Ring of Brodgar:Object Soak & Hitpoints data dump
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Current objects with unknown soak
Current objects with unknown hit-points
Object | STR | TOOL | Result | (Dmg) | (Other stuff) | ||
---|---|---|---|---|---|---|---|
... | ... | ... | ... | (Dmg) | ... | ||
Foxhole | 15 | Hand | Success | 3 | (soak <= 2) | ||
Village Banner (dead village) | 15 | Hand | Success | 3 | (soak <= 2) | HD (1,2,3,..,26)% | |
Village Banner (dead village) | 15 | Axe | Success | - | (???) | HD (1,2,3,..,26)% ??? Axe should give more damage per hit. | |
Milestone (unclaimed broken-trail end-point) | 15 | Hand | Success | 3 | (soak <= 2) | HD (1,2,3,4,6,7,8,9,10,12,13,14,15,16,18,19,20,21,22,24,25,26,27,28,30,31,32,33)% | |
Milestone (unclaimed broken-trail end-point) | 15 | Axe | Success | - | (soak > zero) | HD (1,3,4.6,8,9,11,12,14,16,17,19,20,22,24,25,27,28,30,32,33)% | |
Milestone (unclaimed mid-trail) | 15 | Axe | To weak | 4 | (soak >= 4) | ||
Snekkja | 15 | Axe | To weak | 4 | (soak >= 4) | ||
Bonfire | 15 | Hand | To weak | 3 | (soak >= 3) | ||
Bonfire | 15 | Axe | Success | 4 | soak == 3 | HD < 1%(.?.) (HP > 100) | |
Stone Column | 15 | Hand | To weak | 3 | (soak >= 3) | ||
Stone Column | 15 | Axe | Success | 4 | soak == 3 | HD < 1%(.?.) (HP > 100) | |
Mine Support | 15 | Hand | To weak | 3 | (soak >= 3) | ||
Mine Support | 15 | Axe | Success | 4 | soak == 3 | HD < 1%(0.66) (HP == 300) |
- Tool: "Hand", "Axe", "Pickaxe" or "Sledgehammer"
- Result: "To weak" or "Success".
- Damage: Optional. (calculated)
- Other stuff: Optional. (additional logic conclusions & raw hit-points related data)
- (Row-order not important)
Milestone Trouble
- tool:hand, soak:1, hp:~170
- tool:hand, soak:2, hp:~80 xxx (no near match with axe)
- tool:axe, soak:1, hp:~185
- tool:axe, soak:2, hp:~125 xxx (no near match with hand)
Ergo: Soak should be 1.
- tool:hand, soak:1, hp:~170 => 166 (???)
- tool:axe, soak:1, hp:~185 => 186 (???)
... Darn. Guess I'm stuck again.
Retrace:
- Damage is displayed as percentage. (here the game has had a lot, and still has some, odd behaviors. Old one: Clipping last 2 or 3 stones from a boulder staying at the same 9?% value)
- Percentage of what: obviously max-(hit)points of objects vs current (hit)points. But that's not necessarily the actual data the game might store/use in this.
- The final displayed percentage value is also a manipulated (floored,rounded,etc) end result of its source value. (the main target of this value (vanilla client) is only as a control value for the sand-timer animation. As such its value accuracy was as such never its main target)
- Applied damage (objects): So far any damage that is inflicted to some object seems to be done in whole integer values. (0.9999 => zero damage) (although that initial damage >= 1 could potential also be just a minimum value to do any (float)damage -- not seeing any hints in the data that this might be the case though)
- ... Guess I need to do some tests on objects with known, and hopefully correct, soak and hit-point data. And compare the results to my data processing.
- O well --.MvGulik. 10:49, 27 June 2023 (UTC)
Village Banner Trouble
- Giving the same damage% values for both hand and axe. While axe use is assumed to give more damage per hit.
- Darn ... Need to verify the used raw data again. But I have no Cloth to do any repairing if needed. (NTS: ALWAYS capture as video!!) --.MvGulik. 10:49, 27 June 2023 (UTC)