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frostmx

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Posts posted by frostmx


  1. 2 minutes ago, Dustoori said:

    Great work. Nice to see some actual numbers rather than my slap dash testing.

    I think the wolves do either 20 or 30 go damage as they have 2 different attacks. It was mentioned in an earlier topic on armour.

    3 types

    "AttackDmg":/*3*/[30,20,30],"AttackType":/*3*/["Crushing","Crushing","Crushing"]


  2. 3 minutes ago, 6Cowa6Bunga6 said:

    Dang, check out this hard working Ylander sacrificing his adventures to let us all know what damage is all about. 

    Thanks for your dedication and hard work. I will go on extra adventures to make up for your lost ones

    Thanks, I adventured a lot :)

    For now my adventure is to find game mechanics. And i having fun at it :)

    For ex: do you ever know that all weapon types has class "revolver" in gamefile? :)  Or Damage is absolutly randomly hit you, sea urchin can hit your head! :)

     


  3. 12 hours ago, SirHubcap said:

    After looking at game files and code, the different armors have significantly more detail than this previous table. 

    For example the Guardian Armor code shows that it does add a max of 350 HP but it also has a significant amount of different resistances and movement attributes. 

    "Resistances":{"Crushing":30,"Slashing":40,"Piercing":40,"Energy":20,"Fire":20,"Cold":10,"Explosive":0}

    Compared to Iron Armor which has these as resistances.

    "Resistances":{"Crushing":20,"Slashing":30,"Piercing":30,"Energy":-20,"Fire":30,"Cold":10,"Explosive":0}

    I just personally found this really interesting hope others found it informative.  

     

    I will attempt to answer any questions anyone has about detailed codes. 

    I need all this code please, where you found it? 


  4. 5 hours ago, Khanecz said:

    These numbers are correct, well done!

    Although they are only true for piercing damage (I assume you tested them all with firearms as you mentioned).

    Different numbers are used for: 

    Slashing (sword, axe...)
    Crushing (hammer, club...)
    Piercing (spear, firearms...)
    Energy (Tesla coil)
    Explosive (grenades, dynamites...)
    Fire (Torch)
    Cold(Frost weapons)
     

    As Ane already mentioned, we will be adding Armor and Weapon indicators at some point.

    Thanks, what about guardian armor pieces are they bugged? Why they have less def against iron?


  5. Just now, TheClockArm said:

    I understand that you can do it, but like you said you can only use it once. If I want to build more than 1 thing, in more than 1 different place, or one thing larger than the area- im out of luck :( Do you know if there will be any other solutions? ei: Modifing protective barrier settings, adding a new tool thats not the annihilator, etc..?

    No other "legal" options by this time.

    1) Barrier

    2) Destroy it with weapon (long time)

    "cheats": editor


  6. 3 hours ago, Karniest said:

    Great info, I always thought all the Guardian Armour pieces would be higher than Iron, but this shows otherwise.

    Here comes my mismatched armour for cave jumping :)

     

    Also 

    1- You are missing the Bomb Disposal helmet and Leopard Skin helmet

    2 - Unless the Leopard Skin helmet is just classed as clothes

    Yes, I see. 

    Here they are:

    Leopard Skin helmet 100 hp 10 def

    Bomb Disposal helmet 250 hp 15 def

    Melon, Cocoa and Cactus helmets are weak even for 1 revolver hit. 

    You can calculate absorb (defence) this way:

    1) place pice of armor  in editor or creative

    2) shoot it with gun (revolver 50 dmg for example)

    3) go in editor, place new armor piece look at hp

    4) Calculate values: damage - (new piece hp - shooted piece hp) = absorb (defence)

    ex: Bomb Disposal helmet - 250 new, 215 shooted with revolver. 50 - (250 - 215) = 50 - 35 = 15       ---- It's absorb, if it was on player 30% of 35 would be dealt to helmet hp and 70% to player.

    % was calculated experimentally as I mentioned in reply earlier.


  7. 3 hours ago, WijkagentAdrie said:

    Very nice, thanks for these stats! Do you reckon that certain parts of the body have modifiers, leading to the difference between the 30 or 20dmg?

    I created mp creative game, puted on armor piece, then other player shooted me with rifle.
    When I saw that dmg was reduced by armor, I dropped it on the floor, went to main menu, loaded game in editor and look for numbers - armor durability, player hp.

    Example 1:
    Iron armor
    Rifle dmg - 40 points.
    Players HP - 95 (100 full)
    Armor durability - 245 (250 full)
    It means 10 dmg was dealt at all. So armor absorbs 30 dmg and 50% (5) of damage (10) as durability. Other 5 (50%) of 10 dmg was dealt to player.

    Example 2:
    Iron helmet
    Rifle damage 40
    Players hp - 82
    helmet durability - 193 (200 full)
    25 dmg dealt, helmet absorbs 15 dmg and ~30% (7) as durability, 70% (18) damage to player.


  8. MAD SCIENTIST IS HERE AGAIN!! :)

    This is all ingame stats:

      Crushing Slashing Piercing Energy Fire Cold Explosive
    ENGINEER HELMET 0 0 0 20 0 0 0
    MINING HELMET 0 0 0 20 0 0 0
    COCONUT HELMET 5 3 3 0 0 0 0
    CACTUS HELMET 5 3 3 0 0 0 0
    MELON HELMET 5 5 3 0 0 0 0
    LEOPARD HELMET 5 10 10 5 0 15 0
    WOLF HELMET 5 10 10 5 0 15 0
    BEAR HIDE HELMET 5 10 10 5 0 15 0
    BARK HELMET 5 0 5 20 -10 5 0
    LEATHER HELMET 5 10 10 5 0 10 0
    CRAB CARAPACE HELMET 7,5 10 10 5 5 5 0
    STONE HELMET 7,5 12,5 12,5 10 12,5 5 0
    GUARDIAN HELMET 7,5 10 10 5 5 2,5 0
    HORNED HELMET 10 15 15 -10 15 5 0
    LEGIONNAIRE HELMET 10 15 15 -10 15 5 0
    IRON HELMET 10 15 15 -10 15 5 0
    SAMURAI HELMET 10 12,5 5 -5 10 10 0
    BOMB DISPOSAL HELMET 10 15 15 -10 15 5 50
    SANTAVISION 10 15 15 0 10 25 0
    MARK I HELMET 20 20 15 10 10 5 0
      Crushing Slashing Piercing Energy Fire Cold Explosive
    LEATHER ARMOR 5 10 10 10 0 20 0
    BEAR HIDE ARMOR 10 20 20 10 0 30 0
    BARK ARMOR 10 0 10 40 -20 10 0
    CRAB CARAPACE ARMOR 15 20 20 20 25 10 0
    STONE ARMOR 15 25 25 20 25 10 0
    LEGIONNAIRE ARMOR 20 30 30 -20 30 10 0
    IRON ARMOR 20 30 30 -20 30 10 0
    SAMURAI ARMOR 20 25 10 -10 20 20 0
    SANTA ARMOR 20 30 30 -20 20 40 0
    BOMB DISPOSAL SUIT 20 30 30 -20 30 10 100
    GUARDIAN ARMOR 30 40 40 20 20 10 0
    MARK I ARMOR 30 40 40 20 20 20 0
      Crushing Slashing Piercing Energy Fire Cold Explosive
    GUARDIAN ARMOR PANTS 7,5 10 10 5 5 2,5 0
    BEAR HIDE SKIRT 8 16 16 8 0 24 0
    BARK ARMOR PANTS 8 0 8 32 -16 8 0
    LEATHER ARMOR PANTS 8 16 16 8 0 16 0
    CRAB CARAPACE PANTS 12 16 10 8 8 8 0
    STONE ARMOR PANTS 12 20 20 16 20 8 0
    LEGIONNAIRE ARMOR SKIRT 16 24 24 -16 24 8 0
    IRON ARMOR PANTS 16 24 24 -16 24 8 0
    SAMURAI ARMOR PANTS 16 20 8 -8 16 16 0
    SANTA ARMOR PANTS 16 15 24 0 16 40 0
    MARK I ARMOR PANTS 32 32 24 16 8 16 0
      Crushing Slashing Piercing Energy Fire Cold Explosive
    BEAR HIDE BOOTS 5 10 10 5 0 15 0
    BARK ARMOR BOOTS 5 0 5 20 -10 5 0
    LEATHER ARMOR BOOTS 5 10 10 5 0 10 0
    CRAB CARAPACE BOOTS 7,5 10 10 5 5 5 0
    STONE ARMOR BOOTS 7,5 12,5 12,5 10 12,5 5 0
    GUARDIAN ARMOR BOOTS 7,5 10 10 5 5 2,5 0
    LEGIONNAIRE ARMOR BOOTS 10 15 15 -10 15 5 0
    IRON ARMOR BOOTS 10 15 15 -10 15 5 0
    SAMURAI ARMOR BOOTS 10 12,5 5 -5 10 10 0
    MARK I ARMOR BOOTS 20 20 15 10 10 5 0

    Hello, its me again! :) 

    @Dustoori take a look here.

    Today I tested all armor and here some tips and tables for you.

    Wolfs randomly do 30 dmg or 20 dmg. I cant explain why :(

    All tests were made on real player in multiplayer session, thx to my wife ;)  (I was the target btw)

    Armor is not only % its also absorb. 

    Armor absorbs damage, then %dmg hits player and %dmg armor durability. 

    %dmg depends on part of armor. Helmet and Boots takes 30% dmg after absorb, Armor and Pants 50%

    For example helmet has 10 def: 80 dmg - 10 def = 70 dmg. 21 dmg to armor durability and 49 dmg to player

    Guardian boots, helmet and pants seem buggy. They have less armor then iron.

    Damage dealt is randomly spread on armor, absolutly no sense where you targeting. Its weird to get damage to helmet from sea urchin :/

    For example 2 experiments runing 20 times on sea urchin, numbers show how many times armor part was damaged:

    1st

    Helmet 7
    Boots 2
    Armor 5
    Pants 6

     

    2nd

    Helmet 6
    Boots 8
    Armor 3
    Pants 3

     

    ARMOR TABLES

    ARMOR hp def
    BARK ARMOR 120 10
    LEATHER ARMOR 150 10
    BEAR HIDE ARMOR 150 20
    CRAB CARAPACE ARMOR 150 20
    STONE ARMOR 200 25
    IRON ARMOR 250 30
    BOMB DISPOSAL SUIT 250 30
    GUARDIAN ARMOR 350 40
    MARK I ARMOR 350 40
    BOOTS hp def
    BARK ARMOR BOOTS 80 5
    GUARDIAN ARMOR BOOTS 300 10
    CRAB CARAPACE BOOTS 100 10
    BEAR HIDE BOOTS 100 10
    LEATHER ARMOR BOOTS 100 10
    STONE ARMOR BOOTS 150 12
    MARK I ARMOR BOOTS 300 15
    IRON ARMOR BOOTS 200 15
    PANTS hp def
    BARK ARMOR PANTS 80 8
    GUARDIAN ARMOR PANTS 300 10
    CRAB CARAPACE PANTS 100 10
    BEAR HIDE SKIRT 100 16
    LEATHER ARMOR PANTS 100 16
    STONE ARMOR PANTS 150 20
    MARK I ARMOR PANTS 300 24
    IRON ARMOR PANTS 200 24
    HELMET hp def
    MINING HELMET 150 0
    BARK HELMET 80 5
    GUARDIAN HELMET 300 10
    CRAB CARAPACE HELMET 100 10
    BEAR HIDE HELMET 100 10
    LEATHER HELMET 100 10
    WOLF HELMET 100 10
    STONE HELMET 150 12
    MARK I HELMET 300 15
    IRON HELMET 200 15

     

     

    • Thanks 8
    • Upvote 4

  9. Hi all, some google translate here and forward, so be gentle :)

    Just done huge testing and here the BFT (big f*g tables) with in-game values for all weapons.

    I really want this numbers will change. 

    It's my polygon btw ;)

    Ylands_171218_203511.thumb.png.98c797ffc5473487c392653343cea106.png

    Let's GO

    MELEE WEAPONS

    There are fast and slow weapons. Slow weapons do 40% more damage but 40% slower then their fast version. SO DPM IS EQUAL!  There maybe some fluctuation in numbers, but 5 minute war hammer and war axe showed almost equal numbers with 200 points in difference :)

    No difference in material and weapon class. Equal dmg to wood/stone/metal with hammer and axe. Except Piercing Type!!! Almost All blocks have piercing resistance.

     

    MELEE DAMAGE FOR 1 HIT

    NAME TYPE MIN MAX
    CHARACTERS FISTS INTERNAL Crushing 8 12
    BROKEN SWORD Slashing 10 10
    STONE Crushing 10 10
    STICK Crushing 10 10
    PRACTICE SWORD Slashing 20 23
    STONE KNIFE Slashing 20 23
    PHARAOH SCEPTER Crushing 29 33
    WOODEN CLUB Crushing 29 33
    WOODEN SPEAR Piercing 29 33
    UMBRELLA Crushing 29 33
    WALKING STICK Crushing 29 33
    CANDY CANE CLUB Crushing 29 33
    WOODEN PITCHFORK Piercing 29 33
    TORCH Crushing 29 33
    BURNING TORCH Fire 29 33
    CACTUS CLUB Crushing 29 33
    EGYPTIAN DAGGER Slashing 30 34
    BUSH KNIFE Slashing 30 34
    FROST KNIFE Cold 30 34
    IRON KNIFE Slashing 30 34
    STONE AXE Slashing 30 34
    STONE SPEAR Piercing 43 48
    STONE MACE Crushing 44 50
    EGYPTIAN SICKLE SWORD Slashing 50 56
    IRON HATCHET Slashing 50 56
    IRON SWORD Slashing 50 56
    IRON AXE Slashing 50 56
    IRON MACHETE Slashing 50 56
    WAR AXE Slashing 60 68
    TOMAHAWK Slashing 60 68
    WOODSMAN'S AXE Slashing 60 68
    FROST SWORD Cold 60 68
    P-AXE Slashing 60 68
    STEEL SWORD Slashing 60 60
    SABER Slashing 60 68
    KATANA Slashing 60 68
    CRUDE YLANDIUM SWORD Slashing 70 70
    IRON PITCHFORK Piercing 71 80
    FROST SPEAR Cold 71 80
    IRON SPEAR Piercing 71 80
    CROWBAR Crushing 73 82
    IRON PIPE Crushing 73 82
    IRON MACE Crushing 73 82
    IRON LANCE Piercing 86 97
    SANTA'S SPEAR Cold 86 97
    WAR HAMMER Crushing 88 99
    PISTON HAMMER Crushing 88 99
    YLANDIUM SWORD Slashing 90 90
    MASTERCRAFTED YLANDIUM SWORD Slashing 120 120

     

    RANGED WEAPONS

    No range in dmg, strong numbers.

    Almost all do 1 dmg to objects.

    DAMAGE FOR 1 HIT 

    NAME DMG DMG OBJECTS
    WOODEN CROSSBOW 35 1
    WOODEN CROSSBOW PISTOL 35 1
    FLINTLOCK PISTOL 40 1
    FLINTLOCK MUSKET 40 1
    REPEATING RIFLE 40 1
    IRON CROSSBOW 50 1
    IRON CROSSBOW PISTOL 50 1
    DOUBLE-BARRELED REVOLVER 50 1
    REVOLVER 50 1
    BLUNDERBUSS 50 1
    DOUBLE-BARRELED SHOTGUN 70 10
    BOLT-ACTION RIFLE 80 20
    PUMP-ACTION SHOTGUN 80 20

    All Canons and grenades ~8000 dmg  (one shot for tesla towers - only 4000 hp, if you know what am I about ;) )

    How to use it all?

    Just do some math. All numbers for hp you can find in editor.

    Brown Bear 300 hp, shoot him with revolver - 300/50=6 hits. Ta-da you are awesome!

    Its more random with melee but somewhere near: Alpha mutated bear 600 hp, kill him with war hammmer - 600/94 = 6.3 = 7 hits 

    CREDITS

    Thanks for inspiring me, guys:

    @Dustoori for this topic 

    @vforventura for this reply

    • Like 2
    • Upvote 6

  10. On 11.12.2017 at 11:45 PM, Dustin Michael said:

    This can only be done at the beginning of a save. Once you start a new save and go into the island leave right away.  Then when you go to continue it should show a map of your save instead of the character. If it doesn't show erase your progress out of that save, and since you didn't do anything erasing nothing is fine. When you do that the map will show as your save. Screen shot that then go in the game. Explore your island you are on and get the shape of it. From there point out the island you are on in the big map like this and now you know where you are and where every island is on your save.

    What do you mean about "erase progress"? Can you explain please.

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