Author Topic: Scaling Master Cell - 5 Line Crippling Battery - Hexed  (Read 7561 times)

Yandor

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The Master Cells add fixed amounts of all damage types so they do not scale as the player levels.

This Mutant Hexed "Crippling Battery" adds 50% damage of all types so it scales off the level of the weapon.
Level restrictions have been removed.
Passes the mini-game test.
Original item and duplicate deletion risk: Crippling Battery, 8% shrapnel on kill, 5/1-11, enhanced.
It should be independent of Revival version although it is made with the current version Dec 2010.

The character Crippling.Hg1 is a Normal MM level 1 with the Crippling Battery in his cube and empty weapon sets ready for item trading.

Yes mods can be stretched to 5 Lines like the Master Cells.

[attachment=2:224f8n2c]CripplingMasterCell.jpg[/attachment:224f8n2c]

A relic version will be needed.
Takes a day or two for each "stretch".

Edit: 15Dec2010
Second stretched mod added and the zip name now includes the date of the last addition.
Original item and deletion risk: Stunning Tech, Adds 19 to shock attack strength, 9/1-15, Enhanced.

Stunning Tech level 1-61
60% incr range
CC Bonus +6%
Shield Pen 50%
Weapon Acc +40%
Firing Acc -150

Those last two accuracy changes go a long way to giving a marksman feel to a rifle.
Tactical Stance aiming is nice and tight. 40m range helps too.
Un-Flagshipping the mm.

Edit: 18Dec2010
Now 4 Mods and some 600 Luck MM boots with +50% speed.

Burning Fuel- Nova, shrapnel and CD.
Original item and duplicate deletion risk: Burning fuel, +12 to ignition attack strength, 6 /1-12, enhanced.

Screwed up the name somehow, so this is the Relic Relic.
Holloway, I need you to take my stretched relic, it’s a shocker, I mean it’s a stunner.
Original item and duplicate deletion risk: Arcane Relic, Willpower +3, 9/1-15, enhanced.
Equivalent to a Master Cell for level 50 use, does not scale down for lower level use but you will find out for yourself.  :lol:

[attachment=1:224f8n2c]RelicRelic.jpg[/attachment:224f8n2c]

Edit: 22Dec2010
Now has 11 Mods, 1 boots, 1 pants.

Boots modified, some elemental defense added.
Pants may help with riftcoil mobs in Necropolis and St Pauls.

There is a set of 6 mods for arclite style with minimum of 2 fuel slots and 2 relic slots,
and
there is a set of 6 mods for FS style with minimum 1 fuel, 2 battery and 1 tech slot(s),
but the nova fuel mod is common to both sets, so there are only 11 mods not 12.

Happy Hunting.

[attachment=0:224f8n2c]Crippling22Dec2010.zip[/attachment:224f8n2c]

serginhow

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #1 on: Dec 29, 2010; 03:33 PM »
Thank you so much for your work it got me into playing hellgate again i urge you to do so more of these perhaps more fuels and techs.
only thing that makes me sad is that  i somehow lost the tech and now cant import it anymore :-(((
i cheked all my inventory cybe, mods, weapons and everything but cant find where it is, and if i try to import again it dosent work, i even try to import it inside another gun, got the gun, but the mod inside it vanished
i am pretty sure its not a problem with reranimator cause it seems to be fine for all other stuff.
Any tips of how to get around this?
Thanks in advance

Yandor

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #2 on: Jan 02, 2011; 10:57 AM »
Quote from: "serginhow"
only thing that makes me sad is that  i somehow lost the tech and now cant import it anymore :-(((
i cheked all my inventory cybe, mods, weapons and everything but cant find where it is, and if i try to import again it dosent work, i even try to import it inside another gun, got the gun, but the mod inside it vanished
i am pretty sure its not a problem with reranimator cause it seems to be fine for all other stuff.
Any tips of how to get around this?
Thanks in advance
When you import the tech inside a gun, the game should delete both duplicated versions of the tech from your target hg1, so the next time you import the tech (either importing just the tech or the tech inside a gun) it should work. Make two attempts to get it into the SAME target hg1 (dont replace the target hg1 with the backup copy between making the first and second attempts).

This is what the original tech looked like-
[attachment=0:3dkvseas]Tech.png[/attachment:3dkvseas]
Reanimator refuses to trade an item when it is a duplicate of something already in your inventory. If you do get duplicates into your inventory by other methods, the game will delete both versions. Once the duplicate has been deleted, Reanimator should trade the item that it previously refused to trade.

Yes I should do some more versions when people can tell me what they need.
Maybe should try stretching Dye kits to get more lines in them too.

peafour

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #3 on: Mar 20, 2011; 08:20 PM »
Would there be a way to get cabalist and templar versions of the armor in this release?  They're invaluable in being able to run through normal difficulty level with the hunters, it'd be great to get the rush through for the other two classes as well.

Yandor

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #4 on: Mar 20, 2011; 10:30 PM »
Quote from: "peafour"
Would there be a way to get cabalist and templar versions of the armor in this release?  They're invaluable in being able to run through normal difficulty level with the hunters, it'd be great to get the rush through for the other two classes as well.
Good timing.
They also need some mods for splash swords and a +40 accuracy rocket mod for the Templars new Talon launcher but these boots are as far as I have got.

Basic boots for Templar and Cabalist.
+50% speed, 400 armor, 1,600 All Defenses and 800 shields on the Cabalist boots.
They are in the cube ready for Item trade, the Cabalist boots are on the right.
The HexStore.Hg1 is an Elite MM for Lost London 2.2 but the boots should be ok in all versions, so far they have been ok in all versions.
Hexed boots will revert to something less in the nano forge.
The Cabalist has a wickedly fast single shot with the lash in LL2.2, once you add some shield pen, yes some new mods needed for Cabalist too.
Just nag me if you need stuff.
Cheers Peafour.

Edit- Oops seems the cube was empty.
It now has the two boots in it.

[attachment=0:34xn570d]HexStore.zip[/attachment:34xn570d]

lawrensj

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #5 on: Apr 29, 2011; 05:01 AM »
if you don't mind me asking, how does one go about 'stretching' a tech?  i was hoping to make an ammo tech maybe all dmg types, maybe some stretch ccm types.  dunno if you're willing to divulge but it would be a great help.

Yandor

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #6 on: Apr 30, 2011; 12:57 AM »
Quote from: "lawrensj"
if you don't mind me asking, how does one go about 'stretching' a tech?  i was hoping to make an ammo tech maybe all dmg types, maybe some stretch ccm types.  dunno if you're willing to divulge but it would be a great help.
To learn how to hex and how to stretch the number of attributes on an item, read up on the hexing threads. Most of the techniques and data were developed or compiled by Malachor who has done a comprehensive job. It helps if you are not afraid of machine code, meaning the hexadecimal numbering system is used, h10=$16.
The alternative is for you to fully specify each of the 5 attributes you want to have on each mod and ask me to do it.
People say "do more mods" but then expect me to be a mind reader and quess what they need. The mind reading bit is where I fall down.

A choice needs to be made. A single mod can carry all 5 damage types which will work the mini game.
Or you can leave out say poison in order to have ccm, then the mini game may get stuck unless you carry a poison weapon for doing poison hits.
If you want shield pen and cc and cd then three damage types have to be left out, or you have to start using two mods in each weapon and also need to have multiple versions of the +damage mods in order to match your damage output to the defenses of higher level enemies. Shield pen is actually needed, thats one of the complications.
The number of hexed mods needed tends to explode if you do that.
Swordsmen may need 3 swords and potentially 6 mods with perhaps 3 or 4 versions for increasing levels.
Perhaps 24 mods needed, but then higher levels swords may need a different mix of mod types, like batteries instead of relics.
It isn't enough to make guesses, it needs thought, experience and compromise.
The first set I made for MM, involved compromises in the types of weapons that could be used. I lack experience with templars and cabalists to know what is needed versus the tradeoffs that are also needed to keep the number of hexed mods from exploding.
It can take one day per mod, it sometimes goes quicker.

Some important properties like interrupt appear only on higher level weapons and cant be hexed on to any item, the only way to get them is by using that weapon, but then you need the right type of mods for that weapon and FSS seem to have deliberately altered the types of mods used in high level weapons. In the case of MMs relics are needed at high level but batteries are needed at low level. My impression is that swords also have this switch to different mod types at higher level so I expect cabalists to have the same complication. FSS put a lot of thought into making things complicated and made some realities inescapable, unhexable. Some skills are actually useless unless you have the high level weapon that is the only source of the base parameter, like interrupt (for a MM that is). Cabalists do get interrupt (or is it immobilize or are they the same thing?) but for MMs it is difficult to get base interrupt. One person said that they liked HGL because it REQUIRED a mix to classes to cooperate to beat some bosses. It has taken me a while to figure out that this was a deliberate thing built into the game by FSS and it is part of the appeal of the MP game for ex-subs. It would be nice to understand what else FSS knew about making games addictive.

An alternative would be to use hexed dye kits for the extra bits like sp, cc and cd.
Dye kits should stretch to 3 or 4 lines but I have not tried yet, I am still puzzling over which path is the most sensible to take. I also want +speed, + armor and + all def and dye kits are an obvious place to put them, if you don't also want to put sp, cc and cd there instead :?:

Yandor

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #7 on: Jun 11, 2011; 03:28 AM »
An incomplete guide to stretching a dye kit as an example.[attachment=2:3i53s2b4]BK1.jpg[/attachment:3i53s2b4]

Unique search string is 0000000631C00000
This should give a minimum of 2 hits and a maximum of 4 valid hits.
Invalid hits do not have strings of 8 zero bytes before and after the data block or have repetitions of the terminator string that ends with 80 3F (for example).
Do not paste stretched data into invalid data blocks, it will cause a crash or an item deletion.
Paste stretched data only into blocks that have 8 zero bytes at the end of the block (they get overwritten).
00 00 00 00 2A 00 00 00   level 42
00 00 C0 05 07 00 00 00    accuracy 7   
00 00 40 06 07 00 00 00    stamina 7   
00 00 C0 06 07 00 00 00    strength 7
00 00 C0 08 07 00 00 00    willpower 7
00 00 C0 31 06 00 00 00    unique
00 00 C0 69 00 00 80 3F    terminator
00 00 40 70 2A 00 00 00    level 42
00 00 C0 75 01 00 00 00
00 00 C0 B9 69 01 00 00
00 00 80 D8 01 00 00 00
C4 73 B3 37 78 D9 1B 41   Terminator string that will be present in only one of the search hits

Overwrite the four +7 attribute entries with armor, shields (2 strings) and defenses.
00 00 C0 16 00 B8 0B 00    armor 3k=h0BB8
00 00 40 1B 00 70 17 00    base shield 6k=h1770
00 00 80 1B 00 70 17 00    total shield 6k=h1770
00 00 80 1F E0 2E 00 00    all def 12k=h2EE0
Save and reload the hexing character before inspecting the item.
Backup a copy of the hg1 file while you are at it.[attachment=1:3i53s2b4]BK2.jpg[/attachment:3i53s2b4]

Stretching is done one string at a time, it relies on overwriting the 8 zero bytes that follow valid data blocks.
There will be 2 to 4 valid blocks, each may be different length and contain slightly different data.
Stretch each block individually; do not paste the data from one hit into the block of another hit.

Stretch to add 00 00 80 02 03 14 00 00 health regeneration 1,200/min.

Search using the unique quality string 0000000631C00000
You can change an item's quality to mutant if you are getting hits from shop items and change it back to unique later.
Copy the data from each valid hit into a document, append the data with the 8 byte string you want to add and paste it over the data block at the start of the unique string.
It is only the data from the quality string to the end of the block that gets copied and stretched.
In this example there were 5 search hits, there can be as many 7 or more in which case try exiting the character and reloading it a few times to get fewer hits.

First hit-
00 00 C0 31 06 00 00 00 00 00 C0 69 00 00 80 3F 00 00 40 70 2A 00 00 00 00 00 C0 75 01 00 00 00 00 00 C0 B9 95 01 00 00 00 00 80 D8 01 00 00 00
Append the extra string-
00 00 80 02 03 14 00 00 00 00 C0 31 06 00 00 00 00 00 C0 69 00 00 80 3F 00 00 40 70 2A 00 00 00 00 00 C0 75 01 00 00 00 00 00 C0 B9 95 01 00 00 00 00 80 D8 01 00 00 00
Paste it into the data block at the start of the unique quality string.

Second hit- this is the main block, it has the complicated terminator string of 8 bytes, it will usually be the first or second hit.
00 00 C0 31 06 00 00 00 00 00 C0 69 00 00 80 3F 00 00 40 70 2A 00 00 00 00 00 C0 75 01 00 00 00 00 00 C0 B9 95 01 00 00 00 00 80 D8 01 00 00 00 62 D0 1D C3 68 E8 ED 09
Append and paste the extra string-
00 00 80 02 03 14 00 00 00 00 C0 31 06 00 00 00 00 00 C0 69 00 00 80 3F 00 00 40 70 2A 00 00 00 00 00 C0 75 01 00 00 00 00 00 C0 B9 95 01 00 00 00 00 80 D8 01 00 00 00 62 D0 1D C3 68 E8 ED 09

Third hit-
00 00 C0 31 06 00 00 00 00 00 C0 69 00 00 80 3F 00 00 40 70 2A 00 00 00 00 00 C0 75 01 00 00 00 00 00 C0 B9 95 01 00 00 00 00 00 BA 2A 00 00 00 00 00 80 D8 01 00 00 00
Becomes-
00 00 80 02 03 14 00 00 00 00 C0 31 06 00 00 00 00 00 C0 69 00 00 80 3F 00 00 40 70 2A 00 00 00 00 00 C0 75 01 00 00 00 00 00 C0 B9 95 01 00 00 00 00 00 BA 2A 00 00 00 00 00 80 D8 01 00 00 00

Forth hit- This was taken to be a dud block and was not overwritten.
00 00 C0 31 06 00 00 00 00 00 C0 69 00 00 80 3F 00 00 C0 70 60 00 00 00 00 00 C0 75 01 00 00 00 00 00 C0 B9 95 01 00 00 00 00 80 D8 01 00 00 00 FF 0F 00 00 00 00 00 00

Fifth hit-
00 00 C0 31 06 00 00 00 00 00 C0 69 00 00 80 3F 00 00 C0 70 60 00 00 00 00 00 C0 75 01 00 00 00 00 00 C0 B9 95 01 00 00 00 00 80 D8 01 00 00 00
Becomes-
00 00 80 02 03 14 00 00 00 00 C0 31 06 00 00 00 00 00 C0 69 00 00 80 3F 00 00 C0 70 60 00 00 00 00 00 C0 75 01 00 00 00 00 00 C0 B9 95 01 00 00 00 00 80 D8 01 00 00 00

Exit the hexing character to save the hg1 file, reload the character and check that the hex took-[attachment=0:3i53s2b4]BK3.jpg[/attachment:3i53s2b4]
Then exit the character again and reload it to make the next stretch and so on.
Repeat the stretching process to add each of the remaining strings one stretch at a time.
00 00 C0 04 03 14 00 00    power 1,200/min
00 00 C0 12 0A 00 00 00    Crit ch 10%
00 00 00 14 F4 01 00 00    cd 500%
00 00 80 23 32 00 00 00    speed +50%
The engine may reorganize the order of the strings you add.

The final result with all 8 attributes looks like this-
00 00 00 00 2A 00 00 00    Level 42
00 00 80 02 03 14 00 00    Health regen 1,200/min
00 00 C0 04 03 14 00 00    Power regen 1,200/min
00 00 C0 12 0A 00 00 00    CC 10%
00 00 00 14 F4 01 00 00    cd 500%
00 00 C0 16 00 B8 0B 00    armor 3k
00 00 40 1B 00 70 17 00    base shield 6k
00 00 80 1B 00 70 17 00    total shield 6k
00 00 80 1F E0 2E 00 00    all def 12k
00 00 80 23 32 00 00 00    speed +50%
00 00 C0 31 06 00 00 00    unique quality
00 00 C0 69 00 00 80 3F    Terminator
00 00 40 70 2A 00 00 00    Level 42
00 00 C0 75 01 00 00 00
00 00 C0 B9 1E 00 00 00

I hope you were not expecting a simple answer to a simple question.
Oops didn't mean to put all +10 cc on them.
Stretching fries your brain cells.
The game displays only 4 attributes on a dye kit, the remaining 4 hidden attributes can be checked by wearing the dye kit and checking your stats in the inventory screen tabs.

Some hexed dye kits have been posted here- http://http://www.hellgateaus.net/forum/viewtopic.php?f=49&t=3296&p=41078#p41078

Yandor

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #8 on: Jun 14, 2011; 05:16 AM »
23 more hexed mods, when combined with the previous 11 mods it is intended to support dual prisms and dual vorpals. Guardians can have dual vorpals and dual splash swords if they use batteries in one and relics in the other.

The combined set should look like-
Att Str___Batt_Relic
100______2___2
200______2___2
400______2___2 (new)
600______2___2
100%____2___2
200%____2___2
300%____2___2
Nova ammo 2 (vorpals, but they really need splash or Ravager skill)
Range/Accuracy Tech 2 (vorpals)
Nova fuel 1
Range/Accuracy fuel 1

A 600 attack strength and +300% should chew through level 50+ mobs ok.

The attribute costs on dual wielding seem high, if there is a need for +50AA gloves or something, say so ok?
Together with the hexed dye kits for armor, any class should now be able to finish the game they started, even if they have to use a weapon other than hoped for.

The character is a LL2.2 MM elite starter, the items are in the cube for trading to other game versions.
[attachment=0:275ubp8g]HexedMods2_23Items.zip[/attachment:275ubp8g]
« Last Edit: Jun 15, 2011; 04:28 AM by Yandor »

ZenZombie

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #9 on: Jun 14, 2011; 07:49 AM »
Dear god those are some super powered items. What is in the alternate game play packs that warrants those?
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Yandor

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #10 on: Jun 15, 2011; 04:24 AM »
Quote from: "ZenZombie"
Dear god those are some super powered items. What is in the alternate game play packs that warrants those?
Aside from the most fun ever?
High mob density and high respawn rate in addition to the existing imbalance built into the game. The main power boosters are intended to be used in two slots, if you use them in more than two slots it can become insta-kill.
It is also a way of assessing the imbalance built into the retail game i.e. determining what attack and defense should have been provided vs what was provided, a subject that needs to be addressed by founders eventually.
The game does handle much larger numbers than those in both attack and defense.
Enemies like rift coils dish out bigger numbers too apparently.
The highest power combination of two mods is known to be enough to finish the game, the lowest combination that does the job is not known yet.

Underlying this is the need to determine how much imbalance should be built into future games. One way of answering this question is with something that can be quantified and tested- how long should it take an optimal character to complete NM Necropolis and kill Syd? That is something that can and should have a hard number put on it so people know what to be aiming for.

The attack strength of the two highest mods in combination was actually taken from what it took to comfortably kill NM Orlac in the retail game without assistance from any skills, just a fast shooter. The first hard number on the extent of the imbalance built into the retail game, +2,400 attack strength in each of 5 elements, in a gun that was built with about 20 in one or two elements.

If you are to build a game you have to understand things like balance in hard numbers, quantify them, before you can have sensible discussion and aim to reach lasting decisions. Saying the SP game is unbalanced achieves nothing, what balance should it have? How long should it take to knock off NM Necropolis and Syd? Number please.

Bear in mind that you can't save your game in either map so the answer might need to be say 5 hours max in each/any map? Well thats about how long it takes to do NM Necropolis with the top two mods and modest blue skill use, single wield.

Its the retail game that has me saying, Dear God, what warranted that insane imbalance?
Sooner or later there will have to be numbers put on where the middle ground should be. It is best done from an informed perspective, with numbers like attack strength, damage reduction %, and map times, not emotions.

For me, 5 hrs in NM Necropolis seems like a good number, what say you ZZ?
(Assume you want to sell a future version for full retail price, not for bargain bin price which is where I found HGL during its MP days. Choices have consequences.)

xViiRGIL

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #11 on: Jun 23, 2011; 02:09 AM »
Well i guess what im saying is how do you do this with a program like cheat engine? im kind of a noob, but i have been able to hex everything else so far with the adjusted items properties zip, but im kinda clueless as to how to stretch the mods or dye kits, rather than just hex edit ones allready existing. any help would be much appreciated.

Yandor

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #12 on: Jun 23, 2011; 07:17 AM »
Quote from: "xViiRGIL"
Well i guess what im saying is how do you do this with a program like cheat engine? im kind of a noob, but i have been able to hex everything else so far with the adjusted items properties zip, but im kinda clueless as to how to stretch the mods or dye kits, rather than just hex edit ones allready existing. any help would be much appreciated.
CE is what I use, the example is in a post above- "An incomplete guide to stretching a dye kit as an example". Malachor used a technique of replacing the quality string with another attribute, the stretching technique adds a new attribute at the location of the quality string and uses a copy and paste to shift the last part of the data block by 8 bytes, stretching it by one new attribute at a time.
The topic belongs in hexing but I attempted to answer a previous question that had been asked here. The example above shows before (copy) and after (paste) chunks of data block being extended by 8 bytes, it was meant to answer the question by demonstrating one of the stretches as I did it. You will need to be more specific with your questions if I am to help further. The demonstration was supposed to show the technique without using a zillion words, if you can hex you can do it.
CE is a bit funny when pasting, it seems to not alter the first byte of the paste area and I have to remember to enter the first byte manually after each paste. Im kind of a noob too.

xViiRGIL

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #13 on: Jun 23, 2011; 10:12 PM »
so how do you access all the bytes of info, so that you can do what you said, do you look in memory view or something? When i do  a search for a address using search for this array, in array of bytes, and then i either change the value or overwrite that array with one from a quality i like. But what im getting att i guess is, when i do a search for the address i get an 8byte address only, not what i need to see from what your tutorial says. So thats the question im looking to get answered i guess, thanks for all your help so far. If i get to where i can stretch the other kits, ill do what you did to the black knight for all the other ones, and post it here for everyone to use!  Thanks again by the way.

Yandor

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Re: Scaling Master Cell - 5 Line Crippling Battery - Hexed
« Reply #14 on: Jun 24, 2011; 03:55 AM »
Quote from: "xViiRGIL"
when i do a search for the address i get an 8byte address only, not what i need to see from what your tutorial says.
Use 8 byte hex for the search, see the settings in the picture.
Then once you have some search hits, right click on one of them and click on BROWSE THIS MEMORY LOCATION in the drop down menu (not shown here). The memory viewer will appear showing the hit area (in the lower right of the picture).
[attachment=0:3dlgzwdv]CEsearch.JPG[/attachment:3dlgzwdv]