Crude Borderlands 2 Damage Log + Combat Stats Page

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peddroelm
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Crude Borderlands 2 Damage Log + Combat Stats Page

Post by peddroelm »

Image

I sure could use some help improving it ..
This could morph into an ideal damage game mechanics reversing tool but also useful for regular play/new players when I add some sort of calculated DPS related parameter allowing for easier/speedier weapon comparison (I will need to figure out damage types) ..

Very easy to verify/dig up various damage formulas / skill interactions with this .

example output after firing a rocket at my feet - blew my shield and most of the health

Code: Select all

        16      727.138 Max         0.000 Cur      727.138 Prev      727.138 Damage   4DEE3358 baseaddress 
        15     1465.821 Max       349.835 Cur     1465.821 Prev     1115.986 Damage   4DEEF518 baseaddress 
4DEE3358 was the address of Axton's shield object
4DEEF518 was the address of Axton's health object

shotgun attack - notice it catches every instance of damage application (all pellets that hit , all DOT ticks , splash damage, muti-hit boxex etc ..)

Code: Select all

         78     2161.671 Max      1852.209 Cur     2087.146 Prev      234.937 Damage   1C2EA3D8 baseaddress // crit
          0     2161.671 Max      1743.061 Cur     1852.209 Prev      109.149 Damage   1C2EA3D8 baseaddress 
         31     2161.671 Max      1633.912 Cur     1743.061 Prev      109.149 Damage   1C2EA3D8 baseaddress 
          0     2161.671 Max      1524.763 Cur     1633.912 Prev      109.149 Damage   1C2EA3D8 baseaddress 
         16     2161.671 Max      1415.614 Cur     1524.763 Prev      109.149 Damage   1C2EA3D8 baseaddress 
          0     2161.671 Max      1306.465 Cur     1415.614 Prev      109.149 Damage   1C2EA3D8 baseaddress 
         15     2161.671 Max      1197.316 Cur     1306.465 Prev      109.149 Damage   1C2EA3D8 baseaddress 
         16     2161.671 Max      1088.167 Cur     1197.316 Prev      109.149 Damage   1C2EA3D8 baseaddress 
         31     2161.671 Max       979.018 Cur     1088.167 Prev      109.149 Damage   1C2EA3D8 baseaddress 
         16     2161.671 Max       869.869 Cur      979.018 Prev      109.149 Damage   1C2EA3D8 baseaddress 
I would really like some help from some Bordelands 2 fans (there is a super advanced bordelands 2 table on this site) to improve this.
Get the object's proper string instead of the hex address, perhaps add the attacker, weapon/skill used. Perhaps add some dice rolls ...Maybe add measure inflicted DPS ..

** On how to use ** - disable the View -> Show on print option for the lua feedback window (it would try and grab focus from the game with each damage application otherwise) and the view -> show script in output option bellow it.

also for the log to have some appearance of formatting " go to settings and tick override the default font. Set the font and size you like. And then restart CE " Set cheat engine to use courier new (all characters in the font have the same width)

The combat log is in text format -> easy to copy paste into text file/forum posts / etc ..

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1
Attachments
Borderlands2-CombatLog.CT
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Borderlands2-CombatLog.CT
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Borderlands2-CombatLog.CT
(431.56 KiB) Downloaded 85 times
Borderlands2-CombatLog.CT
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Borderlands2-CombatLog.CT
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Last edited by peddroelm on Wed Jul 10, 2019 3:48 am, edited 20 times in total.

peddroelm
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Re: Crude Borderlands 2 Damage Log - I need help improving it

Post by peddroelm »

Code: Select all

          0     7469.938 Max       497.166 Cur      649.679 Prev      152.514 Damage   18EE1B98 baseaddress           Buzzard 
        109      854.402 Max       663.760 Cur      854.402 Prev      190.642 Damage   18F2E9D8 baseaddress   Airborne Maraud 
         94     7469.938 Max       344.652 Cur      497.166 Prev      152.514 Damage   18EE1B98 baseaddress           Buzzard 
        110     7469.938 Max       192.139 Cur      344.652 Prev      152.514 Damage   18EE1B98 baseaddress           Buzzard 
          0     7469.938 Max         0.000 Cur      192.139 Prev      192.139 Damage   18EE1B98 baseaddress           Buzzard 
          0     1629.364 Max      1629.364 Cur      328.635 Prev    -1300.730 Damage   18EEF798 baseaddress   Killer Marauder 
       3406     3209.969 Max      3171.365 Cur     3209.969 Prev       38.603 Damage   18F27818 baseaddress      Sabre Turret 
        531     3209.969 Max      3132.762 Cur     3171.365 Prev       38.603 Damage   18F27818 baseaddress      Sabre Turret 
        515     1629.364 Max      1407.045 Cur     1629.364 Prev      222.320 Damage   18EEF798 baseaddress   Killer Marauder 
         16     1629.364 Max      1140.261 Cur     1407.045 Prev      266.783 Damage   18EEF798 baseaddress   Killer Marauder 
         47     1629.364 Max       917.942 Cur     1140.261 Prev      222.320 Damage   18EEF798 baseaddress   Killer Marauder 
          0     1629.364 Max       651.158 Cur      917.942 Prev      266.783 Damage   18EEF798 baseaddress   Killer Marauder 
        875     1629.364 Max       428.839 Cur      651.158 Prev      222.320 Damage   18EEF798 baseaddress   Killer Marauder 
         16     1629.364 Max       162.055 Cur      428.839 Prev      266.783 Damage   18EEF798 baseaddress   Killer Marauder 
        171     1629.364 Max         0.000 Cur      162.055 Prev      162.055 Damage   18EEF798 baseaddress   Killer Marauder 
small update - It ONLY displays damage vs enemies (I managed to find a pointer chain from the object that keeps the current health to the name string but only works for enemies (haven't bothered to find the string length yet - I'm reading 15 chars at the address) and ..sabre turret , not Playing characters and other weird things the combat log can catch otherwise.

A lot of work left to do - I still don't know what type of hitpoint pool its hit (health / shield/ armor) let alone what type of damage is applied (physical, fire chemical electric slag etc) without also recording a video to catch the gameplay and the combat log ..

I'm also hoping to add a character stat screen -> crit damage multiplier and per equipped (gunzerk) weapon damage * additive damage bonuses, accuracy , reload time, ROF etc (calculated by the game with all the bonuses in play) .. ALSO MELEE DAMAGE !! .The super mega Bordelands 2 table already on this forum has a few of these stats and some I'll need to figure out for myself ..or ..plz help :)

This can also be used to 'measure' summons (turret, deathttrap) damage and hitpoint progression per level (very tedious)

EDIT: I added (mostly copied from the big bordelands 2 super cheat table) a few equipped gun parameters and added the chars's crit multiplier to that

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Re: Crude Borderlands 2 Damage Log + Combat Stats Page

Post by IcyPurpose99 »

I think right now people are more interested in cracking down Rainbow Gear from Borderlands 2

peddroelm
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Re: Crude Borderlands 2 Damage Log + Combat Stats Page

Post by peddroelm »

tiny progress .. the 20D offset for the weapon object contains a byte related to the weapons impact damage type.
0 regular, 114 corrosive, 115 fire, 119 electric, 144 slag and 177 explosive. Seems to hold true for all the weapons I have on all my six chars.

Changing this byte value however DOES NOT change the weapon's damage type ..And I'm not certain this will help in any way on the combat logging side of things..

and A Krieg observation - activating his action skill ( Buzz Axe Rampage) changes the base damage of the currently equipped weapon to his base melee damage but the calculated weapon damage with bonuses uses his gun damage bonuses which probably means that value IS NOT ACTUALLY involved into inflicted damage calculations ?

ex at lvl 30
5 * (20 * (1.13^30)) * 0.8 * (1 + (0.02 * 30)) = 5006.83
and
5 * (20 * (1.13^30)) * 0.8 * (1 + (0.02 * 30)) * 1.098 = 5497.504 // 9.8% was his GUN damage bonus in this test

peddroelm
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Re: Crude Borderlands 2 Damage Log + Combat Stats Page

Post by peddroelm »

update .. fixed a huge bug with the time difference reporting

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Re: Crude Borderlands 2 Damage Log + Combat Stats Page

Post by peddroelm »

minor updates:

- show the grenade/splash multiplier in the 'char stats screen'
- added damage threshold filter ability to filter DOTs (off by default) for better readability

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Re: Crude Borderlands 2 Damage Log + Combat Stats Page

Post by peddroelm »

Massive update that was promised :

- normal hit / base weapon damage for player attacks ( KNOWN ISSUE DOESN'T WORK WITH LASERS/GrenadeLaunchers ) (CATCHES PLAYER's MISSES && ENEMIES SHOTS and misses SO I SHOULD TRY AND ADD name string here too because it can be a bit confusing since I'm currently not showing the actual damage instances vs the player)
- signal crits (calculated of the player's crit multiplier) and the gun crit multiplier used for that calculation
- signal DAMAGE TYPE for the player's attacks and the current elemental multiplier ( godsend for the likes of Maelstorm and Avalanche ) . (KNOWN ISSUE , DOESN'T CATCH EVERYTHING- just the instances that READ THE ELEMENTAL MULTIPLIER for the damage calculation ) . I tossed in the current grenade multiplier here because *sometimes* it is relevant for that calculation.
- player's melee attacks and the current additive melee damage multiplier

EDIT: the base weapon damage script has issues (doesn't trigger) with rocket launchers possibly with some unique weapons (ex lascalux)

here's an example of gunzerking with slag + fire SMGs . Since in B2 weapon DOTs don't apply the player's elemental multiplier - the log doesn't know yet how to report the damage type.

Code: Select all

# Normal Hit = 4810.37549 ; Scaled Base Gun Damage (CARD) = 4239.92188 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
# Slag Damage Done By Player; Player's Slag Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.12819 ) 
# CRIT !!! ;(gun)Crit Multiplier = 3.830  
         94   259046.000 Max     99203.594 Cur   118454.695 Prev    19251.102 Damage   4F47CD18 baseaddress            Psycho     vsShield 
# Normal Hit = 3350.68457 ; Scaled Base Gun Damage (CARD) = 2953.33301 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
# Normal Hit = 4810.37549 ; Scaled Base Gun Damage (CARD) = 4239.92188 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
# Fire Damage Done By Player; Player's Fire Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.12819 ) 
# CRIT !!! ;(gun)Crit Multiplier = 3.830  
        125   259046.000 Max     77093.477 Cur    99203.594 Prev    22110.117 Damage   4F47CD18 baseaddress            Psycho     vsShield 
# Slag Damage Done By Player; Player's Slag Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.12819 ) 
# CRIT !!! ;(gun)Crit Multiplier = 3.830  
          0   259046.000 Max     57842.375 Cur    77093.477 Prev    19251.102 Damage   4F47CD18 baseaddress            Psycho     vsShield 
# Normal Hit = 3350.68457 ; Scaled Base Gun Damage (CARD) = 2953.33301 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
# Normal Hit = 4810.37549 ; Scaled Base Gun Damage (CARD) = 4239.92188 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
         78   259046.000 Max     55365.609 Cur    57842.375 Prev     2476.766 Damage   4F47CD18 baseaddress            Psycho     vsShield 
# Fire Damage Done By Player; Player's Fire Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.12819 ) 
         15   259046.000 Max     49593.160 Cur    55365.609 Prev     5772.449 Damage   4F47CD18 baseaddress            Psycho     vsShield 
# Normal Hit = 3350.68457 ; Scaled Base Gun Damage (CARD) = 2953.33301 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
# Normal Hit = 4810.37549 ; Scaled Base Gun Damage (CARD) = 4239.92188 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
# Fire Damage Done By Player; Player's Fire Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.12819 ) 
# CRIT !!! ;(gun)Crit Multiplier = 3.830  
        125   259046.000 Max     27483.045 Cur    49593.160 Prev    22110.115 Damage   4F47CD18 baseaddress            Psycho     vsShield 
# Slag Damage Done By Player; Player's Slag Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.12819 ) 
# CRIT !!! ;(gun)Crit Multiplier = 3.830  
         16   259046.000 Max      8231.945 Cur    27483.045 Prev    19251.100 Damage   4F47CD18 baseaddress            Psycho     vsShield 
# Normal Hit = 3350.68457 ; Scaled Base Gun Damage (CARD) = 2953.33301 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
# Normal Hit = 4810.37549 ; Scaled Base Gun Damage (CARD) = 4239.92188 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
# Fire Damage Done By Player; Player's Fire Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.12819 ) 
# CRIT !!! ;(gun)Crit Multiplier = 3.830  
         94   259046.000 Max         0.000 Cur     8231.945 Prev     8231.945 Damage   4F47CD18 baseaddress            Psycho     vsShield 
          0  1558707.250 Max   1497990.250 Cur  1558707.250 Prev    60717.000 Damage   4F47CE58 baseaddress            Psycho vsHealthOrArmor 
# Slag Damage Done By Player; Player's Slag Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.12819 ) 
         15  1558707.250 Max   1492964.250 Cur  1497990.250 Prev     5026.000 Damage   4F47CE58 baseaddress            Psycho vsHealthOrArmor 
# Normal Hit = 3350.68457 ; Scaled Base Gun Damage (CARD) = 2953.33301 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
# Normal Hit = 4810.37549 ; Scaled Base Gun Damage (CARD) = 4239.92188 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
         63  1558707.250 Max   1483337.375 Cur  1494033.125 Prev    10695.750 Damage   4F47CE58 baseaddress            Psycho vsHealthOrArmor 
# Slag Damage Done By Player; Player's Slag Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.12819 ) 
         15  1558707.250 Max   1478628.375 Cur  1483654.375 Prev     5026.000 Damage   4F47CE58 baseaddress            Psycho vsHealthOrArmor 
Last edited by peddroelm on Tue May 28, 2019 8:51 am, edited 1 time in total.

peddroelm
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Re: Crude Borderlands 2 Damage Log + Combat Stats Page

Post by peddroelm »

Here's what Krieg axe throw looks like with buzz axe bombardier explosive splash. Non elemental impact + explosive splash. Sadly the script doesn't id this attack as melee and the melee damage multiplier is not shown. The grenade multiplier however is helpful in checking the damage .

Code: Select all

# Non-Elemental Damage Done By Player; Player's Non-Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.12819 ) 
       3422   311741.438 Max    189699.656 Cur   311741.438 Prev   122041.781 Damage   4F23B698 baseaddress          Marauder vsHealthOrArmor 
# Explosive Damage Done By Player; Player's Explosive Elemental Damage Multiplier = 1.15000; ( GrenadeMul = 1.12819 ) 
# Explosive Damage Done By Player; Player's Explosive Elemental Damage Multiplier = 1.15000; ( GrenadeMul = 1.12819 ) 
# Explosive Damage Done By Player; Player's Explosive Elemental Damage Multiplier = 1.15000; ( GrenadeMul = 1.12819 ) 
# Explosive Damage Done By Player; Player's Explosive Elemental Damage Multiplier = 1.15000; ( GrenadeMul = 1.12819 ) 
# Explosive Damage Done By Player; Player's Explosive Elemental Damage Multiplier = 1.15000; ( GrenadeMul = 1.12819 ) 
         16   311741.438 Max    133559.719 Cur   189699.656 Prev    56139.938 Damage   4F23B698 baseaddress          Marauder vsHealthOrArmor 

and here's it critting

Code: Select all

# Non-Elemental Damage Done By Player; Player's Non-Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.12819 ) 
# CRIT !!! ;(gun)Crit Multiplier = 2.230  
       2329  1435829.000 Max    591174.313 Cur   838864.688 Prev   247690.375 Damage   522DC098 baseaddress   Adult Bullymong vsHealthOrArmor 
# Explosive Damage Done By Player; Player's Explosive Elemental Damage Multiplier = 1.15000; ( GrenadeMul = 1.12819 ) 
# Explosive Damage Done By Player; Player's Explosive Elemental Damage Multiplier = 1.15000; ( GrenadeMul = 1.12819 ) 
# Explosive Damage Done By Player; Player's Explosive Elemental Damage Multiplier = 1.15000; ( GrenadeMul = 1.12819 ) 
# Explosive Damage Done By Player; Player's Explosive Elemental Damage Multiplier = 1.15000; ( GrenadeMul = 1.12819 ) 
# Explosive Damage Done By Player; Player's Explosive Elemental Damage Multiplier = 1.15000; ( GrenadeMul = 1.12819 ) 
# Explosive Damage Done By Player; Player's Explosive Elemental Damage Multiplier = 1.15000; ( GrenadeMul = 1.12819 ) 
# Explosive Damage Done By Player; Player's Explosive Elemental Damage Multiplier = 1.15000; ( GrenadeMul = 1.12819 ) 
         31  1435829.000 Max    535034.375 Cur   591174.313 Prev    56139.938 Damage   522DC098 baseaddress   Adult Bullymong vsHealthOrArmor 
EDIT: added the weapon's string. This way you know which of the (base weapon damage) lines belong to you and which from the enemies. Was hoping for nil value on the enemy weapon string to easily filter them out ..no luck
EDIT2: figured out why some weapons don't always print base damage per shot. Will need more AOB injections. Also made some progress towards the apply elemental effect dice rolls.
EDIT3: this is falling behind in features to the TPS version. Will update when I start playing borderlands 2 again.

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Re: Crude Borderlands 2 Damage Log + Combat Stats Page

Post by peddroelm »

fixed it so it works with the latest (steam) game update.
IT SHOWS THE ODDS TO APPLY ELEMENTAL EFFECT !!! (slag / fire / corrosive / electric dots) AND WHEN SUCH A ROLL IS MADE

added the element vs defense type multipliers . Slag vs slagged is done weird in UVHM . Damage gets *3 like all damage type vs slagged but at the end eats a *0.5 instead of its regular *1 vs no slagged defenses to bring it to * 3 * 0.5 = * 1.5 vs slagged

Code: Select all


// slag vs slagged target notice damage comes already amped *3 but then *0.5 to get the * 1.5 of slag vs slagged
# Normal Hit = 3350.68457; using        Revenant; Scaled Base Gun Damage (CARD) = 2953.33301 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
# Damage Type =          SLAG ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address =   17F78C18 
# vsHealthorArmorMul 0.50; Intermediary Damage Value 9046.84766  
       6781  2029725.125 Max   2025201.750 Cur  2029725.125 Prev     4523.375 Damage   382AF298 baseaddress        Competitor vsHealthOrArmor 
# Chance to trigger effect 1.0000 * 30.0000 * 0.7000 * 1.0000 * 1.6078 * 0.5750 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.1941  

// and 

# Normal Hit = 5149.93115; using        Presence; Scaled Base Gun Damage (CARD) = 4539.21045 ; Sum of Additive Gun Damage Multiplier    0.13454 (beware AMP SHIELD)  
# Damage Type =      ELECTRIC ; ElementalMul = 1.00000; ( GrenadeMul = 1.12819 ); address =   17F78C18 
# vsHealthorArmorMul 1.00; Intermediary Damage Value 5149.93115  
        562  1558707.250 Max   1553557.375 Cur  1558707.250 Prev     5149.875 Damage   4781F518 baseaddress            Psycho vsHealthOrArmor 
# Chance to trigger effect 1.0000 * 15.0000 * 1.0000 * 1.0000 * 1.1184 * 0.5000 * 1.0000 * 1.0000 * 1.0000 * 1.0000 = 0.0839  

edit the address of the off hand weapon when gunzerking is the address of the weapon in the mainhand +4

peddroelm
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Re: Crude Borderlands 2 Damage Log + Combat Stats Page

Post by peddroelm »

latest version..I added (elemental) DOT damage multipliers ... Trying to figure DOT damage (and the skills / COMs / etc) involved

No extra logging based on those because .. again main loop .. don't know how to get around it ..
EDIT Actually I may have found something :D (might be able to toss DOT's base damage per second when it starts (for guns at least) and one of the multipliers per tick - and at least flag the ticks as elemental DOTs )
Attachments
Borderlands2-CombatLog.CT
(483.59 KiB) Downloaded 91 times

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Re: Crude Borderlands 2 Damage Log + Combat Stats Page

Post by peddroelm »

added dice roll logging for 2 fang, silence the voices, self ignition, electric burn, counterstrike etc ... Seems like it only gets the successful rolls so I guess an extra comparison occurs earlier ?

Does not catch close enough, fire fiend, chain reaction

it also catches A LOT of noise so you should keep it turned off. (bloodlust stacks decay, elemental elation stacks decay, most damage applications go through this code section ..)

While getting it to work I was messing something up and all hits were insta kills and all enemies dropped eridium on kill . ( fixed in this version .. but that is a sensible area of code for those inclined to mess with the game's RNG )
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