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[Guide] on VIT - DEF - HP (SPOILER)

Started by Prosper, January 05, 2010, 11:13:01 PM

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Prosper

#90
Snake.. you just inspired me to continue on this post.

Let say we can calculate a monsters DEF by calculating either the distance of knockback or the time it takes for it to fall back down.

We could test on Dipz or Fog for example to see what kind of knock back they have and then hit every monster with different strenght level.

To calculate it we would need like HyperCam to record a hit. Then take of screen shot of before and after, then zoom in and count how many pixels the monster got knocked back.

Then we could have an idea of how many pixels 1 DEF reduces (which is probably going to be in a softcapish decrementation).

If one finds the formula which determines how many pixels each DEF reduces in the knockback, we can definately determine the exact DEF of every monster in the game  :o

We'd probably find out Rock Beast has like 40+ DEF with like 2000hp or something..

If someone wants to try and find out close estimation (as we will never find the absolute values this way), be sure to have a few dozen socks near !  :o

Snakeman

...I'll just be over here, then. Using actual toilets and doing stuff irl. :S

Lingus

Prosper, I can list quite a few problems with that. The one major flaw I see in using that method to determine monster def is that the display on any given client's screen is not entirely accurate depending on several different factors. So you might see a monster get knocked back so many pixels, when someone else will see it slightly differently on theirs.

Actually a bigger flaw is that you don't have any idea how much knockback is reduced by def. Without that, you might be able to estimate a knockback amount, but you can't get the defense from that. Not to mention how will you know how much the knockback is being reduced by? You have no 0def of that specific monster to get a basis for. You can't use a 0def player because the sprite is a different size.

There's several other points I could bring up, but I'll leave it here.

See, I like to expend my efforts at trying to see if I could even prove something, before trying to figure out how to prove it. With this, I have actually put some thought into it, and it's not something you can reverse engineer.

Though, I do have to say, you're coming up with some rather inventive ways of getting estimated results.

ARTgames

Quote from: Lingus on January 16, 2010, 02:44:08 AM
Prosper, I can list quite a few problems with that. The one major flaw I see in using that method to determine monster def is that the display on any given client's screen is not entirely accurate depending on several different factors.
What factors? The knock back should look the same to every one. All it is is a number that tells meiun knock back engen to send the monster back that amount. Lag could mess up the time in which it gets hit but does not effect its path it takes in air. Its all part of meiun motion prediction system. Thats why when a laggy monster gets hit it flys so smoothly threw the air.(it might no land as planed if its too laggy. it could tellaport 1/2 threw the knock back.) screen rez does not matter unless your under or have the game in full screen. if you see all of the window and your game is not glitching your seeing all the pixels evey one else can. If you can keep your fps up while recoding at the max of 30 then you should not skip a frame if your recoding every frame from the game.  Those are all the factors i could think of.

Quote from: Lingus on January 16, 2010, 02:44:08 AM
Actually a bigger flaw is that you don't have any idea how much knockback is reduced by def. Without that, you might be able to estimate a knockback amount, but you can't get the defense from that. Not to mention how will you know how much the knockback is being reduced by? You have no 0def of that specific monster to get a basis for. You can't use a 0def player because the sprite is a different size.
Well i dont think the play size matter. All the monsters have a flat "feet". Im not sure about this. I would halft to got on so. But i think when you hit anything the effect should be the same. I dont think it matter how tall the monster is it just takes that as an offset and adds knock back to it. But thats just a guess. you could be right.

But i dont even know why i posted that because i think that way might get too much of a annoying task. Its not imposable to have some sort of rang of def for the monster. I mean def has an outside effect that we can see.

Or in other words def does something and we can see that something. And that's all we care about is the something. And if its not a random something then we could probably find a pattern to predict that something.

But yeah im in favor in finding a new way than recording the screen.

Prosper

WOW..

This was mainly intended as a *joke* to kinda *poke* Snake. If someone really has tons of hours on his hands.. feel free to proove this right or wrong.

But I guess its ok if you guys took this seriously.

Its half-joke, half-serious.

ARTgames

Quote from: Prosper on January 16, 2010, 12:29:27 PM
WOW..

This was mainly intended as a *joke* to kinda *poke* Snake.

We dont kid around when it comes to math. :P jking of course.

Quote from: Prosper on January 16, 2010, 12:29:27 PM
If someone really has tons of hours on his hands.. feel free to proove this right or wrong.
Quote from: me
But i dont even know why i posted that because i think that way might get too much of a annoying task.

Snakeman

Quote from: Prosper on January 16, 2010, 12:29:27 PM
WOW..

This was mainly intended as a *joke* to kinda *poke* Snake. If someone really has tons of hours on his hands.. feel free to proove this right or wrong.

But I guess its ok if you guys took this seriously.

Its half-joke, half-serious.

Actually I stopped caring. I already threw in a rant and a funny story, so there's not much more to go from there.

Lingus

Quote from: ARTgames on January 16, 2010, 09:58:57 AM
Quote from: Lingus on January 16, 2010, 02:44:08 AM
Prosper, I can list quite a few problems with that. The one major flaw I see in using that method to determine monster def is that the display on any given client's screen is not entirely accurate depending on several different factors.
What factors? The knock back should look the same to every one. All it is is a number that tells meiun knock back engen to send the monster back that amount. Lag could mess up the time in which it gets hit but does not effect its path it takes in air. Its all part of meiun motion prediction system. Thats why when a laggy monster gets hit it flys so smoothly threw the air.(it might no land as planed if its too laggy. it could tellaport 1/2 threw the knock back.) screen rez does not matter unless your under or have the game in full screen. if you see all of the window and your game is not glitching your seeing all the pixels evey one else can. If you can keep your fps up while recoding at the max of 30 then you should not skip a frame if your recoding every frame from the game.  Those are all the factors i could think of.
The bolded parts both ask and answer each other...

ARTgames

oh that only happens if its really really laggy. 99% of the time that does not happen.

Lingus

Well, that's only part of it. The other major flaw is that most of the time a monster will be moving. It won't land, stop, and let you count the pixels that it moved. And if you're using a screen recorder to capture it, the quality won't be good enough to get an accurate read on individual pixels.

ARTgames

"And if you're using a screen recorder to capture it, the quality won't be good enough to get an accurate read on individual pixels."
Yeah it would be. Just don't use any compression and make sure your recoding every frame.

Take a look for your self. Pixel perfect i might add.
http://www.mediafire.com/file/gl5dawnzimm/video.rar

Lingus

Eh, I don't have the codec on this computer.

Anyways, say you could get a pixel perfect read on how many pixels back a monster is hit. Then you'd have to do the same test on another player at every single defense level until you got the same exact knockback.

This would all be based on the assumption that Meiun doesn't alter monster's knockback directly. It assumes that monster's stats work exactly like a player's stats. Which may or may not be an accurate assumption.

ARTgames

This was fun while it lasted.
Quote from: past me
But i dont even know why i posted that because i think that way might get too much of a annoying task.

I have agreed with you i just wanted to play this out.

Lingus

Haha true. I have fun with this kind of thing.

Prosper

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GO AHEAD AND FLAME ME FOR REVIVING THIS !!!!

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Its just that I often refer to it and im sick of having to go to page 2.

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