Boss HP

Oct 4, 2008 at 3:21 AM
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What are all of the HPs the bosses have? Here are the ones I found out so far:

Balrog (First Time): 50 HP

Ma Pignon: 300 HP

Edit:

Red Demon: 300 HP

Misery: 500 HP

Doctor (1st form): 300 HP

Doctor (2nd form): 300 HP
 
Oct 4, 2008 at 5:01 AM
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Probable Boss HPs

I have a good estimate (within 10 HPs) of almost all the bosses in the game. My statistics read as follows:

Balrog 1: 58~60
Igor: 279~282
Balrog 2: ~250
Balfrog: 208~213
Curly Brace: 320~323
Omega: 379~400?
Frenzied Toroko: ~515
Pooh Black: ~300
Monster X Green Spots: Undeterminable (numbers don't appear when you hit them)
Monster X: ~713
Balrog 4: ~447
Core: ~580
Ironhead: ~410
The Sisters: Undeterminable (numbers don't appear when you hit them)
Ma Pignon: ~303
The Red Demon: ~303
Misery: ~508
The Doctor: ~250
Muscle Doctor: ~315
Sue, Transformed: ~500
Misery, Transformed: ~600… ish
Undead Core: ~700?
Heavy Press: ~700
Ballos I: ~1000
Ballos II: ~1000

I don't have Ballos III or Ballos IV yet because I died on my latest 'calculation run'. D'oh.
The numbers ending in something other than 0 are almost correct within 4 points.
If some of these values seem off, feel free to correct me.
 
Oct 4, 2008 at 5:23 AM
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King299 said:
What are all of the HPs the bosses have? Here are the ones I found out so far:

Balrog (First Time): 50 HP

Ma Pignon: 300 HP

Edit:

Red Demon: 300 HP

Misery: 500 HP

Doctor (1st form): 300 HP

Doctor (2nd form): 300 HP
Woohoo!

*puts health values on site*
 
Oct 4, 2008 at 6:17 AM
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Wouldn't mind exact values though.

Wait.. wasn't Heavy Press 1000hp?
 
Oct 5, 2008 at 1:16 AM
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Oh, ok, I didnt know, but it is better if you find it out by calculating.
 
Oct 5, 2008 at 1:56 AM
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innocent.bystander said:
You can figure out the exact values by editing npc.tbl with CaveEditor.
Done.

But I can't find health for Ironhead, The Sisters, Core, Undead Core, Heavy Press, Balfrog, Omega, Monster X, and the remaining 3 forms of Ballos.
 
Oct 5, 2008 at 2:12 AM
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andwhyisit said:
Done.

But I can't find health for Ironhead, The Sisters, Core, Undead Core, Heavy Press, Balfrog, Omega, Monster X, and the remaining 3 forms of Ballos.
That's 'cuz they're special bosses. You know, the <BSL0000 kind. That are tied to the map itself. I think you'd have to figure those out experimentally.
 
Oct 5, 2008 at 3:59 AM
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Huh. or someone who speaks japanese could ask Pixel, Pixel'd probably know.
 
Oct 5, 2008 at 3:20 PM
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Or Runelancer may be able to find that info in the exe...
 
Oct 5, 2008 at 6:02 PM
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Remember, they mentioned some bosses were part of the level and would have to be calculated manually.
 
Oct 5, 2008 at 7:56 PM
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Well no, they do still have to be stored in the EXE somewhere... if you're good enough at hacking you -can- find the data. If you're not, it's just easier to give yourself 200 HP, booster, and spur, do the bossfights, and just add up the damage numbers.

Speaking of which, I tested this twice, and the Core is exactly 645 HP.
 
Oct 6, 2008 at 12:04 AM
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Lyger said:
Well no, they do still have to be stored in the EXE somewhere... if you're good enough at hacking you -can- find the data. If you're not, it's just easier to give yourself 200 HP, booster, and spur, do the bossfights, and just add up the damage numbers.

Speaking of which, I tested this twice, and the Core is exactly 645 HP.
So if you cause 644 damage he is still alive and 645 kills him?

Maybe we can experiment by altering weapon damage values.
 
Oct 6, 2008 at 2:21 AM
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Oct 6, 2008 at 3:52 AM
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andwhyisit said:
So if you cause 644 damage he is still alive and 645 kills him?

Maybe we can experiment by altering weapon damage values.
I guess so? I wasn't calculating real-time. I was using Spur, recording damage values, and adding them up at the end. If you want I could retest it and add up the damage once the boss bar is low, then finish it off with lvl1 polar star. I don't think it'd make a difference though. The damage always caps once the boss is down, even if you score a direct MAX spur hit it'll stop adding up the damage once it's enough to kill the boss.

Or I guess you could make a weapon that does 161 damage, since four hits from that would add up to 644... or wait, what was the upper limit on weapon damage again?
 
Oct 6, 2008 at 4:11 AM
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Lyger said:
I guess so? I wasn't calculating real-time. I was using Spur, recording damage values, and adding them up at the end. If you want I could retest it and add up the damage once the boss bar is low, then finish it off with lvl1 polar star. I don't think it'd make a difference though. The damage always caps once the boss is down, even if you score a direct MAX spur hit it'll stop adding up the damage once it's enough to kill the boss.

Or I guess you could make a weapon that does 161 damage, since four hits from that would add up to 644... or wait, what was the upper limit on weapon damage again?
I was hoping for two bytes for damage but I am stuck with one. So the upper limit is either 255 or 127.

To test 645 I would hit 5 times with 129 dmg, assuming I have that option.

I'll just have to see once I get home.

This is like the hex editing version of "guess the number".
 
Oct 6, 2008 at 11:53 AM
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127 is the highest. Which is 7F i think.

80 onwards heals enemies. (Which is what the level 1 Nemesis-type weapon will do in my mod that hasnt been worked on for weeks D:)
 
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