I've recently gotten back into running this game since a friend told me I could use Flashpoint to play flash games. I learned the new Assassin Build and to my own surprise managed to beat my 2 4-year old PB's with it on my 5th attempt after getting 3 total MSH's in zone 2. https://media.discordapp.net/attachments/737030156115378306/963790065551704094/unknown.png?width=310&height=701 sadly I didn't record since I wasn't expecting to PB so I can't submit anything yet but that's ok. :) Afterwards I started thinking about more things to improve in the route since I found it weird that the two top times used different routes. For me it's hard to say which one is fastest atm (for 100% at least, for any% I'm fairly confident the assassin route is not beatable with the gunslinger route without any changes) as it'd be hard to judge how fast a really lucky run would be for both routes, but as I started looking more deeply into things I found a couple of interesting things which I don't know if they were known/tested before. The first thing I tested was whether or not there is a difference in speed between different types of attacks. I timed from the frame before selecting the attack to the first frame of the enemy attack (in both cases there was no enemy killed, no team mates, and no poison damage or anything else), and I found that there actually is a difference: (timings done at 30fps) Melee (Quick strike/Smash): 58 frames (~1.93 seconds) Ranged (Magic/Electro bolt): 50 frames (~1.67 seconds) meaning a 0.26 second timesave for every ranged "bolt" style move compared to any normal Melee attack (might also be worth it to time how long skipping a turn takes, there could be a very very small chance it could speed up the Omen fight a little bit by only attacking when he uses his ability). This would obviously give the Gunslinger route a hidden advantage since I'd estimate you do around 100 attacks in a 100% run which would mean a 26 second timesave just from faster attack speeds for the gunslinger route. I don't know exactly how much this affects the current routing scheme but I definitely think it's something that has to be taken into consideration for further timings. The second thing I couldn't quite wrap my head around is the way piercing works. From what I understand piercing increases both critical hit chance and the damage critical hits do but since I couldn't really find anything detailed on the wiki nor anything else it's a really hard stat to quantify for me and makes it hard to guess which purchases or calls are worth it or not in the moment. The last thing I quickly considered was shifting training fights to zone 2 after the 1 shadow assassin fight if you haven't gotten any MSH yet (since all 3 training fights have a 5% chance of dropping one), if you're going for an RNG-dependent playstyle. Haven't messed around with this idea though so it remains to be seen. Other than that the run will always be a MSH/Tribal Weapons-grindfest no matter what way you put it so that's always fun :D
Since the timing rules can be vague sometimes here is a list of the exact frames timing starts and ends for Full Game and IL Runs respectively:
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Full Game Runs: -> Timing starts on the first frame where the file select button is visibly flashing. Example: *Last frame before timing starts:
*First frame of the run: https://media.discordapp.net/attachments/883843846511947817/958374709173559297/unknown.png?width=1239&height=701 (note that the appearance of the flashing button may appear slightly different depending on if you record in 30 or 60 fps along with other things) -> Timing ends on the first frame of the star grab cutscene after touching the final (grand) star. Example: *Last frame before timing ends: https://media.discordapp.net/attachments/883843846511947817/958375460457283684/unknown.png?width=1239&height=701 *First frame after the run: https://media.discordapp.net/attachments/883843846511947817/958375656612327444/unknown.png?width=1239&height=701 (appearance might vary slightly due to the same reasons as mentioned earlier)
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IL runs: -> Timing starts on the first frame where the selected power star noticeably flashes. Example: *Last frame before timing starts: https://media.discordapp.net/attachments/883843846511947817/958376919852793926/unknown.png?width=1245&height=701 *First frame of the run: https://media.discordapp.net/attachments/883843846511947817/958377164280045609/unknown.png?width=1245&height=701 -> Timing ends the same way as it does for full game runs.
If you have any questions about these timing rules feel free to ask in this thread or contact a moderator in our discord server.
I'm interested in running any% heroic and/or challenging, I found a guide online and it looks like it's pretty good, I have two questions:
- Is this actually a good route?
- Would this be good too for any% challenging? https://armorgames.com/community/thread/8963623/sonny-2-biological-legend-run-walkthrough this is that route
now that I got WR with a sick time I want to say that 100% grinding in any% is a lot faster and more consistent, at least... I think so...
I just did my first run lol (3:17) and "discovered" that when you shake the mouse during the fight, the CPS racks up to 300 wich makes the fight rly fast, I was wondering if this is helpfull in any way
when I was doing a 120 star run a couple of weeks ago, I noticed I only needed about 500 star bits when starting melty molten, this raised the question for me wether or not it is possible to skip one of the farmings if you pay extra attention to star bits and take small detours to get a lot of starbits
I was browsing the IL leaderboards and noticed that some runs (like Jelluh's IL from honeyclimb f.e.) were in the Korean version, since this version is forbidden in full game runs i want to know if this is allowed in IL runs or not.
In Vallu's 120 star WR with luigi i heard him talking about something called tilt that make the Dusty dune 2 (and also the beach bowl 1 i think) skip possible, could some1 explain me what this is or give me a link to an earlier thread?