lt.x and rb.x are the horizontal -x and +x of our cartesian coordinate, respectively - this is assuming the monster faces lt.x to begin with.
lt.y and rb.y are the +y and -y of our cartesian coordinate, respectively (you'd expect they use positive or negative...).
You can see from above, PB's Big Bang hits 500 pixels in front of him (more than ranged chars' attacks), 10 behind (relatively safe), 272 above, and 100 below.
I sent you a PM way earlier to discuss strategy and data analysis with you, but you dismissed it back then without a thought saying it was impossible. Care to take up my offer again?
lt.x and rb.x are the horizontal -x and +x of our cartesian coordinate, respectively - this is assuming the monster faces lt.x to begin with.
lt.y and rb.y are the +y and -y of our cartesian coordinate, respectively (you'd expect they use positive or negative...).
You can see from above, PB's Big Bang hits 500 pixels in front of him (more than ranged chars' attacks), 10 behind (relatively safe), 272 above, and 100 below.
I sent you a PM way earlier to discuss strategy and data analysis with you, but you dismissed it back then without a thought saying it was impossible. Care to take up my offer again?
I meant areaWarning attacks as in like the seducing treble clefs (laser clusters are similar, but I've found the centers to be exactly 400 pixels on both sides of pink bean). Other examples include pianus weights and lyka's flames. The range you described there represents the range of each piece of the attack, not the range where each attack can go.
Could you make comparation of 17k genesis att with BG-A stun range? Or is it same?
Because BGA can be soloed by BM so if its same then it is possible but problem is that for soloing you have to use puppet to cover your ass when it moves little from corner. But here you would need constantly rushing/kbed PB...
So if its same its rather unavoidable unlucky which means run out of range? =/
lt.x and rb.x are the horizontal -x and +x of our cartesian coordinate, respectively - this is assuming the monster faces lt.x to begin with.
lt.y and rb.y are the +y and -y of our cartesian coordinate, respectively (you'd expect they use positive or negative...).
You can see from above, PB's Big Bang hits 500 pixels in front of him (more than ranged chars' attacks), 10 behind (relatively safe), 272 above, and 100 below.
I sent you a PM way earlier to discuss strategy and data analysis with you, but you dismissed it back then without a thought saying it was impossible. Care to take up my offer again?
Wouldn't the AoE be more like:
Spoiler
Red is PB's hitbox, Green square and colorized field is is the BB hitbox.
The -10 is actually supposed to be an offset from either the initiating sprites Origin or the skills Origin value, as I understood it, not the dimensions of the sprite itself. with LT and RB representing the left top and right bottom x/y cooridnates of the hitbox in relation to the relative origin.
The above example is using standing position 2's origin (green dot at base)
It's not having what you want - It's wanting what you've got.
2009-07-08, 05:37 PM (This post was last modified: 2009-07-08, 05:42 PM by KajitiSouls.)
@eos367, you defined the hitbox for BB wrong. When you take the RB coordinates, the -10 doesn't mean "to the right", it's "to the left" since it's a negative value. Coordinate planes do not change between LT and RB. Otherwise, we'd get really weird stuff o.O
Cyanne and anyone else that's interested, when you see areaWarning in the attack data, you'll also want to look for the variables "start", "areaCount", and "attackCount". "start" is usually a negative number. "attackCount" should be less than or equal to "areaCount".
Let's assume we have a completely flat map with no fixtures. And before we continue, I'd like to thank the Aqua Road fishies for being heavily involved in my areaWarning research =P (yeah I save Aqua Road a lot )
To define the actual threat range of such attacks, start with the lt and rb bounds and define this attack box alone. This is the attack area of position 0 (I think, don't know for sure). To find the other attack positions, just copy+paste the position 0 attack area and put it to the left/right.
Pink Bean's Genesis attack has "start -4", "areaCount 9", and "attackCount 9", the last time I checked. The first position, which is position 0, has an area of 800x600 or something, centered on PB at the bottom of the attack box. lt = (-400,-600), rb = (400,0). To find the attack range on position -1, just shift everything over by the total width of the attack, so lt = (-1200,-600), rb = (-400,0). We keep doing this until we get to position -4, which is the "start" position. We use that as the reference point from now on, and we keep adding attack boxes until we have a total of 9 attack boxes, or the amount defined by "areaCount".
Here's a sample map of both Pianuses from a long time ago, when the sp.net database was still up. One of the Pianuses is missing an attack box on their 10 Ton attack.
When you do all that, you'll find out that PB's Genesis attack has a whopping range of 7200x600, centered on PB at the bottom of the total attack area. And since "attackCount" is the same as "areaCount", that means ALL the attack positions will be active! This is just sheer overkill.
Oh I see, makes perfect sense, thanks for that =]
Do you also know about the behavior of these attacks as far as attaching goes? Like if you'll notice, pianus's weights (right only?) seem to have some awkward way of attaching to the stepping platforms with elevation higher than the ground, but pink bean's laser clusters seem to perfectly attach to elevated platforms when it's exactly 400 pixels (or 800n+400) away from one, from what I've seen. That's the only reason they can consistently be ducked under and avoided. Confirmation would be great though.
Cyanne Wrote:Oh I see, makes perfect sense, thanks for that =]
Do you also know about the behavior of these attacks as far as attaching goes? Like if you'll notice, pianus's weights (right only?) seem to have some awkward way of attaching to the stepping platforms with elevation higher than the ground, but pink bean's laser clusters seem to perfectly attach to elevated platforms when it's exactly 400 pixels (or 800n+400) away from one, from what I've seen. That's the only reason they can consistently be ducked under and avoided. Confirmation would be great though.
I'll check up the treble clefs later.
Now that I have no idea o.O It's a mystery I haven't entirely figured out either.
So the treble clef attack is
lt.x -60
lt.y -400
rb.x 60
rb.y 0
start -5
areaCount 11
attackCount 5
So from your explanation, what I'm getting is a horizontal range of 300 pixels in front of PB and 420 pixels behind it. Did I get it? O_o
Oh at the vertical range shows it can be ducked under, so the horizontal range doesn't really matter all that much anyways I guess.
2009-07-09, 01:05 AM (This post was last modified: 2009-07-09, 01:09 AM by KajitiSouls.)
Cyanne Wrote:So the treble clef attack is
lt.x -60
lt.y -400
rb.x 60
rb.y 0
start -5
areaCount 11
attackCount 5
So from your explanation, what I'm getting is a horizontal range of 300 pixels in front of PB and 420 pixels behind it. Did I get it? O_o
Oh at the vertical range shows it can be ducked under, so the horizontal range doesn't really matter all that much anyways I guess.
Unrelated question: What's attackAfter?
It looks to me that the horizontal ranges should be the same forwards and backwards, since the areaCount is an odd number and the start position is just under half the areaCount. The total range should be 660 forwards and backwards. At least the attackCount is somewhat low.
Again, no clue about the vertical range mystery.
attackAfter shows how many milliseconds after the beginning of the attack animation you'll receive damage. I'm pretty sure at some point in your MS career, you've managed to interrupt a monster's attack by killing it and succeeded in escaping damage. I've never done any testing with this though, but I'm very sure that's what it means.
Lol sorry, major computational mistake there. Anyways, the range is too far either way for any attacker to evade completely, so it doesn't really matter I guess.
Cyanne Wrote:Anyways, the range is too far either way for any attacker to evade completely,
With only 5/11 and a 120 pixel width it's about as avoidable as Zakum's Flame Pillars... of course it depends how much of a leadup animation you get (once I figured out what the start of that animation looks like, I'm ready to dodge as soon as the tombstones appear on the ground) and if you're unlucky you can't dodge it easily.
Stereo Wrote:With only 5/11 and a 120 pixel width it's about as avoidable as Zakum's Flame Pillars... of course it depends how much of a leadup animation you get (once I figured out what the start of that animation looks like, I'm ready to dodge as soon as the tombstones appear on the ground) and if you're unlucky you can't dodge it easily.
The warnings come immediately and you only have 1.5 seconds to dodge.
The zakum pillars are sometimes near impossible to avoid especially when playing a class with slow attacks =/
Good news for PB though is that there are three elevated portions of the map to which areaWarning attacks can attach to: the throne and two platforms on the sides of the map. This means with what I was thinking for phase 6 (PB within 400 pixels right of the throne, facing right) both ranged and melee can duck to avoid seduce, as both are under elevated portions, the throne and the right platform respectively. Melee will have to turn around to duck though to make sure they don't headbutt PB for some high touch damage.
To define the actual threat range of such attacks, start with the lt and rb bounds and define this attack box alone. This is the attack area of position 0 (I think, don't know for sure). To find the other attack positions, just copy+paste the position 0 attack area and put it to the left/right.
Pink Bean's Genesis attack has "start -4", "areaCount 9", and "attackCount 9", the last time I checked. The first position, which is position 0, has an area of 800x600 or something, centered on PB at the bottom of the attack box. lt = (-400,-600), rb = (400,0). To find the attack range on position -1, just shift everything over by the total width of the attack, so lt = (-1200,-600), rb = (-400,0). We keep doing this until we get to position -4, which is the "start" position. We use that as the reference point from now on, and we keep adding attack boxes until we have a total of 9 attack boxes, or the amount defined by "areaCount".
[snip]
When you do all that, you'll find out that PB's Genesis attack has a whopping range of 7200x600, centered on PB at the bottom of the total attack area. And since "attackCount" is the same as "areaCount", that means ALL the attack positions will be active! This is just sheer overkill.
Are you absolutely sure that is correct? 3600px to the front and to the back? PB's map is 1800px wide, so doesn't that imply that PB's Genesis attack hits all parts of the map every time? Even if PB itself is at the very right side of the map?
...But that is contradicted by the following carefully selected frame:
Spoiler
(If you watch a short segment from before to after this frame of the video, the Genesis attack doesn't quite reach that group of people at the left wall.)
singularity Wrote:Are you absolutely sure that is correct? 3600px to the front and to the back? PB's map is 1800px wide, so doesn't that imply that PB's Genesis attack hits all parts of the map every time? Even if PB itself is at the very right side of the map?
...But that is contradicted by the following carefully selected frame:
Spoiler
(If you watch a short segment from before to after this frame of the video, the Genesis attack doesn't quite reach that group of people at the left wall.)
Since each attack of Genesis is so incredibly large, it's possible that with the outside bounds of the map having no real collision detection, the attack gets "lost". Before the Genesis thing, there wasn't a really good way to test that out.
Also, monster attacks that are ridiculously huge aren't new. Zakum's Drain Arms have attacks that extend a ridiculous amount off the map, covering nearly twice the amount of area that is necessary.
Yeah that's because the genesis clusters are so huge they need to be 800 pixels away from each other. That screenshot seems that 800 pixels left of the cluster that you see is off the map and thus doesn't appear.
Red is PB's hitbox, Green square and colorized field is is the BB hitbox.
The -10 is actually supposed to be an offset from either the initiating sprites Origin or the skills Origin value, as I understood it, not the dimensions of the sprite itself. with LT and RB representing the left top and right bottom x/y cooridnates of the hitbox in relation to the relative origin.
The above example is using standing position 2's origin (green dot at base)
Errr, yes, that's what I meant with the -10. I misread and read as +10 when making the post. o_o
Im lv 118 and without HB i have like 7.1k hp with hb like 12k hp
so ill die right when PB spawns?(if i ever get to pb although the lvl is too low for him)