Do you want Low% for The legend of zelda: breath of the wild
2 years ago
North Brabant, Netherlands

If you want a Low% for The legend of zelda: breath of the wild comment under this thread or make a video Becous to request This i need 3 speedruners that made a video. Edit: Just the minimal amount of items

Edited by the author 2 years ago
Germany

The issue is that Low% is an umbrella term and if you haven't decided on what to minimize yet, you should. There's pauseless, damageless, staminaless, foodless, and a whole barrage of other possible Low% categories. Pick one.

United States

The lowest possible percent would be to grab a shield for Ganon's lasers, pick up the runes because they're needed for the paraglider, and then run Any% where you beat the entire Ganon Gauntlet with the bomb rune.

Maybe you'd need a bow on the justification of knocking Waterblight down in its phase 2.

Mayo, Ireland

on top of what i said about low% in the category extensions forum thread, you bring up an interesting point @pretends2know if it were the case that a bomb would be impossible hit waterblight phase 2 (which i reckon is possible from the upper floor) then a bow would be required. and if you had to use a bow then maybe the blight skip that i theorized about in the best theoretical time channel of the speedrunning discord could be implemented which would save about 2 hours ish.

Sprinkles likes this
Québec

That's weirdly arbitrary imo as many equipment can be dropped and/or be destroyed. If the rule is "pick up the least possible stuff" then you need to pick up the least possible arrows too.

Since 100% also considers visiting all map locations, in low% you might also want to dodge the most locations on the map possible, meaning a straight line to Hyrule Castle might not be possible. Need to never activate the tower too.

Might as well kill the least enemy possible.

TLDR: Define low% before asking people to agree on it :P

Deleted
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Mayo, Ireland

Yes defining it is a very good idea. I've been working and editing a ruleset for a week now and i'm nearly done. (exams getting in the way) then if top runners agree that the rules make sense then i'll run it and see what the community does with it

Sprinkles likes this
British Columbia, Canada

route idea: ad gp any% with modifications to get materials necessary for memory storage, get everything else necessary for ms, setup ms (hard part!), new game, ad gp any% collecting a heart container before tower, blss to hateno, start and complete statue's bargain (choose heart), essence dupe to 13 hearts, blss to korok forest, obtain ms legitimately, warp to tower, blss to castle, continue normal any% route, drop everything droppable during dbg and watch ms memory, normal dbg route (KEEP BOL EQUIPPED during final shot), new game, reload autosave, sor clip, run/glide off plateau, get horse, ride to castle, ascend castle, ganon rush with only ms and runes, use ms beam for dbg rings (don't collect bol; for rings that can't be reached with the 3-heart ms beam range from the horse, glide up a dbg laser updraft, put away paraglider, and shoot beam midair) but don't shoot eye yet

--- THE FOLLOWING SECTION IS UNTESTED. IT IS A HUGE STRETCH, ISN'T DETAILED ENOUGH TO EXECUTE PROPERLY, AND IS HIGHLY UNLIKELY TO WORK ---

box stasis clip dbg oob, cut down a tree, wait until nighttime (if not already), wait for stalkoblin spawn, push fallen log towards dbg barrier, stasis log, stasis clip both link and stalkoblin back in bounds without killing either (VERY HARD), bring stalkoblin to the farthest end of a dbg laser updraft that can still be glided on, use updraft method described earlier to shoot beam at dbg core, fall down, immediately flurry rush stalkoblin's attack as beam travels to prevent dbg's skin from closing on its core

very long and extremely difficult route, though it 𝘮𝘢𝘺 work

Edited by the author 2 years ago
Deleted
likes this

I have done a low% run where i just casually tried to get lowest possible stuff. It wasn't to hard to do casually, but a true low% run would be hard.

Ohio, USA

Low% (as it is for EVERY other Zelda game) means picking up the least amount of items. IMO this would include every thing that can be put into the inventory (melee weapons, shields, bows and arrows, armor, materials, cooked food, and key items)

Ohio, USA

Btw would early bow of light be allowed (ie the glitch where you can get the bow of light onto a new file) like would the items from the other file count or should only the items you have once you load the file to just have bow of light, spirit orbs, and paraglider from a new game. Other Zelda games don’t count the items on other files like twilight princess.

Edited by the author 2 years ago
Mayo, Ireland

The main thing is in every botw run cross save file glitches are banned right? Besides a true low% run only needs 1 item plus the bol when you have to pick it up. That item is a shield which you could use to shield clip into the four shrines and complete them using runes. Then its just a bombs only run straight to gannon. Yes you do need to get the 4 spirit orvs and the oaraglider but they go without saying. So its the shield (pot lid is the highest durability on the plateau so its the obvious choice), 4 spirit orbs, glider and bol after gannon. Thats it. No armour or food or anything else. That is for a true low% run

JSKw and Sprinkles like this

I would really like to see a low % run of this game, even if it does end up being somewhat trivial. Maybe a low % all dungeons would be more interesting than pure low %.

I just want to help clear the air about what “low %” might mean. Let’s start by rehashing how OoT defines it:

In OoT, as I understand it, the goal is to complete the category (be it “Defeat Ganon” or “Medallions, Stones, Trials”) with as low of an “item count” as possible. The “top run” is the run that has the lowest item count when it finishes. If multiple runs are tied for lowest item count, tiebreaks are determined by who did it faster.

The real trick is trying to define the “item count.” It’s not obvious. In OoT, “Bombchus” are counted as a single item. It doesn’t matter if you pick up one Bombchu or a hundred, if you can complete the game with just Bombchus your run is still “better” than one that completes the game with, say, Hookshot and Boomerang. Long story short, multiples of stackable items do not increase item count beyond the first.

Additionally, in OoT it is possible to delete items from the menu using glitches. Deleting items from the inventory does not lower the item count. What matters is that the item was picked up, not the final state of the player’s inventory.

How much BotW low % should be like OoT is up for debate given how different they are. I think defining what “item count” means is the most important thing.

My proposed formula for “item count” is:

item count = number of stamina vessels beyond the starting wheel

  • the number of heart containers beyond the starting 3
  • the number of unique stackable items picked up
  • the number of unstackable items picked up

Examples:

A run that picks up 1 stamina vessel, 0 heart containers, 23 arrows, a Boko Bow, and two Boko Shields would have an “item count” of 5 (the arrows collectively count as 1 item, and both shields count as 1 each). However, the real count would likely be 6 because you have to pick up spirit orbs (which stack).

A run that picks up two spicy peppers, cooks both of them them into a single “spicy sauteed peppers”, and then picks up two more peppers and cooks those too would have an item count of 3. All the peppers count as one collective item, even though they’re removed from the inventory. Each dish counts as one item because it doesn’t stack.

Admittedly, my definition is not “low %” in the absolute most zealous sense of the phrase, but I think it has merits:

  1. It’s very similar to the OoT definition, including the “stackable vs unstackable” distinction.
  2. Putting a priority on uniqueness of stackable items will prevent the category from turning into an arrow-counting game (something that would be more appropriate for a “No %” category).
  3. Counting each unstackable item individually is in-line with the spirit of BotW, where getting the most out of every weapon’s durability matters.
  4. Not counting map locations makes sense for verification and simplicity purposes. This definition of “item count” is straightforward.

But I’m just one person. I bet some people would rather see runners count every arrow, or maybe they’d rather consider what could happen if 5 boko clubs counted as one item. I’ve just been brewing on this a bit, thought it might be food for thought.

Edited by the author 2 years ago
Mayo, Ireland

i think that these rules would cover pretty much everything. cross savefile glitches would also need to be banned but apart from that the any% low% run remains bomb rune only pretty much weapon wise. ad would basically be the same but far more of a headache. everything else is just long and arduous unfortunately. but hey idc about my sanity so i might do a run to show what it would be like as an example vid

Sprinkles likes this
Ohio, USA

I think cross save file glitches should be allowed, just the time setting up the glitch from a new file should be added on. It would lower item count

Mayo, Ireland

Yeah but then you would need to include all the items as described above in the former save files inventory and vessles/containers which adds onto things a fair bit

Sprinkles and jane_s2020 like this