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Crude Borderlands Pre Sequel Damage Log + Combat Stats Page
Posted: Tue May 14, 2019 1:06 pm
by peddroelm
significant update : check this post :
viewtopic.php?f=4&t=9405&p=89738#p91252
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
Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page
Posted: Tue May 14, 2019 1:49 pm
by SunBeam
You re-created this because..?
Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page
Posted: Tue May 14, 2019 3:10 pm
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 ..
Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page
Posted: Tue May 14, 2019 3:11 pm
by SunBeam
Oh, my bad. Didn't notice the different game title

Carry on!
Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page
Posted: Tue May 21, 2019 9:55 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 Pre Sequel Damage Log + Combat Stats Page
Posted: Mon May 27, 2019 8:21 am
by peddroelm
significant progress - (gun) CRIT signaling
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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 .
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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
Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page
Posted: Mon May 27, 2019 11:18 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
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
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# 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.
Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page
Posted: Fri May 31, 2019 8:06 am
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
Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page
Posted: Mon Jun 10, 2019 4:39 pm
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.
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//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
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# 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
Re: Crude Borderlands Pre Sequel Damage Log + Combat Stats Page
Posted: Tue Jun 11, 2019 12:30 pm
by peddroelm
I'm PRETTY SURE I FIGURE OUT THE CHANCE TO APPLY ELEMENTAL EFFECT

))
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# 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)