can't get --> Kingdom key, magic --> cure, item --> potion makes a whole lot of sense and is something I suspected was true for a while. In this case, it seems like what floor you put a moogle pack on won't affect your chance of earning a specific card you are looking for, and this is huge. I'm guessing that 70-74 is Fairy Harp in this case. If you could actually give me a complete list of what the pack probabilities are for each band color for attack and magic cards that would be huge for SS running and be very helpful in determining what kind of cards are possible to obtain for the TAS. To do that you would need to go up to the last floor where basically all the cards are available. Alternatively, I could do this testing myself if I knew anything about this kind of thing. If you could walk me through the steps you took to find the probability table you produced earlier, I could get to the end quickly and do the pack testing I need. The last thing I'm curious about is what pack type the free pack gives you. My hunch is that it's the highest available type, but I can't say.
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Ghostwheel wrote:
I have reason to believe that GameFAQ's table is patently false (as is the guide it came from)
It is inaccurate, but the parts where it is correct enough supplied a great deal of information that sped up my attempts at figuring out what the game is doing. The numbers look correct -- Except some of them are in the wrong places.
Ghostwheel wrote:
The last thing I'm curious about is what pack type the free pack gives you. My hunch is that it's the highest available type, but I can't say.
The freebie I got from the Atlantica shop I generated from using the TAS as a base definitely looked like a brown attack pack, yet the shop offered one black bound pack of each type.
Ghostwheel wrote:
If you could actually give me a complete list of what the pack probabilities are for each band color for attack and magic cards that would be huge for SS running and be very helpful in determining what kind of cards are possible to obtain for the TAS. To do that you would need to go up to the last floor where basically all the cards are available.
Peeking at the precise-yet-inaccurate data at the FAQ I linked earlier, and from my own testing, here's my current list:
Note, I haven't had a chance to look at Moogle packs yet.
The numbers I used for Moogle, as well as unknown cards, are guesses based on that FAQ.
Spots left blank are theorized to be unavailable to that slot.

Leaf  Brown Black Moogle
00-19 00-13 00-03 00-03 Three Wishes
20-39 14-27 04-07 04-07 Pumpkinhead
40-59 28-41 08-11 08-11 Wishing Star
60-79 42-55 12-15 12-15 Lady Luck
80-99 56-69 16-19 16-19 Olympia
      70-74 20-29 20-25
      75-79 30-39 26-31 Crabclaw
      80-84 40-49 32-37
      85-89 50-59 38-43
      90-94 60-69 44-49
      95-99 70-79 50-55 Divine Rose
            80-84 56-65
            85-89 66-75
            90-94 76-85
            95-99 86-95
                  96-99

00-14 00-09 00-04 00-04 Fire
15-29 10-19 05-09 05-09 Blizzard
30-44 20-29 10-14 10-14 Thunder
45-54 30-34             Cure
      35-39 15-24 15-19
      40-44 35-44 20-24 Aero     (Don't know about Moogle, but)
      45-49 25-34 25-29          (Aero shifted between brown and black)
55-74 50-54 45-49 30-34 Simba
75-84 55-74 50-57 35-44 Genie
            58-65 45-54
85-94 75-94 66-73 55-64 Dumbo
            74-81 65-74
            82-89 75-84
95-99 95-99 90-99 85-99 Cloud

00-49 00-39             Potion
50-99 40-79 00-19 00-14 Ether
      80-89 20-39 15-34 Hi-Potion
      90-99 40-59 35-54
            60-79 55-74
            80-99 75-89
                  90-99
Ghostwheel wrote:
Alternatively, I could do this testing myself if I knew anything about this kind of thing. If you could walk me through the steps you took to find the probability table you produced earlier, I could get to the end quickly and do the pack testing I need.
I can't think of any good way to do this on the actual console, but I can suggest a way that might help through VBA. 1) Get VBA 2) Get Kingdom Hearts: Chain of Memories to work on VBA. 3) Get my work-in-progress script ... Okay, silly stuff out of the way. Once you run the script (Tools -> Lua Scripting), it should spit out a whole bunch of numbers. The left side is just spitting out predicted dice rolls, but the numbers on the top-right are my first attempt at figuring out what it all means. The two-digit numbers in that line are the important ones to pay attention to, as it tells us what card it is. Find a shop, jot down those numbers, then grab a pack, either attack or magic. The order I have the numbers should match the positions of the cards on screen. If you plan to pick an item pack, the top numbers become useless as they assume three dice rolls per card, not two. That leaves the raw dice rolls in that mass on the left. From the top-left number, going down, every second number starting with the first one listed (1st, 3rd, 5th, 7th, 9th) is the identifier used for each card in an item pack. The script is no good at predicting mix packs ahead of time, but those just use the same tables as the pure packs, with a range of 0 to 299 used. If you need a new set of random numbers, just leave the shop. Jump a few times if you'd like to adjust them slightly, or enter and leave the shop again for yet another new set of random numbers. Editing the RNG addresses directly is what I've been doing, really. This would require knowing where the RNG addresses are (16 bytes at 02034030) and a little about hexadecimal. If you think you know what you're doing, the low 14 bits of 0203403C and the uppermost bit of 02034038 (read as 32-bit values) are the important ones to tweak to edit the outcome of the first card.
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Shop RNG script v1 I feel it's worth making a new post for. That should speed up your search considerably. I hope my choice of two-letter identifiers make enough sense, as screen space doesn't really allow for 80 "One-Winged Angel" to fit in there while retaining any sort of useful vision of the game itself. Basically, make use of the script and hopefully any further tweaks to it isn't too difficult to make.
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Thank you ! Thank you ! Everything is done very well, it's impressive ! Even the colors are chosen well. That's gonna be so useful... Thank you again !
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Link to video I probably did this wrong, but I made a WIP of your game file with fatratknight's script going.
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Really like the new shop script. Unfortunately it's going to be a while before I'll have time to do my own emulator testing and even if so, I don't feel confident in my ability to manipulate the RNG address. If I give you a save file, Fat Rat Knight, can you fill in the rest of the table? If not, I'll just work all this out later. Tounet, you brought up earlier the possibility of finding damage values and swing speeds of keyblades. Due to all the recent developments I am now very curious about all this. My questions: -What are the swing speed and damage values of Kingdom Key, Lady Luck, Three Wishes, Olympia, Pumpkinhead, Wishing Star, Divine Rose, Fairy Harp, Crabclaw, Oathkeeper, and Oblivion? How does the damage value change between "Strike" "Thrust" and "Combo Finish", and does an aerial combo differ in damage from a ground combo.The journal gives letter rankings for these stats but it is important to know just how much better one does from the other and if these rankings are actually correct (an assumption I've learned not to take in games). Strike-thrust-combo finish are the ordered 3 hits of a ground and aerial combo, but remember that if you start on the ground, and begin your combo with an upward strike that takes you to the air and continues as an air combo, the order becomes thrust-strike-combo finish. In certain situations on the ground, if you are far enough away, like I think you were in the tutorial, thrust can happen first but it is rare. -How much damage does Blizzard/Fire Raid do per hit? How much does each hit of Omnislash Deal? How much does each hit of Judgement do? What are the multiplyer values of the boosting enemy cards (Blue Rhapsody, Red Nocturne, Crescendo, Dragon Maleficent, Hades)? -For the above two, I'm only interested in the damage it does to a standard boss without any weaknesses or resistances, but if a boss is weak to an element, then it would be nice to know what that multiplyer is too. Additionally, the 2F HP of the First world set bosses and the 7F HP of the Second world set bosses would be helpful (I know it goes up by 40 HP per floor you move a boss up). -Lastly, this has nothing to do with any of that, but in your map card farming experiences, how does the game call the type of map card to be droppped? The reason I ask is because I want to know if when looking for a 1= Blue, which floor has the best probability of dropping one. If the game rolls color first, then picks a card type within that color, then they're all equal and that is important information. If not, then which floor has the highest chance of dropping one? Again, I know it's a lot to ask and I don't know how easy any of my requests are, but if you find damage values I can tell you if getting Fairy Harp will be worth it, and that will improve a lot of your long term decisions. Additionally, it will greatly help me refine the single segment route and use concrete mathematics to prove what the most efficient path is. This is not particularly urgent at all, but anything you can give me will greatly help
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Ghostwheel wrote:
Really like the new shop script. Unfortunately it's going to be a while before I'll have time to do my own emulator testing and even if so, I don't feel confident in my ability to manipulate the RNG address. If I give you a save file, Fat Rat Knight, can you fill in the rest of the table? If not, I'll just work all this out later.
An endgame file would be lovely. You can also start a movie file anchored to a save state (the "record from now" option) and not do too much with it. The resulting movie file should be able to upload just fine here, if you want to use the TASVideos site to store a file for me. The scripts I have should give enough information relating to what's happening underneath all that randomness, so even if you aren't confident in manipulating the RNG, you should still be perfectly capable of reading the dice being rolled. One thing that might help in reading it is the fact the game isn't "rolling dice" when you're just sitting around in a room without enemies, or in any sort of menu. Still, getting access to endgame stuff myself means I can continue to fill out my tables. I'm pretty sure I know the exact percent chance of the remaining attack and magic cards, assuming I can trust the numbers of that FAQ after I reorder them, yet it's not enough to fill out the tables in my scripts. As for your request to Tounet01, I'll just create a handy blank table to fill out:
            |    Damage Dealt    |  Frames of Delay   |
Attack      |Strike:Thrust:Finish|Strike:Thrust:Finish|
------------+------:------:------+------:------:------+
Kingdom Key |      :      :      |      :      :      |
Three Wishes|      :      :      |      :      :      |
Pumpkinhead |      :      :      |      :      :      |
Wishing Star|      :      :      |      :      :      |
Lady Luck   |      :      :      |      :      :      |
Olympia     |      :      :      |      :      :      |
Fairy Harp  |      :      :      |      :      :      |
Crabclaw    |      :      :      |      :      :      |
Divine Rose |      :      :      |      :      :      |
Oathkeeper  |      :      :      |      :      :      |
Oblivion    |      :      :      |      :      :      |
Might as well add in asking what Berserk and Attack Haste does for you. (EDIT: Ah... I guess you already asked that. The names and effects use different words. Yeesh...) Hmm... As for the probabilities of finding a particular card from a battle, sounds like something I can casually look into in my spare time. I'll just pick some battle in the TAS, make a save state just as the last enemy goes down, and then cheat-edit the RNG values as I please. ... I'm going to hate the bouncing experience pellets.
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If you don't like bouncing exp pellets, I can try and get you a file with Warp, the best sleight ever. It wipes all the enemies on the screen and forces them to not drop exp. But does the RNG still advance then? Not sure from what I've been reading. (Edit: Doesn't matter i guess since you're manipulating anyway).
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Mostly, the bouncy stuff calls the RNG every so often. I'll have to work out which RNG call is for the card itself, or whether it's because something decided to bounce at an inconvenient time. The end result is that I get annoyed. In any case, the TAS file should give me plenty of battles in various locations to look at.
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Joined: 8/12/2013
Posts: 185
Location: Belgium
Thanks, solarplex ! -Just to be sure : is the thrust when Sora does that : ? If yes, I can complete just 2 lines of the table (because I have to do a test for each Keyblade and I have less free time because of school).
            |    Damage Dealt       |  Frames of Delay      |Frames of Delay Aerial | 
Attack      |Strike :Thrust :Finish |Strike :Thrust :Finish |Strike :Thrust :Finish |
------------+-------:-------:-------+-------:-------:-------+-------:-------:-------+ 
Kingdom Key |   10  :  10   :  15   | 22/17 : 22/17 : 70/61 | 22/17 : 22/17 : 68/59 |
Three Wishes|   20  :   10  :  30   | 19/17 : 19/17 : 66/60 |       :       :       |
Pumpkinhead |       :       :       |       :       :       |       :       :       |
Wishing Star|       :       :       |       :       :       |       :       :       |
Lady Luck   |       :       :       |       :       :       |       :       :       |
Olympia     |       :       :       |       :       :       |       :       :       |
Fairy Harp  |       :       :       |       :       :       |       :       :       |
Crabclaw    |   15  :  15   :  35   |       :       :       |       :       :       |
Divine Rose |       :       :       |       :       :       |       :       :       |
Oathkeeper  |       :       :       |       :       :       |       :       :       |
Oblivion    |       :       :       |       :       :       |       :       :       |
I can't say the percentage for the Attach Haste yet (I'll check my findings... That seems strange). But : Hades = 2 * Damage Maleficent = Damage + 50% of Damage Fire (with Red) = 50 (75) Blizzard (with Blue) = 50 (75) Same for the Raids Omnislash (with Crescendo) = 50 (64) per hit Cloud (with Crescendo) = 25 (32) per hit Judgement = 25 per hit All the tests were made on Cloud, except for the Magic Cards (tests on a Powerwild and a Large Body). I'll post the completed table as soon as possible. -I think we can trust the wiki about the bosses and resistances/weakness (not about the simple Heartless). -Well, I must admit I really don't know... I've always done tries and retries to find a card that would be useful. Can we earn a Blue Card in Traverse Town ? If yes, then we the blue will appear later than the other cards (I didn't get any Blue Card while I was TASing the 1st Floor). If no, then you won't never get a blue card in Traverse Town. But, I have the feeling that the blue cards appear more and more often as you go up the floors (In Atlantica, I had more Blue in my tests than in Coliseum). If I can help you in your speedrun, that'll be an honor (and a thanking for your help ;) ).
New PCSX2-rr
Joined: 3/22/2013
Posts: 60
Yeah that's the thrust Why were the magic cards tested on normal enemies? Do bosses have a natural resistance to magic, and if so, what is it? I have an intuition that it might be 50% but I'm not sure. Thanks for the table. I appreciate the help. My fellow runners pulled 1.3 and 1.2 as a boost for Rhapsody and Overdrive out of their asses and I didn't think that was quite right. Great to know it's 1.5 for both. And Berserk's 2x boost is so OP, that's why I want these attack card values. Its such a boon when you have a good deck composition that it rivials every other strategy you could possibly have. And the time taken to get Fairy Harp may or may not have good returns but even a slight boost makes it difficult to tell. because of the 2x multiplier. The damage values are much more important than the swing speed, so if measuring frame delay takes too much time, then just go for damage values. With all these numbers in mind, I have to guess boss weakness is a 1.5x multiplier as well. You cannot get blue cards in Traverse town and that simple fact makes running the game very difficult and luck based. You only need a handful of blue cards in the game, and most of them come to you before natural luck gives you a 1. Farming in other areas take a disproportionately large amount of time, too, so this kind of investigation is really beneficial to me. There's no one real good world enemy composition wise either, because most of them have things that are ice/magic immune or incredibly darty, resistant enemies. I'm interested in your findings on the matter FatRatKnight. Speaking of which, I've been playing through the game on emulator to get to the end, and I'm a decent way in. Just thought I'd ask since another runner gave me this. Is a gameshark snapshot like this something that won't give an accurate representation under the kind of testing you've been doing? I'm still going to finish the game soon because I'd like to have my own, nongamesharked saves at each of the relevant bosses, but if this will do for you guys and help with testing, then by all means I'll pass it on. https://www.mediafire.com/?1nrra005i27kmuw
Editor, Skilled player (1173)
Joined: 9/27/2008
Posts: 1085
I figured out something that made my attempts even rougher: The game rolls the RNG some number of times based on the RNG. I make a save state just moments before dice are rolled to determine the card drop. The only thing that is different when I load state is that I cheat the RNG. My script is saying the RNG advances by varying amounts. 11 dice rolls here, 28 if I cheat the RNG this way, ... So, perhaps the easiest thing I can do is just throw a bot at it and analyze what the game gives in return. At the point where the TAS gets a Red Nocturne card, I tell my script to artificially advance the RNG and tell me what it gets. In rough order of frequency from lowest to highest: 8 & 9, 1 & 2, 4 & 5, 0 & 7, and 3 & 6. There are also five different identifiers I'm getting. I'm not sure if I can work out the data structure to get a better analysis, particularly since I still haven't figured out how to identify an enemy card separate from this. The problem is a lot more complicated than I hoped it would be.
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