Mio
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Post by Mio on Jun 13, 2015 13:02:46 GMT
Maybe it's the enemy stamina eraser from the image posted a few pages pack? I suppose the best bet would be to test the yet unknown values with 25 06 F0 3F and test it ingame through the "Insidious Plot" DLC PQ (features Mira at the start of the battle with the no stagger ability, perfect for testing purpose). No, enemy stamina ereaser is the resistance that the enemy takes from you. The higher % you put there, the more/easier resistance enemies takes from you. So the lower % you put, the more resistance you will have. The only solution for that, would be to edit the Z-soul of the target that you want to lower their resistance in that parameter and put a higher % so you can drain more resistance from them. But this also applies to you if you put that Z-soul on yourself. Sorry Javituchi, but the "Enemy Stamina Eraser" increases the amount of Stamina you remove at your enemy when you attack him. Just test it versus Apes with a character @ level 1, with nothing else than this in your Z-soul, and you'll see. I do not know if it has to do with the resistance of the enemy, but it only affects the Stamina, not HP.
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Post by Gurlok on Jun 13, 2015 13:13:22 GMT
No, enemy stamina ereaser is the resistance that the enemy takes from you. The higher % you put there, the more/easier resistance enemies takes from you. So the lower % you put, the more resistance you will have. The only solution for that, would be to edit the Z-soul of the target that you want to lower their resistance in that parameter and put a higher % so you can drain more resistance from them. But this also applies to you if you put that Z-soul on yourself. Sorry Javituchi, but the "Enemy Stamina Eraser" increases the amount of Stamina you remove at your enemy when you attack him. Just test it versus Apes with a character @ level 1, with nothing else than this in your Z-soul, and you'll see. I do not know if it has to do with the resistance of the enemy, but it only affects the Stamina, not HP. Uh...this needs further testing then, thanks for the heads up, Mio!
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Mio
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Posts: 38
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Post by Mio on Jun 13, 2015 13:21:40 GMT
Sorry Javituchi, but the "Enemy Stamina Eraser" increases the amount of Stamina you remove at your enemy when you attack him. Just test it versus Apes with a character @ level 1, with nothing else than this in your Z-soul, and you'll see. I do not know if it has to do with the resistance of the enemy, but it only affects the Stamina, not HP. Uh...this needs further testing then, thanks for the heads up, Mio! I've made that Table, and on the safe side, i've just re-test it just before posting that comment.
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Post by Gurlok on Jun 13, 2015 13:25:10 GMT
I've made that Table, and on the safe side, i've just re-test it just before posting that comment. Uh really? I'm so sorry then, I lost the track of the maker of the table due to the numerous pages or else I would have already credited you when I linked it before! Thanks for the table, it really helps!
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Mio
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Posts: 38
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Post by Mio on Jun 13, 2015 13:32:53 GMT
I've made that Table, and on the safe side, i've just re-test it just before posting that comment. Uh really? I'm so sorry then, I lost the track of the maker of the table due to the numerous pages or else I would have already credited you when I linked it before! Thanks for the table, it really helps! No problem Man, you're welcome I just gave that table to The Mad Titan who posted it when I couldn't being very present on the forum.
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Post by Gurlok on Jun 13, 2015 13:36:38 GMT
No problem Man, you're welcome I just gave that table to The Mad Titan who posted it when I couldn't being very present on the forum. I see, you have my thanks!
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Post by TimeDiver on Jun 13, 2015 13:47:44 GMT
Been poking around some of the unlabeled offsets in this image, can add 4 descriptions to the above: 1. 0x4c-0x4f: Increased duration of Transformation type skills? (Example: 'It's a Super Saiyan bargain sale...') 2. 0x50-0x53: Increased duration of Reinforcement/Power-Up type skills (Example: 'Aren't I nice?!') 3. 0x58-0x5b: Capsule(s) healing effect multiplier Amount of health restored when revived (Example: 'I... I'm okay!') 4. 0x60-0x63: Rate of reviving allies multiplier; greater value == faster (Example: 'I can't believe I shielded the brat...') Not entirely sure on how exactly #1 is supposed to function; does it reduce ki/stamina drain in the process? EDIT: Whoops! I dun goofed big time with #3. Corrected thanks to Javituchi.
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Post by The Mad Titan on Jun 13, 2015 14:53:24 GMT
No, enemy stamina ereaser is the resistance that the enemy takes from you. The higher % you put there, the more/easier resistance enemies takes from you. So the lower % you put, the more resistance you will have. The only solution for that, would be to edit the Z-soul of the target that you want to lower their resistance in that parameter and put a higher % so you can drain more resistance from them. But this also applies to you if you put that Z-soul on yourself. Sorry Javituchi, but the "Enemy Stamina Eraser" increases the amount of Stamina you remove at your enemy when you attack him. Just test it versus Apes with a character @ level 1, with nothing else than this in your Z-soul, and you'll see. I do not know if it has to do with the resistance of the enemy, but it only affects the Stamina, not HP. oh awesome so that is what i want to edit ! cool . yep . Mio is the best ....
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Post by Javituchi on Jun 13, 2015 15:45:33 GMT
Sorry Javituchi, but the "Enemy Stamina Eraser" increases the amount of Stamina you remove at your enemy when you attack him. Just test it versus Apes with a character @ level 1, with nothing else than this in your Z-soul, and you'll see. I do not know if it has to do with the resistance of the enemy, but it only affects the Stamina, not HP. I'll test again then. But back in the days when Fay said it and I was testing the enemy stamina ereaser I tried to put a high value there, and also keeping "damage received" also in a high value, thinking that the higher the value, the more defense I had, like the name states. And in combat, was the opposite. Every simple punch removed my 5 bars of stamina in a single blow, and also stopped every of my invincibility while doing ultimate attacks. Thats why (and also since no one told me otherwise) I thought it would work the opposite way. Now I'm confused for both of those parameters about how they work. Do you also agree with this list Fay made for the latest discover? If so, better use this more completed image if true. EDIT: I made a soul and put 00 00 20 41 value in "enemy stamina ereaser" AND "damage received". Like Mio said, I kill the apes in two hits. So that is true. My apologies for what i said earlier... But also I received heavy damage from other characters. So I guess that the lower the ammount for "damage received", is it meant to be lowest if you want more defense? Or the opposite. Can someone confirm? MioBetween 00000040 > 002 00004040 > 003 Could you tell me what would be the HeX values if I want 002.5? Thanks in advance!
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Post by blazingbarrager on Jun 13, 2015 20:06:24 GMT
Well I just came across something interesting. While looking at "Super Saiyan Bargain Sale" and "Guess We Should Fuse Into Vegetto" it turns out that... SSJ Bargain Sale 01 00 00 00 0E 00 00 00 FF FF FF FF 00 00 80 BF 00 00 80 BF 00 00 80 BF 00 00 80 BF 00 00 80 BF 00 00 80 BF 00 00 80 BF FF FF FF FF FF FF FF FF 00 00 00 00 00 00 80 BF 00 00 80 BF 00 00 80 BF "Guess We Should Fuse Into Vegetto..." 01 00 00 00 0E 00 00 00 FF FF FF FF 00 00 80 BF 00 00 80 BF 00 00 80 BF 00 00 80 BF 00 00 80 BF 00 00 80 BF 00 00 80 BF FF FF FF FF FF FF FF FF 00 00 00 00 00 00 80 BF 00 00 80 BF 00 00 80 BF They both have the same trigger values. What's odd is that SSJ Bargain Sale only has values for the increase Stamina Regen that triggers when transformed. There's nothing in the code about increasing the transformation duration. On the other hand... "I Am...Super Vegeta!" 01 00 00 00 08 00 00 00 FF FF FF FF 00 00 80 BF 00 00 80 3F 00 00 00 40 00 00 20 43 00 00 22 43 00 00 80 BF 00 00 80 BF FF FF FF FF FF FF FF FF 00 00 00 00 00 00 80 BF 00 00 80 BF 00 00 80 BF "I Am Super Saiyan Goku!" 01 00 00 00 08 00 00 00 01 00 00 00 00 00 80 BF 00 00 80 3F 00 00 00 40 00 00 20 43 00 00 22 43 00 00 80 BF 00 00 80 BF FF FF FF FF FF FF FF FF 00 00 00 00 00 00 80 BF 00 00 80 BF 00 00 80 BF Looks like the value in bold is the value for Super Saiyan transformations specifically. Not only that, but the values in italics determine exactly which Super Saiyan form it works with. Also, there's no value that targets its increased duration like Super Saiyan Bargain Sale, which makes me think that this is either hard coded into the game or that it's coded with the Super Saiyan forms. This is seriously interesting, I wonder if the 09 is tied for the SSJ2 forms, in that case we could make effects which trigger upon a certain transformation. I have some cool ideas on how to use it with the villainous mode, but without ID I can't go anywehre... No. The two Z-Souls that require the specific SSJ form value also applies to the second level, which must mean that 08 applies to SSJ1 and SSJ2 in general while the italics refers to whether the target is SSJ1/SSJ2 or Super Vegeta 1/Super Vegeta 2.
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Mio
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Posts: 38
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Post by Mio on Jun 13, 2015 21:12:44 GMT
I made a soul and put 00 00 20 41 value in "enemy stamina ereaser" AND "damage received". Like Mio said, I kill the apes in two hits. So that is true. My apologies for what i said earlier... But also I received heavy damage from other characters. So I guess that the lower the ammount for "damage received", is it meant to be lowest if you want more defense? Or the opposite. Can someone confirm? Yes it's logic. It's the " Percentage of Damage Received", so " 803F" = " 100%". If you increase the value to " C03F" you'll receive 100% damage + 50% ( 150%). If you decrease the value to " 003F", you'l receive 100% damage - 50% ( 50%). 00002040 > 002.5
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Post by blazingbarrager on Jun 13, 2015 21:44:13 GMT
Based on TimeDiver's findings I can, in fact, confirm that the first value he pointed out controls the transformation duration. However, this duration only works with the "slot" that controls the perk and triggers. Now I went in and did some testing and I came about these results. First though... Sapha says hi. :3 Anyway, here are the two Z-Souls I used for the test. This is my modified version of "I Am Super Saiyan Goku!" Z-Soul (prototype mind you). This Z-Soul still holds the same hidden increased duration effect. This is a modified version of the above Z-Soul. It was given a transformation trigger and the values were set as followed. Now I went into the Tutorial PQ with this amount of ki bars. After charging up to max ki I then activated my SSJ form (for the test I used Super Saiyan 2) and used a stop watch to see how long the transformation lasted before deactivating as well as how long it took to use up one bar of ki. Here are the results. "I Am Super Saiyan Goku!" Z-Soul. Total Time: 49 secs Time Per Bar: 6.50 secs Modified "The Fight Starts Now!" Z-Soul with effect increased by 75%. Total Time: 1 min and 23 secs Time Per Bar: 10.71 secs So as you see, the value does in fact control the transformation duration like the "It's Like a Super Saiyan Bargain Sale..." Z-Soul. This means we increase or decrease the duration of our transformations by altering this value. Again, this only works with the perk and trigger stat slot. I don't know if this can be applied to other triggers though. Oh and before you ask yes this works with all transformations so long as the perk/trigger value is set to work with all transformations (the Super Saiyan Goku and Vegeta Z-Souls show values that target both the Super Saiyan forms in general and whether it requires the regular SSJ line or Super Vegeta line to work).
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Post by Gurlok on Jun 14, 2015 8:11:37 GMT
No. The two Z-Souls that require the specific SSJ form value also applies to the second level, which must mean that 08 applies to SSJ1 and SSJ2 in general while the italics refers to whether the target is SSJ1/SSJ2 or Super Vegeta 1/Super Vegeta 2. I see. I wonder if there are other values specific to Kaioken, Unlock Potential and Villainous mode as well.
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Post by Mateo Frozen on Jun 14, 2015 8:48:52 GMT
Mio Could you explain how to convert property hex to dec. Mad titan have asked that question and it was answered but my results are diffren with data you shared erlier.
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Mio
New Member
Posts: 38
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Post by Mio on Jun 14, 2015 11:47:33 GMT
Mio Could you explain how to convert property hex to dec. Mad titan have asked that question and it was answered but my results are diffren with data you shared erlier. Honestly, it's too boring to explain. I have already given a lot of different values. ---------------------------- 000080BF > -001 ---------------------------- 00000000 > 000 ---------------------------- 0AD7233C > 000.01 CDCC4C3D > 000.05 CDCCCC3D > 000.1 0000803E > 000.25 0000003F > 000.5 0000403F > 000.75 ---------------------------- 0000803F > 001 ---------------------------- AE47813F > 001.01 E17A843F > 001.035 6666863F > 001.05 CDCC8C3F > 001.1 3333933F > 001.15 9A99993F > 001.20 0000A03F > 001.25 6666A63F > 001.30 0000C03F > 001.5 0000E03F > 001.75 ---------------------------- 00000040 > 002 00002040 > 002.5 00004040 > 003 0000A040 > 005 00002041 > 010 00004842 > 050 0000C642 > 099 0000C842 > 100 00001643 > 150 00004843 > 200 00007A43 > 250 00009643 > 300 0000AF43 > 350 0000C843 > 400 0000E143 > 450 0000FA43 > 500 ---------------------------- 00404244 > 777 00C07944 > 999 00007A44 > 1000 ---------------------------- I've stopped to 1000 (1000x your base stats ) because i don't see the interest to go further. If you need specific values other than those already given, let me know and i will do the conversion for you when I have time.
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