Ring of Brodgar:Object Soak & Hitpoints data dump

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Revision as of 15:19, 2 July 2023 by MvGulik (talk | contribs) (Personal Claim.)
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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) (on hold: Can't Damage)
Snekkja 15 Axe To weak 4 (soak >= 4) (on hold: Can't Damage)
Stone Column 15 Hand To weak 3 (soak >= 3)
Stone Column 15 Axe Success 4 soak == 3 HD < 1%(.?.) (HP > 100) (on hold: Can't repair)
Personal Claim (onPageData) -- -- -- -- (soak:15), (HP:15000) Assumed: Full Authority, Non Authorized character(?). (older pclaim version btw)
Personal Claim (outOfAuthority:Assumed) 15 Hand Success (3,2,1) (soak:0,1,2) (hp:1500,1000,500) IF soak:0 (HPaut==HPbase*((aut/9)+1)) (SOAKaut==SOAKbase+(aut/10*1.5)) (...maybe)
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. Current oddity, at least for the cases where there easy to spot, happens around 1/3 and 2/3 of the 0%..100% range.)
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)