Crude Borderlands Pre Sequel Damage Log + Combat Stats Page

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peddroelm
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Crude Borderlands Pre Sequel Damage Log + Combat Stats Page

Post by peddroelm »

significant update : check this post :
viewtopic.php?f=4&t=9405&p=89738#p91252

Image

shows if damage is vs (health or armor can't tell the difference ) or shield

added combat stats page mostly from technojaker's table for the pre-sequel

example

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        391      122.735 Max        24.375 Cur       73.528 Prev       49.152 Damage   459208D8 baseaddress    Tork Swarmling vsHealthOrArmor 
      34984      490.941 Max        82.156 Cur      490.941 Prev      408.785 Damage   493B6918 baseaddress              Scav vsHealthOrArmor 
      19188      612.602 Max       325.876 Cur      612.602 Prev      286.726 Damage   493B80D8 baseaddress              Scav vsHealthOrArmor 
       2140      490.941 Max        31.712 Cur       82.156 Prev       50.444 Damage   493B6918 baseaddress              Scav vsHealthOrArmor 
        813      490.941 Max         0.000 Cur       31.712 Prev       31.712 Damage   493B6918 baseaddress              Scav vsHealthOrArmor 
      10234      612.602 Max       196.891 Cur      325.876 Prev      128.984 Damage   493B80D8 baseaddress              Scav vsHealthOrArmor 
          0      612.602 Max         0.000 Cur      196.891 Prev      196.891 Damage   493B80D8 baseaddress              Scav vsHealthOrArmor 
       2563      612.602 Max       558.008 Cur      612.602 Prev       54.594 Damage    5A81418 baseaddress              Scav vsHealthOrArmor 
         15      612.602 Max       390.670 Cur      558.008 Prev      167.338 Damage    5A81418 baseaddress              Scav vsHealthOrArmor 
        703      612.602 Max       336.076 Cur      390.670 Prev       54.594 Damage    5A81418 baseaddress              Scav vsHealthOrArmor 
       1203      612.602 Max       129.603 Cur      336.076 Prev      206.473 Damage    5A81418 baseaddress              Scav vsHealthOrArmor 
        610      612.602 Max        75.009 Cur      129.603 Prev       54.594 Damage    5A81418 baseaddress              Scav vsHealthOrArmor 
       2625      612.602 Max        19.585 Cur       75.009 Prev       55.424 Damage    5A81418 baseaddress              Scav vsHealthOrArmor 
          0      612.602 Max         0.000 Cur       19.585 Prev       19.585 Damage    5A81418 baseaddress              Scav vsHealthOrArmor 
      10609      267.509 Max       209.595 Cur      267.509 Prev       57.914 Damage   24087098 baseaddress       Badass Scav     vsShield 
         16      267.509 Max         0.000 Cur      209.595 Prev      209.595 Damage   24087098 baseaddress       Badass Scav     vsShield 
          0     1837.806 Max      1796.393 Cur     1837.806 Prev       41.412 Damage   493B30D8 baseaddress       Badass Scav vsHealthOrArmor 


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
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Last edited by peddroelm on Wed Jun 12, 2019 10:46 am, edited 17 times in total.

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SunBeam
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Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page

Post by SunBeam »

You re-created this because..?

peddroelm
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Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page

Post by peddroelm »

SunBeam wrote:
Tue May 14, 2019 1:49 pm
You re-created this because..?
different games (Borderlands 2 and Borderlands Pre-Sequel ) . Similar engine / code but different games, different tables, different offsets ..

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Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page

Post by SunBeam »

Oh, my bad. Didn't notice the different game title :) Carry on!

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Re: Crude Borderlands Pre Sequel 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 Pre Sequel Damage Log + Combat Stats Page

Post by peddroelm »

significant progress - (gun) CRIT signaling

Code: Select all

Crit Signaling Enabled: 
    1669219  6781426.500 Max   6781282.000 Cur  6781426.500 Prev      144.500 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
         47  6781426.500 Max   6781419.500 Cur  6781426.500 Prev        7.000 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
 CRIT !!! ;(gun)Crit Multiplier =        5.712  
       1375  6781426.500 Max   6780601.500 Cur  6781426.500 Prev      825.000 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
         63  6781426.500 Max   6781387.000 Cur  6781426.500 Prev       39.500 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
 CRIT !!! ;(gun)Crit Multiplier =        5.712  
       8828  6781426.500 Max   6780601.500 Cur  6781426.500 Prev      825.000 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
         78  6781426.500 Max   6781387.000 Cur  6781426.500 Prev       39.500 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
 CRIT !!! ;(gun)Crit Multiplier =        5.712  
       6390  6781426.500 Max   6780601.500 Cur  6781426.500 Prev      825.000 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
         63  6781426.500 Max   6781387.000 Cur  6781426.500 Prev       39.500 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
 CRIT !!! ;(gun)Crit Multiplier =        3.312  
      13891  6781426.500 Max   6781002.500 Cur  6781426.500 Prev      424.000 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
         15  6781426.500 Max   6781318.500 Cur  6781426.500 Prev      108.000 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
         47  6781426.500 Max   6781405.000 Cur  6781426.500 Prev       21.500 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
       3078  6781426.500 Max   6781298.500 Cur  6781426.500 Prev      128.000 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
         16  6781426.500 Max   6781318.500 Cur  6781426.500 Prev      108.000 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
         47  6781426.500 Max   6781420.000 Cur  6781426.500 Prev        6.500 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
       1406  6781426.500 Max   6781298.500 Cur  6781426.500 Prev      128.000 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
          0  6781426.500 Max   6781318.500 Cur  6781426.500 Prev      108.000 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
         78  6781426.500 Max   6781420.000 Cur  6781426.500 Prev        6.500 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
       1859  6781426.500 Max   6781298.500 Cur  6781426.500 Prev      128.000 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
          0  6781426.500 Max   6781318.500 Cur  6781426.500 Prev      108.000 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
         47  6781426.500 Max   6781420.000 Cur  6781426.500 Prev        6.500 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
       4110  6781426.500 Max   6781239.000 Cur  6781426.500 Prev      187.500 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
 CRIT !!! ;(gun)Crit Multiplier =        2.760  
       1859  6781426.500 Max   6780882.500 Cur  6781426.500 Prev      544.000 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
         16  6781426.500 Max   6781239.000 Cur  6781426.500 Prev      187.500 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
         31  6781426.500 Max   6781399.000 Cur  6781426.500 Prev       27.500 Damage   415F1698 baseaddress   Captured Lost L vsHealthOrArmor 
will upload it after I play with it for a few hours ..
Ideally this would be just some extra encoded info on the same log line (ex C:Y; CM=##.###) but for now is good enough for me and my current skillset :)

***********************
I think I can use this to Signal Damage Type in a round about way. YAY !! . The ElementMultipliers are read 1 per damage application !!!
This way I can even plop the CORRECT elemental multiplier value (very useful when shit like Maelstorm or Avalanche are in play )

Not the same code YAY . different offsets in instruction. Will try today
***************888

YESS - the gun level scaled gun damage modified by additives and some skills (claptrap right tree penalties) IS called/read once per damage application. I can thus print per bullet both the level scaled gun damage and its additified damage.

And its damage type (I think I had a byte that showed damage type on gun in the borderlands 2 script. ) What about dual damage type weapons . And Boomacorn ? - leave it to the elemental multipliers then.

This is going to be an awesome update .

Code: Select all

Normal Hit =  492.77521 ; Scaled Base Gun Damage =  390.18283  
 CRIT !!! ;(gun)Crit Multiplier = 2.560  
        985  6781426.500 Max   6780922.000 Cur  6781426.500 Prev      504.500 Damage    409D998 baseaddress   Captured Lost L vsHealthOrArmor 
          0  6781426.500 Max   6781239.000 Cur  6781426.500 Prev      187.500 Damage    409D998 baseaddress   Captured Lost L vsHealthOrArmor 
         62  6781426.500 Max   6781404.000 Cur  6781426.500 Prev       22.500 Damage    409D998 baseaddress   Captured Lost L vsHealthOrArmor 

peddroelm
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Re: Crude Borderlands Pre Sequel 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

example triple crit with A Dahl electric sniper rifle Secondary damage is from Aurelia's long-range killer skill

level scaling not signaled yet in log Player Char lvl 31 vs lvl 40 dummy * 0.4

Code: Select all

# Normal Hit =  641.26068 ; Scaled Base Gun Damage (CARD) =  507.75467 ; Sum of Additive Gun Damage Multiplier    0.26293 (beware exceptions!!)  
# Electric Damage Done By Player; Player's Electric Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.05623 ) 
# CRIT !!! ;(gun)Crit Multiplier = 5.072  
      10890  6781426.500 Max   6780125.500 Cur  6781426.500 Prev     1301.000 Damage   3CB5DAD8 baseaddress   Captured Lost L vsHealthOrArmor 
# Electric Damage Done By Player; Player's Electric Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.05623 ) 
         63  6781426.500 Max   6781300.500 Cur  6781426.500 Prev      126.000 Damage   3CB5DAD8 baseaddress   Captured Lost L vsHealthOrArmor 
# Normal Hit =  641.26068 ; Scaled Base Gun Damage (CARD) =  507.75467 ; Sum of Additive Gun Damage Multiplier    0.26293 (beware exceptions!!)  
# Electric Damage Done By Player; Player's Electric Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.05623 ) 
# CRIT !!! ;(gun)Crit Multiplier = 5.072  
         62  6781426.500 Max   6780125.500 Cur  6781426.500 Prev     1301.000 Damage   3CB5DAD8 baseaddress   Captured Lost L vsHealthOrArmor 
# Normal Hit =  641.26068 ; Scaled Base Gun Damage (CARD) =  507.75467 ; Sum of Additive Gun Damage Multiplier    0.26293 (beware exceptions!!)  
# Electric Damage Done By Player; Player's Electric Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.05623 ) 
         63  6781426.500 Max   6781300.500 Cur  6781426.500 Prev      126.000 Damage   3CB5DAD8 baseaddress   Captured Lost L vsHealthOrArmor 
# Electric Damage Done By Player; Player's Electric Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.05623 ) 
# CRIT !!! ;(gun)Crit Multiplier = 5.072  
         47  6781426.500 Max   6780125.500 Cur  6781426.500 Prev     1301.000 Damage   3CB5DAD8 baseaddress   Captured Lost L vsHealthOrArmor 
# Electric Damage Done By Player; Player's Electric Elemental Damage Multiplier = 1.00000; ( GrenadeMul = 1.05623 ) 
         47  6781426.500 Max   6781300.500 Cur  6781426.500 Prev      126.000 Damage   3CB5DAD8 baseaddress   Captured Lost L vsHealthOrArmor 
I might be able to print the weapon's name string on the card ...might not be worth the effort.


EDIT: the base weapon damage script has issues (doesn't trigger) with lasers/rocket launchers possibly with some unique weapons
EDIT2: 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
EDIT3: 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.

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Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page

Post by peddroelm »

-added new version (has elemental chance multiplier on guns, current shield recharge delay, and a lot more weapons base damage)
-still missing rocket launchers ..they are problematic since the 'read' of their damage is done by code in main loop that also/mostly does other things ..
Also missing torgue SG. Here it reads the weapon base damage not the modified one ..

EDIT
Added Torgue SG -> it still looks a bit weird due to the travel time. All pellets are generated at once .. and the damage application occurs a bit later.
EDIT2: also still missing base damage for AR grenade (trogue barrel) weapons AND ZX-1

EDIT3: Might be great news .. messed a bit (new for me) with break and trace function. Managed to get a trace going from the read of the player's elemental multiplier all the way to the damage application to the target. (level difference multiplier is already applied at this time).
At the very least this might allow me to only need one injection for the damage types .. (from vElement multiplier -> crit mult -> DamageApplication on target CurHP address needed 13.5k trace length ; 10k for non crit )
From modifiedgun damage tried 75k !! trace lenght 14 MB saved file . No reach of the target's hitpoint address :(. These bits of code might run in different threads - that's why they never 'meet' . (create the projectile and damage calculation chain on target impact) . Might also be good news for the debuffs on target multipiers

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Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page

Post by peddroelm »

minor progress (too much clutter for this to be very user friendly during regular play when enemies shoot back :( )
- concatenated the Elemental multiplier into a single AOB injection. Seems to be working for player attacks only so far (not 100% on my check)
- added the elemental vs defense multiplier (ex cold vs shield, explo vs shield, non elemental vs armor, etc ..) . The multiplier is printed correctly even when the script still cannot tell difference between health and armor. Worse yet, could not filter damage vs player thus far so ...a lot more log clutter. Bit of good news it gives intermediate damage value near the calculation chain end - good for overkill damage that the CurHP - OldHP misses otherwise.


Code: Select all

//here is an example of Claptrap [8/5 one last thing and safety first penalty]  using Maliowan Cold SR vs the shield of Magma Rivers (un-frozen). The 45% splash eats a bit into the health. 
// snider's magazine size in the test was 6 so not the full bonus from one last thing
# Normal Hit = 4506.95264 using          Snider ; Scaled Base Gun Damage (CARD) =  803.73029 ; Sum of Additive Gun Damage Multiplier    4.60754 (beware exceptions!! & AMP SHIELD)  
# Damage Type =          COLD ; ElementalMul = 1.00000; ( GrenadeMul = 1.08372 ); address =   220AA018 
# CRIT !!! ;(gun)Crit Multiplier = 4.167  
# vsShieldsMul 0.4; Intermediary Damage Value 16904.22070  
       1375     6830.040 Max        68.351 Cur     6830.040 Prev     6761.688 Damage   40B2B2D8 baseaddress      Magma Rivers     vsShield 
# Damage Type =          COLD ; ElementalMul = 1.00000; ( GrenadeMul = 1.08372 ); address =   220AA018 
# vsShieldsMul 0.4; Intermediary Damage Value 417.87228  
         15     6830.040 Max         0.000 Cur       68.351 Prev       68.351 Damage   40B2B2D8 baseaddress      Magma Rivers     vsShield 
# vsHealthorArmorMul 1.0; Intermediary Damage Value 246.99458  
         16    65643.547 Max     65396.551 Cur    65643.547 Prev      246.996 Damage   40B2B418 baseaddress      Magma Rivers vsHealthOrArmor 
         
// and non crit ,  no one last thing body shot after reload; Notice Splash amount is the same
# Normal Hit =  928.60510 using          Snider ; Scaled Base Gun Damage (CARD) =  803.73029 ; Sum of Additive Gun Damage Multiplier    0.15537 (beware exceptions!! & AMP SHIELD)  
# Damage Type =          COLD ; ElementalMul = 1.00000; ( GrenadeMul = 1.08372 ); address =   220AA018 
# vsHealthorArmorMul 1.0; Intermediary Damage Value 835.74457  
     395750    65643.547 Max     64560.805 Cur    65396.551 Prev      835.746 Damage   40B2B418 baseaddress      Magma Rivers vsHealthOrArmor 
# Damage Type =          COLD ; ElementalMul = 1.00000; ( GrenadeMul = 1.08372 ); address =   220AA018 
# vsHealthorArmorMul 1.0; Intermediary Damage Value 417.87228  
         16    65643.547 Max     64142.934 Cur    64560.805 Prev      417.871 Damage   40B2B418 baseaddress      Magma Rivers vsHealthOrArmor          
         
torgue pistol vs frozen health. *3. Wonder what it writes vs frozen shield *3 * 0.8 ? And Wilhelm's Explosive melee *3 * 3.5 * .. ? (nope melee vs frozen multiplier is not applied here)
Notice also you get the overkill damage

Code: Select all

# Normal Hit =  836.03033 using     Hand Cannon ; Scaled Base Gun Damage (CARD) =  723.60455 ; Sum of Additive Gun Damage Multiplier    0.15537 (beware exceptions!! & AMP SHIELD)  
# Damage Type =     EXPLOSIVE ; ElementalMul = 1.23800; ( GrenadeMul = 1.08372 ); address =   220AA018 
# CRIT !!! ;(gun)Crit Multiplier = 6.167  
# vsHealthorArmorMul 3.0; Intermediary Damage Value 5745.00391  
        250    16792.535 Max         0.000 Cur     4641.219 Prev     4641.219 Damage   40B2F018 baseaddress         Darksider vsHealthOrArmor 
        
        //test 2 explosive vs frozen shield TVHM indeed *3 * 0.8  = * 2.4
[code]
# Normal Hit =  836.03033 using     Hand Cannon ; Scaled Base Gun Damage (CARD) =  723.60455 ; Sum of Additive Gun Damage Multiplier    0.15537 (beware exceptions!! & AMP SHIELD)  
# vsShieldsMul 0.4; Intermediary Damage Value 72.67133   // cold DOT tick
        313     6830.040 Max      3967.958 Cur     3997.026 Prev       29.069 Damage   3C8C4398 baseaddress       Fair Dinkum     vsShield 
# Damage Type =     EXPLOSIVE ; ElementalMul = 1.43800; ( GrenadeMul = 1.08372 ); address =   220AA018 
# CRIT !!! ;(gun)Crit Multiplier = 6.167  
# vsShieldsMul 2.4; Intermediary Damage Value 6673.11426  
         78     6830.040 Max         0.000 Cur     3967.958 Prev     3967.958 Damage   3C8C4398 baseaddress       Fair Dinkum     vsShield    
# vsHealthorArmorMul 3.0; Intermediary Damage Value 5019.79834  // rest bleeds to his frozen health *3
         16   153168.281 Max    120546.156 Cur   135605.547 Prev    15059.391 Damage   3C8CA798 baseaddress       Fair Dinkum vsHealthOrArmor      

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Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page

Post by peddroelm »

I'm PRETTY SURE I FIGURE OUT THE CHANCE TO APPLY ELEMENTAL EFFECT :)))

Code: Select all

# Normal Hit = 2081.18921 using      Corinthian ; Scaled Base Gun Damage (CARD) = 1801.31982 ; Sum of Additive Gun Damage Multiplier    0.15537 (beware exceptions!! & AMP SHIELD)  
# Damage Type =          COLD ; ElementalMul = 1.00000; ( GrenadeMul = 1.08372 ); address =   3C1FA018 
# vsHealthorArmorMul 1.0; Intermediary Damage Value 2081.18921  
      22907  6781426.500 Max   6779345.500 Cur  6781426.500 Prev     2081.000 Damage   4A2EBE18 baseaddress   Captured Lost L vsHealthOrArmor 
# Damage Type =     EXPLOSIVE ; ElementalMul = 1.20000; ( GrenadeMul = 1.08372 ); address =   3C1FA018 
# vsHealthorArmorMul 1.0; Intermediary Damage Value 2872.04102  
         15  6781426.500 Max   6776473.500 Cur  6779345.500 Prev     2872.000 Damage   4A2EBE18 baseaddress   Captured Lost L vsHealthOrArmor 
# Chance to trigger effect 1.000 * 15.000 * 1.000 * 1.800 * 1.500 * 1.200 * 1.000 * 1.000 * 1.000 * 1.000 = 0.49  
# Damage Type =          COLD ; ElementalMul = 1.00000; ( GrenadeMul = 1.08372 ); address =   3C1FA018 
# vsHealthorArmorMul 1.0; Intermediary Damage Value 1040.59460  
         16  6781426.500 Max   6780386.000 Cur  6781426.500 Prev     1040.500 Damage   4A2EBE18 baseaddress   Captured Lost L vsHealthOrArmor 
# Chance to trigger effect 1.000 * 15.000 * 1.000 * 2.700 * 1.000 * 1.200 * 0.996 * 1.000 * 1.000 * 1.000 = 0.48  

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

this script also shows the stats for the off-hand gunzerker weapon (nisha / claptrap)
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BorderlandsPreSequel Combat Log.CT
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