Comments
FinlandDenhonator5 years ago

RTA with category split.

dgamefather, Civo and 5 others like this
FinlandDenhonator5 years ago

RTA without category split

FinlandDenhonator5 years ago

Load remover

Civo, K-Hyped and 14 others like this
FinlandDenhonator5 years ago

IGT by utilizing minute changes seen in menus at the start and end of the run to get an accurate time.

FinlandDenhonator5 years ago

Since there is no IGT shown with a second accuracy at the end of any DLC categories, a different timing method from main game is needed. This mainly concerns Data Org runs and Re:Mind episode runs. The options are as follows:

  1. IGT using the time shown in menus. This would require starting timer on minute change and waiting for a minute change at the end of a run and remove the idle time from that. The upsides of this include being based on the same timing method as base game and being even between different hardware or RNG load times. The downside is obviously having to rely on minute changes to get the accurate time.

  2. Load remover. A functional image based load remover has been created for KH3. Ideally this would be the best timing method, however there are some technical challenges: runners would have to set it up. Ideally that's a ~10min task, but experiences may vary. It also seems to have issues crashing after about 2 hours on some computers. Shorter, leaderboards competitive runs could be timed by moderators. You would be able to time runs from a recording, which means PS4 recordings could be used in case of capture card issues messing with the timer. Accuracy of the current timer hasn't been fully tested, but tests with 2FM data org showed approximately +-10ms accuracy on a 11min 42s run.

  3. RTA without splitting categories between hardware. In limitcut, loads are minimal compared to other parts of KH3, but would still give PS4 Pro runners an edge over base PS4 runners.

  4. RTA with category split.

In all cases, RTA would also be submitted. For the first 2 options, IGT / Loadless time would be primarily used, but runs could be submitted with just RTA.

Vote by liking your preferred option(s) below:

piecentric likes this
FinlandDenhonator5 years ago

I would like to apply for this position.

I've been active in the community since the release of KH3 and will continue to do so. I would be happy to verify runs and engage in discussions as a moderator.

I currently have 15th place for beginner any%, but I mainly run and route crit and lv1 crit, so I should meet those requirements.

Tharc1, Kayarune and 3 others like this
FinlandDenhonator6 years ago

LV1, cuisines would be required to just barely break the damage floor in portals 1-13 with optimal strength or magic setups. In a form, with Hidden Potential active, cuisines would provide a sizable damage increase in portals 1-14. Damage in portal 0 would be higher with or without forms when using cuisine. Practically, cuisine bonuses are a part of this game's scaling for LV1 since it's added after Hidden Potential, and I don't think it should be disallowed unless they patch scaling to be better. Also on crit, the MP buff is essentially necessary to make magic worth using. Furthermore, I think full course bonuses would add additional depth to strategy. Personally I see no benefit to restricting it LV1. For LV99, the damage difference would be so negligible that I would like to see other arguments for restricting cuisines, although I don't have strong opinions on that category.

FinlandDenhonator6 years ago

Improved Gothel Ralph strats. The idea is to directly move on to build the tower in front of the first block instead of putting a block on top of the first block. At the end, drop down to place the last block into the chain. This way you get more explosions and longer chains resulting in more damage. Leave the taller blocks for last so the tower doesn't get too high. To explain the worse damage in the 4th clip, it's better to place a downwards block after the upwards block to get better chains. You should always be getting 4-5x chains this way. One exception is getting 3 tall blocks, in which case I find it better to build the last 2 in air, chained next to the tower.

While a little trickier to pull off, this should increase consistency across all categories if the damage was previously sometimes lacking. Tested on LV1 Proud.

FinlandDenhonator6 years ago

Fast boat section before Luxord race. Might have time to kill 2 ships optimally. I've seen runners now going towards an island to the left, but this way is even faster.

fredyramo1998 and Sayuri like this
FinlandDenhonator6 years ago

The mech glitch seems as though it's different depending on your system. As in, some players seem to just get it easier than others, particularly on base PS4 and HDD (which is apparently what you have based on your submitted run). @fullofdream

fullofdream likes this
FinlandDenhonator6 years ago

Using Ralph on Marshmallow (LV1 Proud) (2:54:10 in case timestamp fails) As far as I know, he's open to be frozen by blocks after a pattern of swipe attacks, or always after a jump attack. That part needs more testing. Once you get him frozen, you want to enclose him with blocks in a way that the explosions don't push him out. Needs testing on beginner, I don't know the damage output there.

FinlandDenhonator6 years ago

Found out efficient, seemingly consistent and easy Stitch usage for Final Xehanort. Tested on proud LV1, I think on beginner some variation of this should make rage form skip easy. On this video, I managed to rage form skip on proud LV1 using Ralph (not consistent or easy). The video also showcases a quicker usage of Stitch, which may or may not be enough to finish the boss on beginner.

FinlandDenhonator6 years ago

Monstropolis boss Ralph (proud LV1, so works in any category): Corona boss one shot with Ralph (beginner, but this setup is better in all categories):

Sayuri likes this
FinlandDenhonator7 years ago

Hello, That is all intended behavior. Fast travel, waiting, eating from pot, loading conversation and such are all inconsistent depending on how the game is running. If there is something in particular that looks like unintended behavior, please tell me at what part of a run that happens so I can look into it. If the timer isn't working like it should be in one of my runs, I will remove it and fix the timer as quickly as possible. As waiting and fast traveling are not loadings but rather a part of the game, I had to scale the timer based on how fast the system is handling it. My aim is to scale it to usually be as close to real time as possible, but avoiding going over it. Fast traveling might require some adjustment, but as it works equally for everyone, I will not make changes until a new patch comes out and the subcategory is different.

FinlandDenhonator7 years ago

Join my Discord channel if you are interested in speedrunning the game or just joining the community https://discord.gg/mJZ59Nf

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