I am not very experienced in scripting and have been trying to fix the limb counter someone gave me a long time ago to match up with the new changes, but I am having a lot of trouble getting it right. Anyone have any tips on how limb counters work? I think I vaguely understand what is happening..in the case of the one I am using, it applies a number of points when you assess the person and each punch and kick is assigned a number of points. It then calculates how many kicks and punches it will take. My biggest problem is that when I change the variables for the amount of damage points per punches and kicks, it can be right for one tier of people with say oh...6100-6700 health, but one hit off for those with higher health than that. I suppose what would help me is knowing the percentage of how much damage was lost on each punch and kick when the changes were made. In any case..I am not sure any of you have pointers.. but any help would be appreciated. Thanks!:)
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If you use the SVO counter and you only use punches (because you're sticking to bypass combos) then it's pretty simple, just set your punch damage to 1, break any one limb via bypass combos, count the number of hits that took, and SHN (player) (number of punches to break).
If you are using the SVO counter and you use both punches and kicks, well, I haven't quite figured out the damage ratio of punches to kicks yet. It used to be 5:2 and now it's closer to 5:3 n SCS or 5:4 in DRS. So I can't help you there.
If you are using any other limb counter, you'd be best off posting a question in the appropriate thread in the Scripts section.
E: If you're using an ASSESS script to automatically fill in the points-to-break, then it's going to be broken because damage got nerfed. I believe the dude to talk to about fixing your formula (not really your counter per-se) is Ernam.
Also my damage formula wasn't accurate to begin with so it's not like that number would've helped tremendously.
My kick damage reduction number is less accurate than the punch damage though. Right now I've got a 3.7% difference in kick damage, while only 1.3% difference in punch damage.
Not sure why the extreme nerf to kicks was necessary.
That's... the entire point of knuckles.
Edit:meant say more than what was posted at first and...zomg! 500th comment!
The limb damage nerf realistically should have removed the mangle-locking aspect of Knuckles by removing the ability to break a limb in two combos, but I can't say, not having seen the numbers. The significant increase in prep time and the ability to sky rocket the damage on AXK are both equally good factors.
Either way, it makes no sense.
AXK is pointless - and knuckles don't make it a milisecond faster to perform, once a break chain is initiated (as in, once your opponent is prepped) - nor does it allow any more limb breaks than without knuckles (which would increase AXK damage).
Only impact knuckles have on AXK is causing the full AXK combo to do -slightly- more damage, due to increased punch damage after the AXK.
E: Raw damage, I mean - its limb damage to head was reduced, of course.
SWK: Target Prone
HFP: Left leg 953.6/940 points
HFP: Right leg 953.6/940 points
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Target stands up!
I'm working with two monks who are furiously generating some spreadsheets for me to analyze (so I don't have to go monk).
It's possible that whatever magic numbers you're using are a good approximation, but if you're just using points-for-hits against some fraction of max health (just taking a guess there), you are only going to be accurate within a limited range, and that's assuming the ratios and stance/knuckle multipliers are correct.
One thing I can definitely tell you is that you should not assume that HP damage stance multipliers are the same as limb damage multipliers, for each stance. You also shouldn't assume that knuckles do exactly what they say they do (although they may - I'll know soon).