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Crude Borderlands 2 Damage Log + Combat Stats Page
Posted: Fri Apr 05, 2019 9:25 am
by peddroelm
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 ..)
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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 ..
Re: Crude Borderlands 2 Damage Log - I need help improving it
Posted: Tue Apr 09, 2019 7:26 am
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
Re: Crude Borderlands 2 Damage Log + Combat Stats Page
Posted: Thu Apr 11, 2019 11:48 pm
by IcyPurpose99
I think right now people are more interested in cracking down Rainbow Gear from Borderlands 2
Re: Crude Borderlands 2 Damage Log + Combat Stats Page
Posted: Wed Apr 17, 2019 3:48 am
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
Re: Crude Borderlands 2 Damage Log + Combat Stats Page
Posted: Sun Apr 21, 2019 8:37 pm
by peddroelm
update .. fixed a huge bug with the time difference reporting
Re: Crude Borderlands 2 Damage Log + Combat Stats Page
Posted: Tue May 21, 2019 10:42 am
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
Re: Crude Borderlands 2 Damage Log + Combat Stats Page
Posted: Tue May 28, 2019 8:08 am
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
Re: Crude Borderlands 2 Damage Log + Combat Stats Page
Posted: Tue May 28, 2019 8:24 am
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
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# 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.
Re: Crude Borderlands 2 Damage Log + Combat Stats Page
Posted: Wed Jun 12, 2019 4:12 am
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
Re: Crude Borderlands 2 Damage Log + Combat Stats Page
Posted: Wed Jul 10, 2019 3:47 am
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
(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 )
Re: Crude Borderlands 2 Damage Log + Combat Stats Page
Posted: Tue Jul 23, 2019 12:54 pm
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 )