Threads
California, USATurbodog7021 year ago

At this time, betting 1-1 on "Guess Both Numbers" will return a win on either dice being a 1.

Edit: This seems to work with any doubles (1-1, 2-2, 3-3, etc.).

California, USATurbodog7023 years ago

This is a fairly simple trick to do. It eliminates the Hillbilly Taken and some other smaller ones near Emma. If you get lucky on spawns and pathing, the only things you need to kill are the two Bird Taken.

This might be slightly slower or faster than the original strategy due to a less optimal line. This is mitigated by the less amount of enemies, and the fact you might need to wait for spawns anyway. In any case, it is significantly safer and can save resources.

TaintedTali likes this
California, USATurbodog7023 years ago

Don't know if it is useful or not. I tried to show everything leading up to it as well. -

wiekds likes this
California, USATurbodog7025 years ago

Initial thoughts are 5 or 10 Void Gems, 0 or 5 Chaos Gems. This makes it easier to get Blizzard Glitch, and gives extra Chaos for Fire Cover to clear problem arenas. Any additional gems should only be obtained for magic refills. This shouldn't be needed.

Some minor testing brought me to the conclusion that the best options for reliable DPS with Shadow Whip were to get Guillotine early. Guillotine loops do high DPS and allow you to avoid many random attack patterns while being cheap to buy early. In addition, Rising Whip (DA Launch) levels quite fast.

After that, DA Parry attack and Somersault Attack are the next best options due to allowing you powerful combat options off a bad attack pattern or to evade blocks. Both of these can also level quickly. At this time, I think maxing three abilities on Shadow Whip to increase its mastery to 2 is worthwhile. Your magic and relic use is not stable enough early on to spam Whirlwind, so a 30% increase to damage on your primary damage seems good.

Current picks for leveling Shadow Whip: Rising Whip, Aerial DA, then Somersault Attack, Parry Attack, or Area Attack normal on large groups.

Sustained AA is very, very good DPS but inconsistent without Blizzard Glitch up. To that end, I wouldn't invest in it until that time. Sustained DA is good damage but not consistent enough to execute without being interrupted.

For Void Sword, I pretty much take Whirlwind and do my best to space out the dash for the extended hits. Hitting Whirlwind at the end of the dash does between 6-9 hits instead of the 2-3 when done up close. This is much easier to space on enemies with larger hitboxes. To get Blizzard Glitch, I use Seal of Alastor since 5000 Exp is a lot to invest in a move we only want to use 3-5 times.

Chaos choices are more in the air. I like Explosive Earthquake since it tracks enemies, but without the longer Chaos Magic bar of NG+, we need to regenerate far too often.Because of this, Fire Cover is a great next solution. It is fairly magic efficient, and it really deals with some of the more frustrating groups of enemies. Other options include Avalanche to chase down enemies and possibly parry attack.

If Transmute is used, you can purchase the cheapest relics in he shop and change them into Seals and Demons. So far, I think the 3-4 small Prison Guard fight before Chupa Jail is guaranteed to drop a Seal. I also think the Large Prison Guard x2 fight after the harpies has a high chance of a Demon. Other than that, you are fishing for relic drops. The earliest relic drop I got was Clock just before getting the Wolf's Medallion. I want to say I have seen Seal drop in the arena before First Acolyte, but I don't know for sure.

kresilvania likes this
California, USATurbodog7025 years ago

After some short testing for the purpose of New Game optimizations.

Each level of mastery seems to give an, on average, 30% damage increase from the base damage at level 1.

It takes 3 skills at 100% to raise to level 2. I think 5 to level 3.This means Level 2 Mastery might be attainable and useful for the run.

A notable exception is Whirlwind, which seems to not have it's base damage increased.

Useful combat skills and sequences for Shadow Whip seem to be Somersault Attack for quicklyu avoiding blocks, DA launch into Guillotine loop for evasiveness and damage, and DA counter strike whip for damage option. Sustained Area Attack seems less useful until you get Infinite Blizzard going to control the enemies movements due to lack of stun.

Of the options to build Mastery, DA Launch into DA aerial combo are quite quick to level in comparison to many other options. AA on the ground can be fast with large numbers of surrounding enemies. Counter Attack and Somersault Attack tend to build quickly as well.

Stolas Clock accelerates EXP gain based on an unknown factor atm, but you gain EXP every hit. This is possibly based on damage. This might be useful for building EXP while controlling enemies.

kresilvania likes this
California, USATurbodog7025 years ago

I've been considering picking up this game for a run but I am having lots of trouble hitting the wall jump. Can anyone give more extensive insight or tips to hit the ones that are required in the run? I would also appreciate any general tips or easy route changes to ease the learning process.

California, USATurbodog7025 years ago

Short post here to say I will be modifying the start of the run time to remove the loading time on 1-1. As mentioned in a previous thread, the level could be pre-loaded to reduce time needed to load. This was rather silly for the purpose of skill based optimization.

Runs will now be started upon confirming the stage start after the loading screen on the voice over narration.

Individual Level (IL) leaderboards have now been implemented in a basic form to allow for greater optimization of stages. At this time, I am allowing timestamps in full run videos so that gold splits are able to be tracked as ILs if the runner wants.

California, USATurbodog7026 years ago

In the submission it is stated that an SSD replaced the HDD on the PS3. This is a hardware modification and should not be allowed.

MASH likes this
California, USATurbodog7026 years ago

I recently was appointed as a moderator to this game. Though there are only a scant few runs on the leaderboards, I took the initiative to rewrite the rules page in order to make it more comprehensive and clarify expectations for runs.

Though the rules set is much longer, there is still some room for considerations later on. I would like to add a "New Game" category eventually, and I would also like to implement an individual level leaderboard. For ILs, I am not sure if we should only allow NG+ or also allow "All Upgrades" cheat. I am leaning towards only NG+.

Another consideration is if we want to allow pre-loading of Besieged Village, or change the start of timing to when you confirm starting the level (after the text crawl) to remove loading for that level universally. Pre-loading involves clearing 1-1 and then restartting the level with it already loaded in memory to reduce the time to load. I am leaning towards starting the level so that a pre-load completion isn't necessary.

California, USATurbodog7026 years ago

This post is meant to list some of the current possible improvements to our understanding of the game. Much of this is easily testable; I just haven't had time to fire up an emulator.

Post proofs if you have info.

Combo Kill Multiplier: We need to figure out how the multiplication applies. Getting a multiplier on boss fights could be an enormous boon to BP progression if it can be done in a time efficient manner. Does the boss need to be killed after the initial person is killed to get the multiplier or does it just need to be one kill in the chain?

Combo BP Bonus: Do kill combos increase the base amount of BP per kill before multiplication?

Enemy BP Values: Tracking each enemies' BP value on kill.

Damage Values: Tracking the damage values of each players moves both singularly and in a combo. This can be tested with controls in training mode.

Power Stat: Testing what the Power stat does exactly. Does it affect only basic moves? Does it affect throws? Does it affect learned moves? Does an increase to Power stat correspond to a direct increase in damage per hit by the raised amount or is there a proration / decimal multiplier on the Power Up stat per move?

Move Set: Refining and recording the effects of moves, particularly damage values, bouncing direction, interesting attributes, and potentially frame data to maximize DPS / safety.

Bouncing: Determining how bouncing damage is calculated. Is it based on the initial hit that caused the bounce? Is it a base value or base percentage? Is it modified by the Power stat?

Analog Button Moves: Basically need to find out how "hard button presses" work. If it is just holding the button a certain number of frames, then it should be fine. If it isn't, then we would need to figure out what we wanted to do about emulator since controlling which moves you execute is a skill linked to the combat system. This could be bypassed in emulator.

Stealth Section: Comparing time taken to complete a stealth section vs fighting. My early testing seemed to indicate fighting was faster or on par and led to an influx of needed BP. Needs verification.

Basically we just need to test thoroughly how it works exactly on emulator, and then try to duplicate results on actual hardware.

Robinsonix and Furry2 like this
California, USATurbodog7026 years ago

Over the last few weeks, I have been reviewing and verifying runs for the boards. After conferring with another mod, we have come to an agreement that certain quality standards of footage are integral to the correct moderation of runs.

Due to this, footage that has significant drops in quality of video and/or audio may be rejected. This includes but is not limited to inconsistent FPS, screen freezes, and audio drops.

Note that this is not meant to make speedrunning Guacamelee! an exclusive club for the tech savvy or those with high end computers. It is meant to make the verification process easier, faster, and more effective at weeding out questionable runs for further review and critique.

Those experiencing problems are suggested to look into options for improving their video/audio quality including:

  1. Making OBS minimized to reduce stress on your CPU and GPU.

  2. Ensuring you have correct graphics settings in Guacamelee! itself with regards to your monitor and computer power.

  3. Consider disabling V-Sync in Guacamelee! This will produce screen tearing, but it will often lead to improvements in FPS and input responsiveness.

  4. Reducing the bitrate of your recording or downscaling the resolution to something more suitable for your internet connection (if streaming) or CPU/GPU (if local recording)

California, USATurbodog7027 years ago

I did not pre-order The Evil Within. I only have the PC version through Steam. Is there any way to gain access to the FCP without hoping I get a legit code from a 3rd party site?

Has there been any routing done on non-FCP at all?

California, USATurbodog7027 years ago

https://discord.gg/B8YUkMA

This Discord is open to the public for both casual and speedrun related stuff. You will only have access to general chat after a 10 minute waiting time.

Once people have played with you some, you will be assigned Casual or Speedrunner role to access more features. Please be patient with the wait times involved.

Using Discord, we have already managed to help dozens of people find groups and offer advice. Have fun!

MASH likes this
California, USATurbodog7027 years ago

So after a quick look into Bizhawk, It would appear item duplication is frame perfect; you must release B at the exact frame you press R. A minor breakdown for posterity.

Throwing Frame 0: B is released Frame 2: Spin circle disappears Frame 3: Item is thrown

Item Wheel Frame 1: R pressed Frame 2: Slot swapped

I tried mixing up the timing between presses and checked if R could maybe be pressed with B depressed for 1 frame since the throw animation is longer. No luck.

Main purpose is to ask for footage of people's hands doing multiple dupes (like 10) on their controllers. I have tried about 3 different ideas for how to hold a controller to no success. Looking for ideas here.

California, USATurbodog7027 years ago

After some light discussion, I decided there was enough interest in comparing in game times between runners that I added it as a parameter that can be sorted by. RTA is still the default method of sorting for now. Note that IGT is empty on NG+ Good Ending due to no final save.

I also added a Single Segment parameter to the New Game category. A run should be marked as Single Segment if it does not load a save. Saves may be made throughout the run, but they may not be loaded from. This will help clarify inaccuracies between in game time and RTA on the boards.

California, USATurbodog7027 years ago

I have added a quick outline to the route in the "Guides" section. It links to a Googledoc since the Guide function on SR.com is rather poor. The route is based off my viewing of Zorkiy's 39:28 run, with some small notes on extra safety items.

Place suggestions for how to make it more clear, corrections to make, etc. here. I hope to add a section at the beginning talking about general thought processes and mechanics like my Parasite Eve guide, but for now, this will do I guess.

California, USATurbodog7027 years ago

I recently modified the rules set for Parasite Eve in order to make rules more transparent and comprehensive. This was only done unilaterally because I think I'm the only active moderator and the rules were sorely lacking.

Case in point, I recently had to reject Pekoran's run due to the use of the Turbo function, which is common among the Japanese community. However, I did want to post it here for posterity and to show at least some good faith towards Pekoran.

Parasite Eve RTA (3:20:24)

California, USATurbodog7027 years ago

Might be old tech but I figured I would post this. I would have listed it earlier, but I honestly didn't know there was a board for this on srcom.

California, USATurbodog7027 years ago

From the video description - "0:00 - first quirk: you can move while doing a 180 degree turn by quickly pressing 'aim' during the turn. This makes doing 180 degree turns a little faster, and probably saves a few seconds in a speedrun too."

About Turbodog702
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