TF2: Maximizing Mantread Damage By Any Means Necessary
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- Опубліковано 3 чер 2021
- Ever want to stomp someone's head in with the strength of 1 million atomic bombs? Destroying all life as we know it in the process? Just for fun?! We've all been there. And in today's very special episode of After Breakfast we'll show you how!
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#mantreadstacking #highestdamageinTF2 - Ігри
”Most damage dealt: one and a half nonillion as Soldier”
how about:
- every soldier has strength powerup
- every soldier has the 32 bit integer max health
- on the patch where the mantreads were the most powerful
- on top of a warrior spirit/steak heavy
then whats the max dmg?
@@sewpkan1297 Goku
@sewp kan The health of the Soldiers in the stack doesn't matter.
What's essentially happening here is that the original Manntreads Soldier is going to be taking X fall damage, but since he has the Manntreads equipped and he is on top of an enemy player, the Soldier doesn't take any damage and instead transfers it to the top soldier in the stack with a x3 multiplier from the Manntreads and another x2 from the strength powerup, for a total of 6X damage.
Normally it would end here and the top soldier would die, but that's only where this damage starts.
The process happens again with the top soldier in the stack. This 6X damage they were going to take as "fall damage" since it was transferred to them is negated by the fact they have the Manntreads and are *also* standing on an enemy, so this damage is then put on the next soldier in the stack with a x3 multiplier, with an additional x2 because of the strength powerup, making the damage increase by x6 again for 36X damage for the second soldier in the stack.
Repeat this process and that bottom player is going to be taking the original X fall damage times 6^31. Ouch.
If you noticed, the way that the extra damage is calculated in each soldier in the stack is not at all reliant their max health, since their "fall damage" is already pre-determined.
@@thesaltgod i see. thank you for explaining this to me. i was unaware of how the calculations worked.
so what i understand it to be, is the first soldier (with the 32 bit integer for max health) is the one that calculated fall damage first, since they are the one actually falling. with strength and mantreads, this would be the total of x6 fall dmg to the unfortunate victim.
however, the victim is also a soldier with the mantreads and strength, and since he isnt falling but is transfered fall dmg from the first soldier, his "fall dmg" is precalculated, and therefore is how much he would take, were it not for him to also be standing on top of another player.
since he is, as is every soldier in the stack, standing on top of someone else, and everyone has the same setup (mantreads+strength), with each soldier they take the precalculated dmg of the previous target, multiply that by 6, and transfer that new dmg value to the next target down.
once it reaches the last target, the poor heavy that decided eating steak with iron gloves was a good idea, the dmg value is so high he gets crushed into a space less than a plank length tall yet the entire width of the observable universe. the dmg gets one last calculation for increased dmg to him, and since he isnt wearing mantreads and standing on someone else, he gets turned into space soup.
@@sewpkan1297 i don't think wearing any gloves or eating steak affects fall damage, which is what mantreads damage is applied as. I think the damage found in this video is the highest possible
For context:
The ultimate goomba stomp did more points of damage than atoms the heavy had in his entire fucking body.
atoms in the universe. that stomp did more damage that fucking kyogre did to those lions.
Not really, people have around 7 octillion atoms, and that's just the average, heavy is undoubtedly more than 7 octillion.
I'm gonna leave my original reply up, but I realize now you were talking about the one at the end, not at the beginning
@@kylethejudge nonillion is higher that octillion.
@@kylethejudge heavy definitely doesn't have 1000x more atoms than the average person
"In my medical opinion, zat Heavy is DEAD!"
-The Medic, on the amount of damage the poor, unfortunate soul has received on the bottom of the stack of Mantreads Soldiers.
That Medic later died of radiation poisoning caused my the nuclear fallout of Soldier's shoes.
@@SquimJim Do you mean by instead of my
"Doc what happened"
@@idkhonestly7163 my professional opinion
*slam* the heavy was killed
“Eins, zwei, drei....I do zink ve brought enough body bags...”
“If you gave 32 monkes 32 computers and infinite time, they could do it eventually” - Squim “Infinitely Wise” Jim
It was the best of times, it was the BLURST of times!?
@@SquimJim Soon, you will deliver the greatest novel known to mann!
@@SquibGourmand get a room, you two.
Well, it's true, isn't it?
Ooh ooh ooh aah ooh To be or not to be ooh oh aah aah
Seeing the game lag slightly when you land on top of the stack is hilarious
Man turned a videogame into a NASA level calculator
That max number for the health altering plugin is the 32 bit integer limit.
The reason going one higher causes the skills to appear and for you to be as brittle as a piece of glass, is because when something tries to go over the 32 bit limit, it loops round to the same number, but negative.
So you essentially had -2,147,483,647 health.
When TF2 gets a player with negative health, it will get a little confused, as they have enough health to die, but aren't dead. So the next time your health updates negatively it instakills you.
It isn't though, it's 120 less. See my comment for further detail.
@@Degenerate04 oh yeah it's that's my dumbass fault lmao
I'm reminded of this one time I had such a horrible internet connection that I went into negatives from a backstab and kept walking around. Eventually I was backstabbed a second time and that finally did it.
I propose this question.
Is it possible for a Scout dealing 0 damage with his pistol to kill a Heavy with negative health? Will the game simply ignore the damage since it registers as 0? Or will it cause the game to update and murderize the Heavy to death?
@@BeaglzRok1 I’m guessing you received a hackusation? Also, how do you play the game like that!?
ah, so this is the reason we were learning about these high numbers in math and physics classes - to be able to pronounce the highest damage in tf2
this all makes sense now
No matter how much damage the Mantreads can do, the real question is how does Soldier’s knees not reduce to ash with this amount of force?
Probably the benefits of being an American.
Drinking lead poisoned water strengthened his bones
@@samfromsaturn3429 adamantium skeleton ☢️
thats what rocket jumping all day does to your knees: they get harder and harder overtime.
source: trust me.
@@samfromsaturn3429 TF2 lore moment
Good trait to have given the American healthcare system
"Pubstomping" taken to a whole new level
Pubslamming
pubnuking
Worldstomping
Universestomping
@@-_J_- multiversestomping
Real-Time Simulation of the school bully stomping a kindergartener
I feel like the Heavy would just be pushed through the atoms of the Earth and be launched into another Galaxy
Actually we could do the math on how much energy was required for that much damage. Basically divide the max damage by normal soldier mantread damage and multiply it by the kinetic energy of a normal falling soldier. I wont even do the math myself because it is certainly in black hole territory and more than the total energy of the heavy (E=mc2)
He gets launched out of the computer lol
@@Henrix1998 if we assume the energy required to do 300 damage with blunt force damage is 300J, around the same kinetic energy of a world record shotput, then its just a 1:1 damage to joule ratio, so 10^30 Joules are released, this is enough energy to stop the earth from rotating entirely.
Imagine this, BUT 98 SOLDIERS INSTEAD OF 30 WITH THE NEW PLAYER CAP
I wanna see that.
if i did my math correctly, 982037622527764971112392847951093030204737254735115040669368009366925987990857501691084.8
my math: (((58.33/100) * 2,147,483,647 + 20%) * 6^100)
@@MadContendery That's... 982... whatever the word for 27-illion is. 9.82037e30. Absolutely preposterous.
@@tbotalpha8133 so true
NOW THAT'S A LOT OF DAMAGE
BUT IT CAN GO HIGHER!!!!!!!!!!!
Double the height of Higher tower To HIGHER HIGHER tower
mantreads 2: the mantreadening
Mantreads 2: funny stomp
Mantreads 2: Electric Stomp
@@SparkingEX Electric Stompaloo
day 3 of asking SquimJim to make "the history and lore of tf2 cows"
If we were to convert each point of damage into a Newton (a common unit of force) then the very instant the Soldier at the bottom takes damage, the amount of energy that would be released in that moment would cause an explosion so massive it could only be rivaled by the Big Bang (or possibly even surpass it as a number this large is hard to comprehend)
When a skyscaper stomp creates an entire universe.
If each point of damage was = 1 Newton (completely incorrect as that would imply getting a 1kg rock dropped on you from 0cm away would kill you if done 125 times) then we'd start entering the x10^31 numbers over the energy a Supernova would produce If placed in proximity to our solar system, and whereas It's hard to compare energy and newtons, we can assume there'd be very little left of the observable universe.
@@JagEterCoola I think 1 damage = 1 newton is a fair estimate. 125kg dropped on you from no height could kill you depending on where it hits you. Admittedly, something like half a Newton would make more sense. However, since the final numbers are so large, it shouldn't matter too much. I estimate this would produce 90 nonillion joules of energy.
Edit:
I could only find one source, so take this with a grain of salt. The energy produced in this attack is about 9x10^31 joules of energy. The Big Bang has been estimated to be 4x10^69 joules of energy. We are nowhere near the energy of the big bang.
@@memyselfishness Well, 125kg at once, since weight compounds, Is a lot more than 1kg 125 separate times. You can have a bullet thrown at you a thousand times but one shot and you're dead.
So that means the Soldier is able to be a part of Death Battle now right?
The reason it's 2 billion is because it's the 32bit integer limit. Health is stored this way, any number above that actually rolls to -2 billion. At least that's what I thought until I googled it to check. It's 120 lower than the 32bit integer limit. My thinking for this is that your health value stores additional data other than your health, and that value changes/bugs out in someway to produce the overflow. This is all just educated guesswork though, and I wouldn't be suprised if it's something to do with the Source engine itself, or TF2, or the mod. It could be any one of these 3 things, but in all likelihood, it is 100% related in some way to the 32bit integer limit and the overflowing of a value.
edit: I know some people are going to say "How do we know how much damage it deals above the 32bit integer limit then?" Simply put; there ARE ways for computers to store numbers that go above the limit, not only that, but there are ways to store numbers that go above the "bittage" of your OS (for example i run Windows 10 64 bit). The most common one that I'm aware of is Multiple precision arithmetic, which is basically just cheating the problem and using other stored values as other parts of the number. For example, if you wanted to store (2^32)+1, you would store 2^32 in one value, and thne 1 in the other, and manipulate each one as needed.
Wait if it can roll forward and backwards doesn't that mean it can overlap with it self and become something like -1.
The damage values shown are most likely floats and rounded to the nearest integer too. Even 64 bit integer is nowhere near the numbers shown
I'm quite curious as of where the 120 number comes from, but I can't think of anything. If I had to guess, it's something to do with health buffs, but I'll have to get back to you on that one.
My only guess for why the limit is 120 less than the integer limit is maybe it is there as a buffer for over heal. Though if that's the case, it would make more sense for the limit to be 2/3 the integer limit, so I'm not sure about that explanation.
@@PantheraLeo04 It could also just be a case of a small buffer to prevent full overflows, which could possible cause _way_ more issues.
The heavy should just explode like when you get headshot by the classic
The entire map should just explode.
Considering the amount of damage, every atom in the poor heavy's body should've got desintegrated
@@kaschey6145 at that amount of force, heavy should be dust on impact
At this point, there is nothing tangible of heavy to refer to
By disabling ragdolls you would basically get the effect since heavy will instantly disappear on death
the one dislike is from the heavy bot that kept dying
Hey for everyone thinking this isn’t useful information you’re wrong
This happened in a recent match I was in
It was a community server of 2fort and like 6soldiers on each side were using a trolldier load out and trying to stack up on the Rick may statue
So it can happen in a regular match
If you are using 2Fort as an example of regular gameplay.... I am sorry sir, but you'll have to re evaluate your data.
:(
Teufort Georg, who regularly gets 200 Mantreads kills per match, is an outlier and should not be counted.
Holy god. . . And I’m quoting Phil Swift here ”NOW THATS ALOT OF DAMAGE”
While the soldier can deal the most damage, the pyro can get close, due to the fact the Thermal Thruster has the Mantreads stat. A pyro that lands on a stack of soldiers can deal a lot of damage.
Also, try putting the strength powerup on the last soldier in the stack, because when all the damage goes through the last soldier it will be multiplied then. Since the game would have to calculate per soldier instead of the usual case of adding all the multipliers in any order.
Soldier is gonna destroy the planet at this rate...
@@Dat-Mudkip Isn't that the objective?
@@tighlia3375 get to the cart maggot
The goal is to de-orbit the earth
@@Miperzfed de orbit and go fight sun like a man
Who knew Soldier putting on extremely ugly boots could be so lethal.
ugly? :(
the madman did it! he somehow made 160 quadrillion damage look tiny in comparison!
Love that a "quick follow up" from After Breakfast is a six minute video, such quality is few and far between. Keep it up SquimJim!
4:54 Lemmino: To put that into perspective…….I can’t put that into perspective
If each damage point is 1 joule, that last stomp would've transferred 341 exatons of tnt into the heavy, you basically transferred enough energy to obliterate a large moon into his body, you annihilated him beyond the subatomic level.
imagine replicating nagasaki with 32 pairs of shoes
nagasaki? more like multiple tsar bombas (largest bomb tested, very big).
@@thejuggercat nah, that won't do either.
it's possibly as strong, or stronger than the force of a Hypernova, something that would almost instantaneously atomically deconstruct entire solar systems at a time with waves of Gamma radiation going at the speed of light.
@@XarathDominion so you mean trolldiers are a menace to our reality?!
32 Yeezys...
The most powerful shit.
Saxton Hale: Finally, a worthy opponent! *Our battle will be legendary!*
In other words, He’s dead, Jim.
I love how the stupidly high number is still lower than the sticky detonation timer
4:08 That is the largest number that can be stored with 32-bits. And I am surprised how there is no overflow in the game with those massive damage numbers.
it's actually 120 less for some reason, but yeah it's definetly related to that
4:08 The 2147483527 number is the amount of data that can be stored in a 32 bit value if the data is possible to have a negative value (Two's complement notation). This number comes up a lot when trying to perform overflows because of the widespread use of 32 bit data storage in games. I am not an expert on this so sorry if I explained it wrong, I just watched a lot of Stryder7x
Now we can test it with 98 soldiers...
Does increasing the health of the soldiers in the stack increase damage, or is it based only on the first soldier?
Only the first Soldier should make a difference as far as I know. But every Soldier in that stack actually had 2 billion health because the change applied to every Soldier in the game.
@@SquimJim if each mantreads soldier in the stack just multiplies the damage from the above soldier, then I guess their base health doesn't matter
@@xpload depends whether they're transferring force or the actual damage. If it's the damage then yeah, if it's the force then it could be something else
With the new player max limit having been raised to 100... I wonder how much more this could be pushed?
Wow the new air-to-ground rockets look nice
aynen
Mantreads Soldier with 2 Billion+ Health: "You don't seem to understand... Earth is *yours* to conquer"
This server isn't yours to conquer
“Local American man destroys the universe stacking other Americans and then stomping on them”
"After painstakingly putting in numbers for like, an hour."
You probably could've skipped a lot of that if you just looked up the limit of a signed 32-bit integer. It's slightly higher than that for some reason, but only 120 off. Now all you need to do is get ahold of some way to have 64 players and then do it with 62 Soldiers standing on the poor sucker at the bottom.
1:28 “I didn’t show that in the original video because that’s not something that’s normally possible in the game”
Yes and 30 mantread soldiers who just so happen to be stacked onto one another are most definitely a normal occurrence.
Not normal. But possible!
It's crazy to think that the ubercharge would prevent all that damage and leave that heavy unscathed
soldier's power trespasses into the realm of the gods
Man said nonillion and I took a nap. That's a number that takes days to read the full thing out loud
what if every mantreads soldier in the stack was a giant, or had max health?
Damage transcends the game and destroys the computer
The day we see 31 man with black boots on top of eachother standing on a man and 1 jumping from a skyscraper with weights and is buff we are dead
You can increase this damage further. There’s a source console command you can change called “sv_maxvelocity” that changes the maximum velocity anything that moves can move at. You can set this as high as you want.
if that is the case, the maximum damage would be (((58.33/100) * 2,147,483,647 + 20%) * 6^100) without that console command and ((2,147,483,647 + 20%) * 6^100) with it, which would be 1683589272296342609019737939455188400660772249195487866889279244707154885123092456564326.4
@@MadContendery So, this comes to: 1 Octovigintillion, 683 Septenvigintillion, 589 Sexvigintillion, 272 Quinvigintillion, 296 Quattuorvigintillion, 342 Trevigintillion, 609 Duovigintillion, 19 Unvigintillion, 737 Vigintillion, 939 Novemdecillion, 455 Octodecillion, 188 Septendecillion, 400 Sexdecillion, 660 Quindecillion, 772 Quattuordecillion, 249 Tredecillion, 195 Duodecillion, 487 Undecillion, 866 Decillion, 889 Nonillion, 279 Octillion, 244 Septillion, 707 Sextillion, 154 Quintillion, 885 Quadrillion, 123 Trillion, 92 Billion, 456 Million, 564 Thousand, 326.4 Damage. This is roughly in the 10 Trillions range of a Googol.
3:35 *NOW THAT’S A LOTTA DAMAGE!!*
that number is actually the max number for an integer in programming so that means the value is an int. if they stored it as a long, a 64 bit signed twos integer its max would be 9,223,372,036,854,775,807
You sir are an absolute madman and I love it!
When you have cheats, you can always make the heavy on the bottom have as much vulnerability as possible. You could make a custom weapon that gives that heavy massive vulnerability in order to deal even more damage to that heavy. Furthermore, at that point, a heavy wouldn't even be the best option anymore, as a crit-a-cola scout is marked-for-death: You could give the scout a massive vulnerability primary, have him drink the crit-a-cola, and then let the number stacking happen.
Maybe if it's possible to give those mantreads (on the bottom soldier (right above the victim)) a "turn mini-crits into crits" stat, you could get a crit stomp, but I have some doubts for this.
Could stacking vulnerabilities amongst the soldiers also multiply damage? Seems a bit unlikely, but knowing the game's already existent logic (with the strength power-up), I could see it happening.
And here we can see on your left, SquimJim flexing his math skills
4:10 it’s known as the integer limit, it’s commonly used as the highest number that can be displayed in the average game before it reaches “inf” infinity. It can be expanded if you use scientific notation or number names.
“Max health you can do is 2147473527”
Me, a turbo virgin: max 32bit integer value
4:08
That number is extremely close to the maximum value for a signed 32 bit integer, which is 2147483647.
If i had to guess, its smaller to leave a bit of room so that the number does not underflow on accident.
4:05 it is the 32-hit integer limit, meaning that in a 32 bit code no number can be higher than that
4:31 imagine how much he had to restart after saying this wrong
4:09 actually the reason its that number has to do with it being an integer value, integer values have a max value of 2.14 billion (also called the 32 bit integer limit), more bits = higher limit
4:06 that number is really close to 2^31, which is 1 higher than the max value of a 32-bit signed integer, (the other *1* is the sign, + or -) so I assume that it is basically allowing you to take the health up to 32-bits with some extra tags for something else. Could maybe have saved some (a lot) of time by starting around there and jumping back and forth. When you "roll over" you change the signed bit from positive to negative, and then you have negative health and tf2 gets very confused.
So for the number at 4:05 I think I can give some info on that. The number you are seeing is effectively 120 less than the maximum size of a 32 bit int. So if I had to guess, that 120 is used for some kind of offset and the rest is a standard int.
2,147,483,527 is 120 away fron 2,147,483,647, which is the maximum value a signed 32 bit integer can store. I don't know the reason for the offset, bit it's really close to 2^31 - 1, a significant number in computing.
I like to imagine that the TF2 universe has power scaling similar to Dragon Ball, and that somewhere in the universe, there are beings that fight and do these levels of damage to eachotner normally.
That was really nice and intresting!
The moment you showed that number, I thought "oh no. You spent hours trying to find the signed 32 bit integer limit, which is 2^31-1." But then I calculated it just to make sure, and the number you got was actually 2^31-121. That does leave the question of what the significance of 120 is.
Regardless, if you are looking for numerical limits in any games, good starting numbers are 2^31-1, 2^32-1, 2^63-1, 2^64-1, 2^15-1, 2^16-1, 2^7-1, 2^8-1. Negative numbers to look for are -2^31, -2^63, -2^15, & -2^7. Computers work in binary, so powers of 2 are what to look for. The -1s in the positive limits are because 0 takes up one of the positive numbers.
The max health you got with the server plugin is a 32-bit integer limit aka, the largest number you can represent using 32 bits of data
That’s probably enough to kill Superman.
Ah yes, the main form of execution in the TF2 universe
No matter who's getting wiped out of existence, the only thing to stop it is a stock uber, nothing else
Bonk.
The number 2,147,483,647 is the max positive value for a 32-bit signed binary integer in computing I have no idea why its 2,147,483,527 but if you were to go over this in computing usually it will roll over into the negatives.
4:00 that's 2^32, minus 1. It's basically the max possible value of a 32-bit integer. It may seem random to some people, but it's actually a Mersenne prime, for the math people.
4:03, the max health that you can have is that number because 2,147,483,647 is the signed 32 bit integer limit. This is a universal thing across 32 bit computing. I have no clue why it it's 120 short of this limit though.
I know the thermal thrusters have a similar Mantreads affect when landing on top of enemy players. I wonder if similar results could be obtained with this?
The 32 bit integer limit. That is the significance of that number. If you have a variable that is a signed 32 bit integer, 2,147,483,647 is the largest number you can shove in it. Also, -2,147,483,648 would be the smallest number you can set it too. Another fun fact, you can only overheal the player up to 2,147,483,647 before it gives up and stops.
A good successor to Goomba Stomp, Rider Kick and Inazuma Kick.
"To show the power of mantreads, i sawed this Heavy in half!"
Didn't know this was gonna be a Adventure capitalist video
The max health you got with the plugin was from the interger limit, or the biggest number a computer or anything else can count to, I forgot if it's a 32 but or 64 bit interger but that doesn't matter, what you need to know is that it's the biggest number the game can count to
There's a way to make things even more crazy. Put the strength buff on the bottom soldier so all of the stomps are doubled at the bottom instead of wasted at the top.
The reason the max health is so specific is the max any value in a computer can hold is always a power of 2 -1
4:00
2147483527...
That's weirdly close to 2^31. But if TF2 was storing HP as (what I think is called) a signed 32-bit integer, you'd expect a max HP of 2147483647.
So where's the missing 120 health coming from? Might be something to ask Shounic about.
4:09 its the integer limit for a computer, meaning it cant go above it or else it will be negative
I'm pretty sure that damage could travel through the air, and kill everyone....
"If you give 32 monkeys a computer it'll eventually happen"
this is true for anything
This is actually insane
Damn,that's goddamn gauss cannon
4:07 did the math and it's a bit below the 32-bit limit, so itz probably that considering it was only off my like 120
This is why numbers can get quite scary.
want to see this on a strange cosmetic
So what your saying is that you can deal enough damage in TF2 to destroy your target down to the molecular level. You essentially have the power of a million or more death stars.
Now we need an update with 100 players
2147483527 is the highest integer possible with a 32 bit system, which is what TF2 runs on. If it were at 64 but system that number would be 18'446'744'073'709'551'615
The 32-bit signed integer limit is actually 2,147,483,647, which is 120 higher than the maximum health.
You deserve an award just for saying those numbers & the effort of this video.
When you do so much damage you make the player at the bottom a black hole
When you do so much damage the player at the bottom explodes with a force exponentially larger than the big bang.
how to slightly crack a single bone in Saxton Hale's body
Nobody:
Mr bekfest: "the mantreads are the most powerful weapon in all of videogame history"
This man is about to meet god with these numbers I SWEAR
Not even flex tape could fix that damage.
Now that's a lotta damage.
That max jp number actually happens to be the 32 didget integer over flow (I belive)
Here's a fun little example: The 1.45 nonillion damage is such a large number that it's 14.3 billion times larger than the estimated number of stars in the observable universe! Soldier could stomp out entire galaxies with that level of damage.
that number is the computer's integer limit