I've looked in depth at the code for the 4 metals orbs that surround the 2nd form (because I wanted to cut down on the excessive lag they can cause). > The main boss is Invulnerable if any Orbs are left. Though technically, damage that exceeds 100,000, or entities or projectiles with the +FOILINVUL flag can still bypass that (neither happens in this video of course). > Each Orb has 2000 HP. They have a Painchance of 232 (out of 256), which is much higher then average. Each time an Orb enters painstate (which happens very often), it does one of two things in retaliation (50% chance of either). > Shoots 3 lasers. This is the obvious attack we're seeing in the video. The overblown trail effects could contribute to lag. > The far less obvious attack, which shoots short range and short lived shock projectiles in any (and usually every) direction. The kicker here is, it shoots FOURTY FIVE of them! This is per pain state (50% of the time). And this is per orb. Potentially. This most likely is where the real lag comes from, as well as the absurd damage up close.
Whoa. I didn't know White Caco's 2nd form was THAT strong. The 4 metal orbs retaliates with projectiles each time it takes damage. Attacks which hit many times and hit multiple orbs can produce a LOT of projectiles (and lag). It's kinda ridiculous 🤣
what a good battle I was surprised that Cyber Romero fell in the first rounds and that in the end they tied. que buena batalla me sorprendió que ciber Romero cayera en los primeros asaltos y que al final empataran.
Each Orb can retaliate with 3 lasers (with an overblown trail effect), or 45 short lived shock projectiles (which can definitely nuke the framerate quickly). 50% chance of either, per pain state, per orb. So far, my attempt to reduce lag set the lasers to 2, and the shock projectiles to 20. I don't know if it's enough yet 🤣
@@MrEvilbyte One thing I picked up on is that the orb's pain state fires all of the projectiles on the first frame (since the pain state is 0 frames). So that means a full SSG blast can trigger the pain state about 9 times at once on average (20 * 128/256 * 232/256). If the projectiles waited at least 1 frame to be fired, it could only ever be triggered once at a time, which would massively reduce lag and would probably make it more fair on White Cybie's end. Though since the orbs are supposed to call the A_Warp function every frame to orbit around White Caco, it would have to continue doing that each frame during the pain state. And yeah, I agree with your idea of reducing the amount of projectiles too. I should make that change in CH+ now that you mentioned it.
The thing with the second phase of the Lost in Darkness Cacodemon (White caco) is that you need to destroy its four orbs in order to deal damage to it, but everytime you attack one of those orbs, it generates an exagerated ammount of projectiles
Is it possible to add healthbar for each beings. It would be nice to see acrual situation. Like at first battle Romero died almoust instantly when cacos second form appeared...
Hola! muy buenos videos, si puedes, deja escrito en la pantalla una leyenda que indique que batalla se está librando, así podemos revisar durante el video en que parte estamos.
Please No should be exempt from Battles due to invulnerability frame abuse. Any Creature that literally takes zero damage should be out of the running. Please No is cringe.
Whoa... how did The Giant Raspberry klil Cesar Romero so fast in that first match? And how do you do away with The Giant Hula Hoops that keep ejecting new creatures? Had to quit that one match early 'cause they'd just end up wearing him down after an hour or so.
I've looked in depth at the code for the 4 metals orbs that surround the 2nd form (because I wanted to cut down on the excessive lag they can cause).
> The main boss is Invulnerable if any Orbs are left. Though technically, damage that exceeds 100,000, or entities or projectiles with the +FOILINVUL flag can still bypass that (neither happens in this video of course).
> Each Orb has 2000 HP. They have a Painchance of 232 (out of 256), which is much higher then average.
Each time an Orb enters painstate (which happens very often), it does one of two things in retaliation (50% chance of either).
> Shoots 3 lasers. This is the obvious attack we're seeing in the video. The overblown trail effects could contribute to lag.
> The far less obvious attack, which shoots short range and short lived shock projectiles in any (and usually every) direction. The kicker here is, it shoots FOURTY FIVE of them! This is per pain state (50% of the time). And this is per orb. Potentially. This most likely is where the real lag comes from, as well as the absurd damage up close.
"Here it is. Huge nuke" will always be funny
Finally I almost thought you forgot about my request for Please No :)
Whoa. I didn't know White Caco's 2nd form was THAT strong.
The 4 metal orbs retaliates with projectiles each time it takes damage. Attacks which hit many times and hit multiple orbs can produce a LOT of projectiles (and lag).
It's kinda ridiculous 🤣
what a good battle I was surprised that Cyber Romero fell in the first rounds and that in the end they tied.
que buena batalla me sorprendió que ciber Romero cayera en los primeros asaltos y que al final empataran.
So when we have multiple Cyber Romero entities, is it Cybers Romero or Cyber Romeros?
Never would I have guessed that White Caco would win. I think those mines need to be nerfed, at least in terms of HP.
Each Orb can retaliate with 3 lasers (with an overblown trail effect), or 45 short lived shock projectiles (which can definitely nuke the framerate quickly). 50% chance of either, per pain state, per orb.
So far, my attempt to reduce lag set the lasers to 2, and the shock projectiles to 20. I don't know if it's enough yet 🤣
@@MrEvilbyte One thing I picked up on is that the orb's pain state fires all of the projectiles on the first frame (since the pain state is 0 frames). So that means a full SSG blast can trigger the pain state about 9 times at once on average (20 * 128/256 * 232/256). If the projectiles waited at least 1 frame to be fired, it could only ever be triggered once at a time, which would massively reduce lag and would probably make it more fair on White Cybie's end. Though since the orbs are supposed to call the A_Warp function every frame to orbit around White Caco, it would have to continue doing that each frame during the pain state. And yeah, I agree with your idea of reducing the amount of projectiles too. I should make that change in CH+ now that you mentioned it.
I like the Daikatana reference at the beginning of the video.
3:47 Finally 2nd from Got Defeat
The thing with the second phase of the Lost in Darkness Cacodemon (White caco) is that you need to destroy its four orbs in order to deal damage to it, but everytime you attack one of those orbs, it generates an exagerated ammount of projectiles
Is it possible to add healthbar for each beings. It would be nice to see acrual situation. Like at first battle Romero died almoust instantly when cacos second form appeared...
Hola! muy buenos videos, si puedes, deja escrito en la pantalla una leyenda que indique que batalla se está librando, así podemos revisar durante el video en que parte estamos.
White Caco's 2nd from SO OP!!!
1:00 WTF¡?
what happened at the end of first round?
Please No should be exempt from Battles due to invulnerability frame abuse.
Any Creature that literally takes zero damage should be out of the running. Please No is cringe.
Che ne diresti di fare Diablo o Tyrant vs Please No?
Whoa... how did The Giant Raspberry klil Cesar Romero so fast in that first match?
And how do you do away with The Giant Hula Hoops that keep ejecting new creatures? Had to quit that one match early 'cause they'd just end up wearing him down after an hour or so.
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cyber romero and icon of sins vs PLEASE NO