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‑L* TOOL Result (Dmg) (Other stuff)
... ... ... ... (Dmg) ...
Foxhole 3:(9-15) Hand Success 3 (soak <= 2)
Village Banner (dead village) -- -- -- -- (?) (Abandoned)
Milestone (unclaimed broken-trail-end) 3:(9-15) 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) 3:(9-15) 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) 5:(25-35) Pickaxe To weak 7 (soak >= 7:(5+2)) (On hold: Can't Damage)
Snekkja 3:(9-15) Axe To weak 4 (soak >= 4) (on hold: Can't Damage)
Stone Column 3:(9-15) Hand To weak 3 (soak >= 3)
Stone Column 3:(9-15) 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) 3:(9-15) 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)
Natural Mine Support (stone) 3:(9-15) Axe To weak 4 (soak >= 4) Seems these can't be repaired. Might be a special wall. ie: props coming from local wall nodes.
STR-L: Strength Level: Floor(Sqrt(Current Character Strength)). Level 3 => (32..42-1) => Strength(9-15)
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)

General Info

By comparing two damage progression sets, with different applied-damage, for the same object. The objects soak and hit-points can be determent. (Potential bare-basic python script is available for this)

-- Note: The Soak and hit-points of an object can change depending one what protection is active on them, compared to the rights your character has.

When doing more damage than one percent per hit to an object ... one could potentially eyeball the damage progression (while writing the values down). But ... mistakes are easily made this way. Recording it to video, to be processed later on, is the more secure way.

Damage hits take generally a little over one second (36 game-frames at 30fps). The character animation is definitely a bit longer than that. So if your not seeing that 0% jump to 1% (on a fully repaired objects) before the animation has played one time. Your doing less than one damage.

Trying to count the possible hits based one the total frames between damage changes ... can become tricky. Those 36 frames can also be a bit less or a lot more frames. Making this more troublesome the less damage one is doing.

The best way so far seems to be:

1) Use Ender client for the recording. (vanilla client will definitely not do)
2) If the object has quality, make sure its displayed. This part tends to disappear for one frame (30fps) when a hit is processed. (incoming, server to client, data I presume)
3) Putting the game cursor over the sand-timer (just don't block the sand-timers own number). It uses a different rounding of the damage value, which can also help in detecting, some at least, hit-point moments.
+) Clip/focus the recording to the parts that matter (vs full-screen).

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

Abandoned: New Data suggests this one might use different rules. Feels like the tool quality might play a role here. But ... don't got the means to follow up on this.
... Other than that. If soak is zero, its hitpoints seem to be at 300 point. --.MvGulik. 10:39, 3 July 2023 (UTC)