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LR: Modifying ACLR
» stats not seen in-game, and other useful not-so well know info
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Post: #1

first, i wanna greet everyone here. i originally posted this on ACO, but there's been some screwy stuff on my user privilages, so i cant't do anything else there. this isn't finished, as i've also found the OB startup heats, and the frame part damage/broken constants. i'll update when i get a chance.

Quote:Table of contents
Cores
>AMS response, angles, and ranges
>EO recharge rates
>OB ignition heat
FCS's
>lockbox sizes
>lock-on ranges
Inside/Extension
>AMS response and angles (coming soon)
>inside weapon stun (coming soon)
Back Units
>lock times, stun, velocity and precision (coming soon)
Arm Units
>lock times, stun, velocity and precision (coming soon)
EN Blades
>blade wave stats (coming soon)
Frame parts
>damaged/broken values

---

CORES
core . . . . . . . . . . . . . . .response . . . .angle . . . . range

CR-C69U . . . . . . . . . . . . . 59. . . . . . . .40 . . . . . .130
CR-C75U2 . . . . . . . . . . . . .55. . . . . . . .50 . . . . . 110
CR-C90U3 . . . . . . . . . . . . .55. . . . . . . .65 . . . . . . 90
CR-YC03U4 . . . . . . . . . . . .62. . . . . . . .60 . . . . . 120
CR-C06U5 . . . . . . . . . . . . .65. . . . . . . .65 . . . . . 140
CR-YC99UL . . . . . . . . . . . .40. . . . . . . .40 . . . . . . 80
CR-C84O/UL . . . . . . . . . . . 48. . . . . . . .45 . . . . . .75
CR-YC01O/UL2 . . . . . . . . . .50. . . . . . . .45 . . . . . .90
CR-C83UA . . . . . . . . . . . . .48. . . . . . . .45 . . . . . 125
CR-C77O/U . . . . . . . . . . . . 43. . . . . . . .50 . . . . . .80
CR-C89E . . . . . . . . . . . . . .32. . . . . . . .35 . . . . . .80
CR-C98E2 . . . . . . . . . . . . . 62. . . . . . . .50 . . . . .100

core . . . . . . . . . . . . . .recharge interval . . .amount gained

C01-GAEA . . . . . . . . . . . . . .350. . . . . . . . . . .10
C02-URANUS . . . . . . . . . . . . .50. . . . . . . . . . . .1
C05-SELENA . . . . . . . . . . . .1300. . . . . . . . . . .12

*note: as a side note about OB cores, OB power is not equal to Boost power. neither is OB drain equal to the drain a booster has. OB acceleration is (as stated in-game) ten times what it shows (ex. an OB accel of 413 is actually 4130). OB drain is 1.5 times what it appears to be, while boost drain is exactly that (taken over the course of 50/60 intervals - depending on your region - or 1 second).

core . . . . . . . OB ignition heat

CR-C84O/UL . . . . 4350
CR-YC01O/UL2 . . 3965
CR-C77O/U . . . . . 2980
RAKAN . . . . . . . . 3512
C03-HELIOS . . . . 3886
C04-ATLAS . . . . . 3370
C06-EOS . . . . . . . 4040
C08-ICURUS . . . . 4097 (ICURUS never fails to disappoint me...)

*OB ignition heat is like the heat in that mission where you have to destroy those reactors: it sets your heat up by a given amount, whereas the OB heat pumps a flow of heat into you AC (like getting hit by a weapon)

---


FCS

FCS name (right and left capable of multi-target?)
'standard' captures __ range
'WS' captures __ range
'ND' captures __ range
'special' captures __ range

note: the first column of sizes must be leftover info, maybe easy mode sizes or PLOW sizes, just know that these are not what we use. btw, its verticle/horizontal. oh and with the ranges, anything in parenthesis is weapon limited, i.e. the real range isn't achievable in the current game. for example, the WS range for MONJU is actually 440, but you can only get 380 (with M2).

MUREX ()
14/14 __ 13/13 __ 366
16/16 __ 15/15 __ 315
08/08 __ 07/07 __ 555
10/10 __ 09/09 __ 532

VOLUTE* ()
13/13 __ 416
15/15 __ (380)
08/08 __ 528
12/12 __ 512

VOLUTE2 ()
15/15 __ 14/14 __ 407
17/17 __ 15/15 __ 349
09/09 __ 08/08 __ 604
11/11 __ 10/10 __ 572

F69 ()
18/18 __ 16/15 __ 300
21/21 __ 19/18 __ 210
10/10 __ 09/08 __ 406
14/14 __ 13/12 __ 320

F73H ()
10/19 __ 09/15 __ 435
12/22 __ 11/20 __ (380)
08/14 __ 07/12 __ 475
09/17 __ 08/15 __ 435

LIMPET ()
18/18 __ 16/16 __ 361
21/21 __ 19/19 __ 237
10/10 __ 09/09 __ 370
12/12 __ 11/11 __ 356

FUGEN ()
16/10 __ 15/09 __ 460
19/12 __ 18/11 __ 370
11/08 __ 10/07 __ 495
13/09 __ 12/08 __ 467

KOKUH ()
09/17 __ 08/16 __ 440
11/20 __ 10/19 __ (380)
07/12 __ 06/11 __ 500
08/15 __ 08/14 __ 460

F75D ()
11/11 __ 10/10 __ (700)
12/12 __ 11/11 __ (380)
08/08 __ 08/08 __ 1200
09/09 __ 09/09 __ (717)

F82D2 ()
12/12 __ 11/11 __ (700)
13/13 __ 12/12 __ (380)
09/09 __ 09/09 __ 990
10/10 __ 10/10 __ (717)

F91DSN ()
11/11 __ 11/11 __ (700)
11/11 __ 10/10 __ (380)
10/10 __ 09/09 __ 850
10/10 __ 08/08 __ (717)

MIROKU ()
16/16 __ 15/15 __ 428
18/18 __ 17/17 __ 362
08/08 __ 06/06 __ 575
12/12 __ 11/11 __ 555

MONJU ()
11/17 __ 09/16 __ 491
13/20 __ 11/19 __ (380)
08/12 __ 07/11 __ 535
10/15 __ 09/14 __ 502

COWRY ()
19/19 __ 17/17 __ 340
23/23 __ 20/20 __ 253
11/11 __ 10/10 __ 380
13/13 __ 11/11 __ 367


Damaged/Broken values
Note: the higher the value, the easier to break. All shots are aimed at the core, but the hit areas for other parts are more exposed based on the action taken: getting DFA'd (head), airborne, back-pedalling (legs), flanked (arms).

HEADS
85 - DRONE
86 - CICADA2
87 - 95EE
89 - MAYFLY
90 - CRICKET
92 - STING
94 - QUEEN, SPIDER, 73E
95 - 84E2, EYE3
96 - MANTIS
97 - EYE
98 - HORNET
100 - WASP2, 85SR
101 - LADYB, EYE4
102 - EYE2
107 - CICADA
110 - 70S2
112 - 72S3
115 - 06SR2
116 - 81S4
117 - LONGHORN
119 - WASP
121 - BEETLE
124 - 69S

CORES
233 - C90U3
255 - YC03U4
256 - C69U
259 - C75U2
261 - ATLAS
280 - GAEA
283 - C89E
290 - C06U5
292 - RAKAN

270 - CRONUS
277 - YC01O/UL2
287 - C84O/UL
290 - YC99UL
299 - ICURUS
301 - URANUS
308 - HELIOS
320 - C98E2

192 - C83UA
225 - EOS
234 - C77O/U
249 - SELENA

LEGS
171 - COUGAR
183 - LH69S
184 - LH89F
196 - DINGO
200 - COUGAR2
201 - LH92S3
202 - LYNX2
205 - LH80S2, DINGO2
209 - LH73SSA
212 - LYNX

231 - LH99XS
240 - JAGUAR, JAGUAR2
243 - VIXEN
251 - LH95M2
255 - LH84L2
261 - PANTHER
271 - LH79L
275 - LH74M

89 - LH81AP
107 - JACKAL2
132 - LH96FA
134 - LH77A
153 - JACKAL
168 - LYCAON
181 - LH94A2

182 - LRJ90A2
190 - LRJ84A
198 - ORYX2
209 - ORYX
213 - GAZELLE
229 - GOAT
238 - LRJ84M
244 - LRJ76

170 - GAVIAL2
178 - LF93A2
190 - LIZARD
198 - LF88A
211 - GAVIAL
225 - LF71
247 - MONITOR
252 - LF81

56 - LT78A
70 - LT81A2
73 - LT71
100 - LT69
122 - BOAR2
162 - GRIZZLY
174 - LHT92
203 - BOAR

209 - SEALION
223 - WALRUS2
229 - LN79
240 - LN85
241 - SEAL
251 - WALRUS
275 - LN99M2
280 - LN91HM
(This post was last modified: 09-10-2011 02:28 AM by adiyel.)

adiyel



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09-02-2010 11:21 PM
Post: #2

Oh yeah, I saw this on ACO. Thanks so much for posting it here too! And welcome to Raven Republic.

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09-02-2010 11:41 PM
Post: #3

Much appreciated, thanks. Big grin

Also, welcome to the Republic.

Goat

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09-03-2010 06:57 AM
Post: #4

Hey adiyel, did you check if there's actually an arm accuracy stat there? Cuz as it is, I don't really notice it and it seems to be an irrelevant stat. Even arms overweight seems irrelevant.

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09-05-2010 12:34 PM
Post: #5

@Nix
that's because, for instance, LEMUR's aim accuracy of "282" is dumbed down number for a more complicated expression, and the differences in aim accuracy only make any real difference when AC's are in high speed flight.

alright, so if anyone ever went to ACO, thy'd know i was doing a bit of an edit on LR, but do to unexpected circumstances i shall not explain at this time, i'm scrapping that venture...for now.

i want to better invest my energies into creating my own game with HGE. i was always a fan of old school RPG, and thats what i plan on making. but before i start, i will tell you all about a few little known things about LR's damge sysytem.

first of all, i was argued with by a senior user at ACO (you know, the kinda guy everybody knows by name, maybe because they were in LR match vids and they swear they know everything...) who tried to convince me that damage/defense was linear, and in fact it is not, even by the biggest stretch. i have to let everyone know this energy weapons represent the standard for damage. with a given defense score (0-1599 is E, 1600-1699 is D, 1700-1799 is C, 1800-1899 is B, 1900-1999 is A, and 2000 and above is S), higher ATK score does a smaller percent damage. for instance, a 300 ATK weapon might do say 35% ATK as damage, while a 4000 ATK weapon will do 33% ATK as damage (these are just examples. they aren't exact*). all En weapons do stable, consistent damage. shell weapons on the other hand, have set damage variations based on what ammo type they are (rifles' variation is different from that of the grenades). so to put it plainly, shell weapons have positive and negative deviations on their damage (for instance, a rifle round might have a variation of -1.001, +1.401 on its percent ATK as damage). the only thing i can say firmly is the guys at FROM liked rifles....and they sure came to hate MG's!

* the reason is that due to the system in place for damage calculation which tries to eliminate the possibility of a weapon doing 0 dmg, lower ATK weapons don't get hedged as precisely as higher ATK weapons
(This post was last modified: 09-11-2011 12:24 AM by adiyel.)

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10-12-2010 01:57 AM
Post: #6

If i'm understanding you correctly, high attack shell weapons take a bigger percentage of their attack power compared to lower attack power shell weapons and different shell weapon types have a range of damage that they do within a set deviation depending on what type of ammo is used (rifle, zook, linear, GL, missile, etc). En weapons all do the same percentage of damage no matter what the attack power is.

I'm a bit confused on the defense tiers you posted, tho. Were they just for testing purposes or is the defense in LR actually set in tiers of 100 with any more def above 2k being useless? Or does it reduce the damage from the attack power per def point then take a lower percentage of the reduced damage after checking which tier the defense lies in?

TM is a fag.


Fuck protoss.

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10-15-2010 11:45 AM
Post: #7

It's a bit confusing indeed. But really interesting and helpful nonetheless.

It'd be great if you could expound on the whole defense thing more.

NiX

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10-15-2010 11:54 AM
Post: #8

Ok, so I'm on a cell right now, so bear with me...

As for defense tiers, those are the actual in-game tiers. A total of 3200 defense (1600 each) begins the "D" tier (the tiers themselves I think are useless). So yes, additional defense over 2000 does do something.

As for weapon attack, three shots from a 105 atk weapon is less damaging than one shot from a 315 atk weapon. Now keep in mind this is only always true with EN weapons, as they have no damage variation. As for shell weapons, say a rifle might have variation of +1.401percent, -1.010percent, a grenade's variations will be different, like +1.255, -1.300. All I can say definitively, is that for shell weapons, lower atk weapons (rifles, snipers, missiles) tend to give better bang for your buck than hi atk one like the 'nades...unless that low atk weapon is a MG Wink

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10-19-2010 12:06 PM
Post: #9

So it was just for testing then, cool cool.


Fuck protoss.

LCC



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10-21-2010 02:33 PM
Post: #10

LCC meant Last Raven's actual defense tiers, not the letter tiers the game's chart gives. The game has defensive bonus tiers altering from 23 and 27, making for numbers of 50 and 100. (I'm not sure if 23 and 27 are the exact numbers, it's been a while since I tested and I didn't keep my findings)
(This post was last modified: 10-22-2010 08:51 AM by your mom.)

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10-22-2010 08:48 AM
Post: #11

My mom plays LR!

Goat

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10-22-2010 08:51 AM
Post: #12

Mine too! Big grin


Lo, there do I see my father.
Lo, there do I see my mother, my sisters and my brothers.
Lo, there do I see the line of my people back to the beginning.
Lo, they do call to me.
They bid me take my place among them in the halls of Valhalla,
Where the brave, may live forever.

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10-22-2010 10:56 AM
Post: #13

(10-22-2010 08:51 AM)Goat Wrote:  My mom plays LR!

That's a shocker. Laughing


Whenever I see a world untouched by war, a world of innocence, a world of lush forests and clear rivers...I really just wan to nuke the crap out of it.
- Ghost, Starcraft II.

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10-24-2010 01:06 PM
Post: #14

@your mom
Explain this to me and I'll get back to you on it. To my knowledge, a lot of things like that that existed in previous games was removed, but I'm probably wrong here, so do share.

@ everyone else
I changed my mind. since I have to learn JavaScript in order code an all new battle system and some peculiar stats, I can focus on LR again. So I'd like your opinions on a few things:

1) If you could use certain cannons (watered down versions, only about six in total, inferior to the unusable ones, but still worthwhile), what would have to happen to missiles in order to make them remain worth using?

2) Other than taking away their unique characteristics (firing many missiles at once, or being comparatively drainy), if they aren't already (and I don't think they are generally) what could be done to make micros competitive?

3) I feel that the problem with LR's weapon pool is that although there be many weapons, there are far less playable options than in SLAC. Does anyone agree that bringing poorer weapons up to par would open the doors to a more diverse playing field?

4) I had an idea for a revised TP (through hacking), do you think this would be playable without being ban-worthy:

Weight: 385
E drain: 460
(No tunes applied)
Boost power: 21600
Usage drain: 6288
Acceleration: 4479
Booster heat: 4811
(This post was last modified: 10-26-2010 11:06 PM by adiyel.)

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10-26-2010 11:02 PM
Post: #15

Hey mom, was that data lost along with the old ACO?

adiyel:

1) You mean you'd make some weaker cannons accessible to bipeds? I think it's ok, provided that they take some kind of penalty. Maybe a stability penalty.

On another note: Weight should have factored into stability. =/

2) Make them faster than regular missiles / Slightly slower but with better homing / Multiple locking, etc.

3) Definitely. DRAGON, RA2, SPIRIT, ETTIN, etc all come to mind.

4) Not sure yet.

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10-26-2010 11:24 PM
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