Difference between revisions of "Hellsinker/Strategy"
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|- | |- | ||
| Deadliar | | Deadliar | ||
− | | Gradual value raising | + | | Gradual value raising<br>Item collection |
− | + | | TLB kills | |
| style="color:#bbbbbb" | Nothing | | style="color:#bbbbbb" | Nothing | ||
|- | |- | ||
Line 57: | Line 57: | ||
|- | |- | ||
| Kagura (Ecliptic Chariot) | | Kagura (Ecliptic Chariot) | ||
− | | Grazing | + | | Grazing? |
| style="color:#bbbbbb" | Nothing? | | style="color:#bbbbbb" | Nothing? | ||
| Everything else? | | Everything else? | ||
Line 63: | Line 63: | ||
| Kagura (Infernal Sabbath) | | Kagura (Infernal Sabbath) | ||
| Immortality bonuses | | Immortality bonuses | ||
− | | Gradual value raising | + | | Gradual value raising<br>TLB kills<br>Grazing |
| Tick points | | Tick points | ||
|- | |- | ||
| Kagura (Xanthez) | | Kagura (Xanthez) | ||
| Destructive value raising<br>TLB kills | | Destructive value raising<br>TLB kills | ||
− | | Tick points | + | | Tick points<br>Grazing |
| Immortality bonuses | | Immortality bonuses | ||
|- | |- | ||
Line 92: | Line 92: | ||
* Starting value is 80, increasing by 40 each time you Extend after the first Immortality bonus. | * Starting value is 80, increasing by 40 each time you Extend after the first Immortality bonus. | ||
** 80, 120, 160, ... | ** 80, 120, 160, ... | ||
+ | ** In Full Sequence Order, totals '''30000 to >40000 Spirits''' depending on character. Theoretical maximum for Infernal Sabbath exceeds 55000 Spirits! | ||
* Spirit BREAKTHROUGH is worth 200 + 40 * (current Immortality count) | * Spirit BREAKTHROUGH is worth 200 + 40 * (current Immortality count) | ||
* Kill BREAKTHROUGH is worth 160 + 40 * (current Immortality count) | * Kill BREAKTHROUGH is worth 160 + 40 * (current Immortality count) | ||
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=== FINELINE (grazing) === | === FINELINE (grazing) === | ||
---- | ---- | ||
− | The player accrues Spirits for each frame that needle bullets are inside the player's grazing radius. | + | The player accrues Spirits for each frame that needle bullets are inside the player's grazing radius. There are a limited number of other scoring-grazable bullet types such as purple chains and the S7 boss's wisps.<br> |
− | This grazing is termed FINELINE. | + | This grazing is termed FINELINE. ("Grazing" will generally refer to FINELINE, even though all bullets can be grazed regardless of score) |
+ | * In Full Sequence Order, totals 10000 to 12000 Spirits for Deadliar and Kagura, dramatically more for Minogame and dramatically less for Fossilmaiden. | ||
* Because grazing is continuous, there is a direct relationship between the size of your graze radius and potential Spirits gained. The size of all the graze radii are as following<ref name="Graze range decompilation">https://youtube.com/post/Ugkx7ffmZYbjXaftpGOB5sDeARKoDPeJdos2</ref>:<br> | * Because grazing is continuous, there is a direct relationship between the size of your graze radius and potential Spirits gained. The size of all the graze radii are as following<ref name="Graze range decompilation">https://youtube.com/post/Ugkx7ffmZYbjXaftpGOB5sDeARKoDPeJdos2</ref>:<br> | ||
− | |||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" | ||
|- | |- | ||
Line 161: | Line 162: | ||
* Maximizing the intersection of needles and grazebox is the objective. Staying equidistant between as many needles as possible is often better than chasing them to the edge of the screen. | * Maximizing the intersection of needles and grazebox is the objective. Staying equidistant between as many needles as possible is often better than chasing them to the edge of the screen. | ||
− | * Grazing with Adept is easier as the Suppression Radius | + | * Grazing with Adept is easier as the Suppression Radius does not influence graze range and you have more control over when it activates. |
** Adept Moon Cradle is forced to graze with the Suppression Radius inactive due to her autofire ability. | ** Adept Moon Cradle is forced to graze with the Suppression Radius inactive due to her autofire ability. | ||
*** Non-Adept is forced to graze ''while'' autofiring which is highly impractical. This is possibly a vestige of Kagura once having standard graze behavior. | *** Non-Adept is forced to graze ''while'' autofiring which is highly impractical. This is possibly a vestige of Kagura once having standard graze behavior. | ||
− | * If | + | * '''Bullets in contact with the Suppression Radius get an improved FINELINE value.''' You should try to use the Radius wherever possible even when in Adept. This only applies to bullets with a travel time i.e. not purple chains. |
+ | * The FINELINE rate and the lengths of needles scale with STELLA level. | ||
+ | ** Around 25% of your grazing efficiency is lost if grazing with STELLA level 9 instead of A – big loss! | ||
+ | * The FINELINE rate is modified by the [[Hellsinker/Strategy#Stage Clear Bonus|SURVIVABILITY score]] of the current Segment. '''Any death will reduce your income regardless of STELLA.''' | ||
+ | ** e.g. 3 deaths = 55% FINELINE for the remainder of the stage. | ||
+ | * If delayed, Deadliar's Discharge provides invincibility but does not cancel bullets until released. This can be used to extend grazes. | ||
* Fossilmaiden always has a bad graze range. She can mitigate this somewhat by using Cloak invincibility to supergraze. | * Fossilmaiden always has a bad graze range. She can mitigate this somewhat by using Cloak invincibility to supergraze. | ||
− | * Using Minogame's charged main weapon (Forbidden Shell) will increase | + | ** Fossilmaiden should always graze with a subweapon active so she gets a Suppression Radius. Quickly sweeping over many needles with the Lance Device is often best in high-value areas. |
+ | * Using Minogame's charged main weapon (Forbidden Shell) will increase his grazing radius dramatically. Abuse this if you are playing Minogame. | ||
+ | ** Forbidden Shell also acts as an extended Suppression Radius. | ||
** Combine with Nimbus Cluster Yellow for supergrazing. | ** Combine with Nimbus Cluster Yellow for supergrazing. | ||
* Invincibility from taking a hit cannot be used for grazing. | * Invincibility from taking a hit cannot be used for grazing. | ||
− | |||
− | |||
− | |||
− | |||
=== Inner Spirit Raising and Spirit Pooling (tick points) === | === Inner Spirit Raising and Spirit Pooling (tick points) === | ||
---- | ---- | ||
− | Inner Spirit Raising is a mechanic that allows you to raise the kill value of targets by hitting them rapidly. | + | Inner Spirit Raising is a mechanic that allows you to raise the kill value of targets by hitting them rapidly. There is also a parallel, more traditional tick points mechanic, which is based on similar principles as Spirit Raising. There are various confounding elements which prevent the two systems from being too symmetric or simple to optimize. |
− | There is also a parallel, more traditional tick points mechanic, which is based on the | + | |
+ | ==== Common to both systems ==== | ||
+ | * '''Hitting multiple targets simultaneously enhances the pooling efficiency for all of them.''' It doesn't matter if the targets are indestructible or have a value or not. | ||
+ | * Many enemies are heavily damage resistant when first entering play, which is a prime opportunity to get lots of free hits in. | ||
+ | ** Segment 2 WATERLEAPERs, S6 SCARY-STUPAs and S7 MASTERs are some examples. | ||
+ | * Most subweapons have a penalty flag which reduces their per-hit efficiency. This does not necessarily make them bad; some are still the best option for a given character or situation. | ||
+ | * Efficiency is halved during boss fights. | ||
+ | |||
+ | ==== Specific to raised inner Spirits ==== | ||
+ | * Every hit landed on a target generates a number of pooled Spirits, modified by STELLA level. The inner value of the target increases based on the total number of pooled Spirits. | ||
+ | * '''The pooling rate improves dramatically as the player gets closer to the target.''' Spirit Raising should always be attempted at minimum range. | ||
+ | * Value raised in non-essential parts of enemies can contribute to the value of the core too. | ||
+ | * The growth efficiency is halved after each of two thresholds. As displayed on the practice chamber dummy, these are at <span title="Internal value 0x14000" style="text-decoration: underline #000 dotted; cursor:help">~40960</span> and <span title="Internal value 0x78000" style="text-decoration: underline #000 dotted; cursor:help">~450560</span> pooled Spirits. | ||
+ | * Finally, the raised value is modified to (STELLA level * 16 + 60)%. | ||
+ | * Deadliar gets a 10% overall increase to raised inner value and Xanthez gets +12%, due to the application of the [[Hellsinker/Strategy#Tick Spirits multiplier|character-specific multiplier]] only when it is greater than 100%. | ||
− | * | + | ==== Specific to tick Spirits ==== |
− | * | + | * Every 3 frames, a value derived from the number of delivered hits is checked against [[Hellsinker/Strategy#Stage-specific modifiers|a stage-specific threshold]]. If the hit count exceeds this threshold, Spirits are awarded based on the amount of excess. |
+ | ** Effectively this means tick points depend on the ''concentration'' of hits rather than simple number of hits spread over any time period. | ||
+ | * STELLA level increases the effective hit count, and the [[Hellsinker/Strategy#Stage-specific modifiers|stage-specific hit buffer modifier]] decreases it. | ||
+ | * The number of Spirits scales up by 1/24th of the total number of SLAVEs that have been UNCHAINed. | ||
+ | ** For example, 1200 total UNCHAINed = +50 = 150% tick point income. | ||
+ | * A [[Hellsinker/Strategy#Tick Spirits multiplier|character-specific multiplier]] also scales the Spirit income. Fossilmaiden and Infernal Sabbath have heavy penalties (42% and 28% respectively) which severely limit their tick point potential. Outside of those extreme cases, this modifier is not a useful general indicator of which characters are good with tick points. | ||
+ | * The central parts of Deadliar's, Fossilmaiden's, and Minogame's Discharges have increased efficiency. | ||
+ | * The implementation of this mechanic results in a bug where pooling more than 21.4 Spirits in a single interval will overflow the range and wrap around, awarding a negative value instead. This bug is mostly a concern for Moon Cradle who is vulnerable to it throughout Full Sequence Order runs. | ||
+ | * A technical breakdown of tick point mechanics can be found in the following post.<ref name="Tick points decompilation">https://www.youtube.com/post/UgkxIB4WEQnc1n34uULv4lDYiDzT2YTbopWQ</ref> | ||
+ | ==== Weapon auras ==== | ||
+ | ---- | ||
+ | * When a projectile weapon is fired (one that produces "bullets"), an aura is generated around the player character which delivers many hits while dealing very little damage. The closer the target is to the player, the denser the hits become. As an example, the following table lists the effects of the main shot aura when positioned behind the practice chamber dummy, at STELLA level A. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Executor || Aura hits/sec | + | ! Executor || Aura hits/sec || Damage/sec || Pooled Spirits/sec |
− | | | ||
− | | | ||
|- | |- | ||
− | | | + | | Deadliar || 420 || 300 || 13860 |
|- | |- | ||
− | | | + | | Fossilmaiden || 60 || 15 || 1980 |
|- | |- | ||
− | | | + | | Minogame || 420 || 378 || 13860 |
|- | |- | ||
− | | Kagura ( | + | | Kagura (Moon Cradle) || 240 || 597 || 7920 |
|- | |- | ||
− | | Kagura ( | + | | Kagura (Ecliptic Chariot) || 30 || 6 || 990 |
|- | |- | ||
− | | Kagura ( | + | | Kagura (Infernal Sabbath) || 300 || 60 || 9900 |
|- | |- | ||
+ | | Kagura (Xanthez) || 270 || 580 || 8910 | ||
|} | |} | ||
− | + | * Note how 1 hit = 33 pooled Spirits in this scenario, but the hit rate and damage of the auras differ. Fossilmaiden has an intentionally useless aura as she is supposed to use the Lance Device for this purpose instead. | |
− | * Supplementing | + | * Supplementing the auras with other weapons leads to diverging results. For example, Deadliar's main shot itself does not contribute a useful number of extra hits (+75), whereas Minogame's more than doubles the total hit rate (+480). |
− | ** Therefore for Spirit Raising purposes it's usually more productive for Deadliar to point his main shot away from the target | + | ** Therefore for Spirit Raising purposes it's usually more productive for Deadliar to point his main shot away from the target and use the aura exclusively. Minogame has more reason to consider pointblanking underneath a target, but still has a good enough aura to be able to point away when damage needs to be minimized. |
− | + | * All Kagura types have a hidden shot property that causes pointblanking to deliver more hits than usual while dealing proportionately less damage (this is most easily demonstrated on Ecliptic Chariot who fires very large bullets). As three out of four types have bad auras, they are essentially forced to shoot directly at things in order to raise their value, heavily damaging the target in the process and limiting the value potential. However, this may instead provide an advantage versus indestructible or regenerating targets where enemy HP isn't a bottleneck. | |
− | * | + | * Practicality causes further complications. Deadliar's aura has extra horizontal range (the "wings" effect) which makes it easier to spread out hits over multiple enemies or boss parts, allowing it to perform better than it appears numerically. Infernal Sabbath's aura is incredibly good on paper, but her forward-positioned weapons, the aura's tiny damage output, and her slow movement speed make it very challenging to use without compromises. |
− | |||
− | * | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
=== UNCHAIN === | === UNCHAIN === | ||
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* Income rate scales with STELLA level. The rate at STELLA level A is double that of level 1. | * Income rate scales with STELLA level. The rate at STELLA level A is double that of level 1. | ||
** Typically works out as +1% Spirits per ~13 seconds at level A. There may be extra modifiers during some parts of the game.{{template:unconfirmed}} | ** Typically works out as +1% Spirits per ~13 seconds at level A. There may be extra modifiers during some parts of the game.{{template:unconfirmed}} | ||
− | * Additionally, a flat quantity of Spirits is awarded per frame, derived from the STELLA level and a [[Hellsinker/Strategy# | + | * Additionally, a flat quantity of Spirits is awarded per frame, derived from the STELLA level and a [[Hellsinker/Strategy#Stage-specific modifiers|stage-specific value]]. |
− | * Does '''not''' apply to bosses, Segment 5 | + | * Does '''not''' apply to bosses, Segment 5, or the Segment 6 midboss zone. |
=== Stage Clear Bonus === | === Stage Clear Bonus === | ||
Line 270: | Line 285: | ||
---- | ---- | ||
The Shrine of Farewell is often looked at as a "bonus stage" in regular survival play, which serves to give some lives back in the form of crystals and get the player back on their feet.<br> | The Shrine of Farewell is often looked at as a "bonus stage" in regular survival play, which serves to give some lives back in the form of crystals and get the player back on their feet.<br> | ||
− | However, it is extremely important for Spirits, as playing the Shrine perfectly will | + | However, it is extremely important for Spirits, as playing the Shrine perfectly will award 424 crystals to the player, with each crystal having a value of 1/200 of the player's Spirits before the Shrine, enabling the player to amplify their score by up to 2.12x.<br> |
This requires good [[Hellsinker#TERRA|TERRA]] management to optimally reach the Shrine after Segment 7.<br> | This requires good [[Hellsinker#TERRA|TERRA]] management to optimally reach the Shrine after Segment 7.<br> | ||
Conversely, it is possible to exit with a net loss in Spirits if you do not collect at least 200 crystals. | Conversely, it is possible to exit with a net loss in Spirits if you do not collect at least 200 crystals. | ||
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ST + 9 | ST + 9 | ||
:* Dying or having anything below STELLA level A will reduce your CRYSTALLIZE gain. | :* Dying or having anything below STELLA level A will reduce your CRYSTALLIZE gain. | ||
− | :* Kaname | + | :* Kaname Stone & boss first and second attacks are worth at most 18 CRYSTALLIZE. |
:* Each boss's third attack is worth at most 36 CRYSTALLIZE. | :* Each boss's third attack is worth at most 36 CRYSTALLIZE. | ||
− | * Bombing a Kaname Stone will invalidate its CRYSTALLIZE. | + | :* Bombing a Kaname Stone will invalidate its CRYSTALLIZE. |
+ | * After defeating all patterns, the crystal total becomes: | ||
+ | floor( (ST * 12 + 100) * (crystal total - 300) / 100 + 300 ) | ||
+ | :* Hence 360 crystals at STELLA level A = 424 final crystals. | ||
* If you are playing Deadliar, Fossilmaiden, or Kagura2, going to the top of the screen while your option is deployed at the bottom will cause all of the crystals to fall into the option and be collected, enabling the full 2.12x Spirit multiplier. | * If you are playing Deadliar, Fossilmaiden, or Kagura2, going to the top of the screen while your option is deployed at the bottom will cause all of the crystals to fall into the option and be collected, enabling the full 2.12x Spirit multiplier. | ||
− | ** Other characters will need to manually collect crystals. This is quite random and varies in difficulty between | + | ** Other characters will need to manually collect crystals. This is quite random and varies in difficulty between Minogame and Kagura as they have different collection ranges. A 1.70x multiplier (340 crystals) is about the best result that can be hoped for.{{template:unconfirmed}} |
+ | ** Crystals are emitted from two points which drift around both horizontally and vertically in wave-like motions. In most cases, the emitters are relatively in sync with each other at the beginning and become more disjointed over time. Occasionally the emitters will already be out of sync at the start; a practical strategy to minimize the impact of this happening is not known. It appears that the procedural variety of the emitter behavior is limited, but the exact positions of the crystals themselves are still very random. | ||
* You don't need to score/milk in this stage unless you are really really comfortable with it. | * You don't need to score/milk in this stage unless you are really really comfortable with it. | ||
** The two milkable patterns are Virginal Order on Temperament Nil (by grazing the needles), and Desperate Annulus on Al4th (by bombing and using aura on the red blobs she shoots out to gain spirits and increase her inner spirit value). These combined give out a few thousand Spirits but cost a lot of precious time. | ** The two milkable patterns are Virginal Order on Temperament Nil (by grazing the needles), and Desperate Annulus on Al4th (by bombing and using aura on the red blobs she shoots out to gain spirits and increase her inner spirit value). These combined give out a few thousand Spirits but cost a lot of precious time. | ||
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== Misc == | == Misc == | ||
− | === | + | ==== Shrine duration by character ==== |
− | ---- | + | |
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Executor | ||
+ | ! Duration (sec) | ||
+ | |- | ||
+ | | Deadliar | ||
+ | | 265 | ||
+ | |- | ||
+ | | Fossilmaiden | ||
+ | | 238 | ||
+ | |- | ||
+ | | Minogame | ||
+ | | 260 | ||
+ | |- | ||
+ | | Kagura (Moon Cradle) | ||
+ | | 260 | ||
+ | |- | ||
+ | | Kagura (Ecliptic Chariot) | ||
+ | | 246 | ||
+ | |- | ||
+ | | Kagura (Infernal Sabbath) | ||
+ | | 244 | ||
+ | |- | ||
+ | | Kagura (Xanthez) | ||
+ | | 242 | ||
+ | |} | ||
+ | |||
+ | === Modifiers === | ||
− | ==== | + | ==== Stage-specific modifiers ==== |
---- | ---- | ||
− | + | Summary of some stage-specific values.<ref name="STELLA loss decompilation">https://www.youtube.com/post/UgkxM-xhnsFaTnA5E9KVfUpzV9fyaQbI0mBu</ref><ref name="Tick points decompilation"></ref> | |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
− | ! Stage || | + | ! Stage |
+ | ! {{HoverSpan|Used for various stage-specific tweaks, such as STELLA and TERRA loss, and Running Spirits rate.|Shared modifier}} | ||
+ | ! {{HoverSpan|Used for tweaking tick point rate. Lower numbers equal less tick points.|Hit buffer modifier}} | ||
+ | ! {{HoverSpan|Hits in excess of this value within a 3-frame interval award tick points.|Hit buffer threshold}} | ||
+ | ! {{HoverSpan|Used as a standard value for the STELLA buffer.|STELLA buffer value}} | ||
+ | |- | ||
+ | | style="background-color:#eaecf0" | 1L | ||
+ | | 0 | ||
+ | | 0 | ||
+ | | 160 | ||
+ | | 24 | ||
+ | |- | ||
+ | | style="background-color:#eaecf0" | 2L | ||
+ | | 1 | ||
+ | | -1 | ||
+ | | 160 | ||
+ | | 24 | ||
+ | |- | ||
+ | | style="background-color:#eaecf0" | 3L | ||
+ | | 5 | ||
+ | | -1 | ||
+ | | 160 | ||
+ | | 21 | ||
+ | |- | ||
+ | | style="background-color:#eaecf0" | 4 | ||
+ | | 3 | ||
+ | | -5 | ||
+ | | 160 | ||
+ | | 21 | ||
+ | |- | ||
+ | | style="background-color:#eaecf0" | 5 | ||
+ | | 3 | ||
+ | | -2 | ||
+ | | 220 stage, 190 boss | ||
+ | | 24 | ||
+ | |- | ||
+ | | style="background-color:#eaecf0" | 6 | ||
+ | | 5 | ||
+ | | -1 | ||
+ | | 160 | ||
+ | | 24 | ||
+ | |- | ||
+ | | style="background-color:#eaecf0" | 7 | ||
+ | | 6 | ||
+ | | -2 | ||
+ | | 190 | ||
+ | | 24 | ||
+ | |- | ||
+ | | style="background-color:#eaecf0" | 8 | ||
+ | | 7 | ||
+ | | -2 | ||
+ | | 160 | ||
+ | | 24 | ||
+ | |- | ||
+ | | style="background-color:#eaecf0" | Shrine | ||
+ | | 0 | ||
+ | | -1 | ||
+ | | 160 | ||
+ | | 24 | ||
|- | |- | ||
− | | | + | | style="background-color:#eaecf0" | 1B |
+ | | 0 | ||
+ | | 0 | ||
+ | | 160 | ||
+ | | 24 | ||
|- | |- | ||
− | | | + | | style="background-color:#eaecf0" | 2B |
+ | | 1 | ||
+ | | -1 | ||
+ | | 160 | ||
+ | | 24 | ||
|- | |- | ||
− | | | + | | style="background-color:#eaecf0" | 3B |
+ | | 5 | ||
+ | | -1 | ||
+ | | 160 | ||
+ | | 21 | ||
|- | |- | ||
− | | | + | | style="background-color:#eaecf0" | EX1 |
+ | | 0 | ||
+ | | -1 | ||
+ | | 160 | ||
+ | | 24 | ||
|- | |- | ||
− | | | + | | style="background-color:#eaecf0" | EX2 |
+ | | 0 | ||
+ | | -1 | ||
+ | | 160 | ||
+ | | 24 | ||
|- | |- | ||
− | | | + | |} |
+ | |||
+ | ==== Tick Spirits multiplier ==== | ||
+ | ---- | ||
+ | Percentage modifier of tick point income. If greater than 100, it also affects Inner Spirit Raising.<ref name="Tick points decompilation"></ref> | ||
+ | |||
+ | {| class="wikitable" | ||
|- | |- | ||
− | | | + | ! Executor || Value |
|- | |- | ||
− | | | + | | Deadliar || 110 |
|- | |- | ||
− | | | + | | Fossilmaiden || 42 |
|- | |- | ||
− | | | + | | Minogame || 80 |
|- | |- | ||
− | | | + | | Kagura (Moon Cradle) || 82 |
|- | |- | ||
− | | | + | | Kagura (Ecliptic Chariot) || 90 |
|- | |- | ||
− | | | + | | Kagura (Infernal Sabbath) || 28 |
|- | |- | ||
− | | | + | | Kagura (Xanthez) || 112 |
|- | |- | ||
|} | |} | ||
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|- | |- | ||
| hs_dx9build.exe+9705B4 || 4 byte || Shared stage modifier | | hs_dx9build.exe+9705B4 || 4 byte || Shared stage modifier | ||
+ | |- | ||
+ | | hs_dx9build.exe+71265C || 4 byte || Stage hit buffer threshold | ||
+ | |- | ||
+ | | hs_dx9build.exe+466938 || 4 byte || Stage hit buffer modifier | ||
+ | |- | ||
+ | | hs_dx9build.exe+71C9AC || 4 byte || Character tick Spirits multiplier | ||
|} | |} | ||
Line 595: | Line 732: | ||
| hs_dx9build.exe+71C430 || 4 byte || Subweapon charge || 3600 | | hs_dx9build.exe+71C430 || 4 byte || Subweapon charge || 3600 | ||
|- | |- | ||
− | | hs_dx9build.exe+71C9A4 || 4 byte || Subweapon supercharge || Varies ( | + | | hs_dx9build.exe+71C9A4 || 4 byte || Subweapon supercharge || [[Hellsinker#Subweapon_Gauge|Varies]] (frames, Minogame: frames*2) |
|} | |} | ||
Latest revision as of 16:22, 11 August 2024
Contents
- 1 Spirit Scoring Strategy
- 1.1 General Overview
- 1.2 STELLA Tricks
- 1.3 Immortality Bonuses
- 1.4 FINELINE (grazing)
- 1.5 Inner Spirit Raising and Spirit Pooling (tick points)
- 1.6 UNCHAIN
- 1.7 NUTCRACK (destructible bullets)
- 1.8 Running Spirits
- 1.9 Stage Clear Bonus
- 1.10 Ingots
- 1.11 The Last Present
- 1.12 Shrine of Farewell
- 1.13 Destroying the TLB repeatedly
- 2 Token Scoring Strategy
- 3 Misc
Spirit Scoring Strategy
General Overview
The biggest factor in earning more Spirits is your STELLA level.
- The following [values / objects / behaviors] will change depending on your STELLA.
- Enemy's base Spirit value
- Milking performance (i.e. Inner Spirit Raising and Pooling efficiency)
- UNCHAIN bonus (killing MASTER enemies)
- Amount of needle bullets from enemies (FINELINE)
- Amount of destructible bullets spewed from enemies
- Running Spirits
- Number of enemies in some places
- Rex Cavalier's (S7 Boss) 5th attack pattern
- Even the difference between STELLA 9 and STELLA A is huge. Always try to keep your STELLA at A.
- Surviving as long as possible and killing each enemy in the most Spirit efficient way is crucial. Figure out the most efficient way to milk Spirits for every enemy you see.
Routes are mostly thought out by balancing "Survival Consistency" and "Milking".
If you choose to survive, you will lose the opportunity to milk.
If you choose to milk, you will put yourself more at risk to get hit. Everyone has their own comfortable routes, so figure out your best routes based on this.
Emphasis by character
Although every source of Spirits must ultimately be integrated when scoring with any character, different characters will still find much of their gameplay defined by exploiting different systems.
The following table attempts to summarize which mechanics are relatively more and less important to each character.
Executor | Comparative importance of Spirit mechanics | ||
---|---|---|---|
Much more important | Relatively more important | Relatively less important | |
Deadliar | Gradual value raising Item collection |
TLB kills | Nothing |
Fossilmaiden | Gradual value raising TLB kills Item collection |
Nothing | Grazing Tick points Immortality bonuses |
Minogame | Grazing | Immortality bonuses | TLB kills |
Kagura (Moon Cradle) | Tick points Destructive value raising |
Immortality bonuses | Gradual value raising |
Kagura (Ecliptic Chariot) | Grazing? | Nothing? | Everything else? |
Kagura (Infernal Sabbath) | Immortality bonuses | Gradual value raising TLB kills Grazing |
Tick points |
Kagura (Xanthez) | Destructive value raising TLB kills |
Tick points Grazing |
Immortality bonuses |
STELLA Tricks
Most Segments feature a way to increase STELLA rapidly. These are the first things one should learn when aiming for Spirits.
- Segment 1 Lead: Repeatedly hitting the invulnerable part of the MONO-WINGs will cause them to drop lots of LUNA Chaff which can be collected for STELLA. Clearing waves quickly will cause more MONO-WINGs to appear.
- Segment 1 Behind: Quickly clearing the opening waves will spawn lots of zako whose bullets can be erased for LUNA Chaff. Afterwards, a green STELLA item and two MONO-WINGs appear.
- Segment 2 Lead: UNCHAINing the enemies at the beginning and then quickly clearing the following kamikaze zako will produce up to 3 green STELLA items.
- Segment 3 Lead: Destroying the tailguns of the two CLIONEs will produce a green STELLA item each. Another appears in the middle at TIMER ~7.
- Segment 3 Behind: ZINC-OWLs drop lots of LUNA Chaff when shot at.
- Segment 4: Approaching the HONEYCOMBs in SECTOR 03 will cause them to drop a ring of LUNA Chaff. MONO-WINGS appear in SECTORs 05 to 08.
- Segment 5: No trick, must be built up gradually with efficient play.
- Segment 6: Rapidly hitting one or both of the 1000KNIGHTS while performing the initial graze will accelerate STELLA gain drastically.
- Segment 7: Destroying the 6 high-value ORNITHOPTERs at TIMER ~17 will produce up to 6 green STELLA items.
- Segment 8: Two green STELLA items appear at the beginning. The STELLA increase over time does not stack with itself, so it's beneficial to wait several seconds between collecting each. Graze the needles fired by the first enemy waves or wait in their SEAL range.
Immortality Bonuses
- Gaining Extends in the Immortal state (max lives) gives increasing Spirit bonuses.
- Starting value is 80, increasing by 40 each time you Extend after the first Immortality bonus.
- 80, 120, 160, ...
- In Full Sequence Order, totals 30000 to >40000 Spirits depending on character. Theoretical maximum for Infernal Sabbath exceeds 55000 Spirits!
- Spirit BREAKTHROUGH is worth 200 + 40 * (current Immortality count)
- Kill BREAKTHROUGH is worth 160 + 40 * (current Immortality count)
- These bonuses are a single lump like normal Immortality bonuses; if you're not at maximum lives when the BREAKTHROUGH is achieved, all of the bonus will be lost.
- Getting a BREAKTHROUGH will reset your NECESSARY value for Extends, which equates to faster Extends, which means more Immortality bonuses down the line.
FINELINE (grazing)
The player accrues Spirits for each frame that needle bullets are inside the player's grazing radius. There are a limited number of other scoring-grazable bullet types such as purple chains and the S7 boss's wisps.
This grazing is termed FINELINE. ("Grazing" will generally refer to FINELINE, even though all bullets can be grazed regardless of score)
- In Full Sequence Order, totals 10000 to 12000 Spirits for Deadliar and Kagura, dramatically more for Minogame and dramatically less for Fossilmaiden.
- Because grazing is continuous, there is a direct relationship between the size of your graze radius and potential Spirits gained. The size of all the graze radii are as following[1]:
Executor | Bootleg Ghost | When firing main shot | When Suppression active | When Suppression inactive | During Forbidden Shell |
---|---|---|---|---|---|
Deadliar | Solidstate/Aspirant |
2400 units |
5600 units |
2400 units |
n/a |
Adept |
2400 units |
5600 units | |||
Fossilmaiden | Any |
2500 units |
3600 units |
n/a | |
Minogame | Solidstate/Aspirant |
2400 units |
4400 units |
2400 units |
9600 units |
Adept |
2400 units |
4400 units | |||
Kagura | Solidstate/Aspirant |
2800 units |
2800 units |
2800 units |
n/a |
Adept |
2800 units |
6400 units |
- Maximizing the intersection of needles and grazebox is the objective. Staying equidistant between as many needles as possible is often better than chasing them to the edge of the screen.
- Grazing with Adept is easier as the Suppression Radius does not influence graze range and you have more control over when it activates.
- Adept Moon Cradle is forced to graze with the Suppression Radius inactive due to her autofire ability.
- Non-Adept is forced to graze while autofiring which is highly impractical. This is possibly a vestige of Kagura once having standard graze behavior.
- Adept Moon Cradle is forced to graze with the Suppression Radius inactive due to her autofire ability.
- Bullets in contact with the Suppression Radius get an improved FINELINE value. You should try to use the Radius wherever possible even when in Adept. This only applies to bullets with a travel time i.e. not purple chains.
- The FINELINE rate and the lengths of needles scale with STELLA level.
- Around 25% of your grazing efficiency is lost if grazing with STELLA level 9 instead of A – big loss!
- The FINELINE rate is modified by the SURVIVABILITY score of the current Segment. Any death will reduce your income regardless of STELLA.
- e.g. 3 deaths = 55% FINELINE for the remainder of the stage.
- If delayed, Deadliar's Discharge provides invincibility but does not cancel bullets until released. This can be used to extend grazes.
- Fossilmaiden always has a bad graze range. She can mitigate this somewhat by using Cloak invincibility to supergraze.
- Fossilmaiden should always graze with a subweapon active so she gets a Suppression Radius. Quickly sweeping over many needles with the Lance Device is often best in high-value areas.
- Using Minogame's charged main weapon (Forbidden Shell) will increase his grazing radius dramatically. Abuse this if you are playing Minogame.
- Forbidden Shell also acts as an extended Suppression Radius.
- Combine with Nimbus Cluster Yellow for supergrazing.
- Invincibility from taking a hit cannot be used for grazing.
Inner Spirit Raising and Spirit Pooling (tick points)
Inner Spirit Raising is a mechanic that allows you to raise the kill value of targets by hitting them rapidly. There is also a parallel, more traditional tick points mechanic, which is based on similar principles as Spirit Raising. There are various confounding elements which prevent the two systems from being too symmetric or simple to optimize.
Common to both systems
- Hitting multiple targets simultaneously enhances the pooling efficiency for all of them. It doesn't matter if the targets are indestructible or have a value or not.
- Many enemies are heavily damage resistant when first entering play, which is a prime opportunity to get lots of free hits in.
- Segment 2 WATERLEAPERs, S6 SCARY-STUPAs and S7 MASTERs are some examples.
- Most subweapons have a penalty flag which reduces their per-hit efficiency. This does not necessarily make them bad; some are still the best option for a given character or situation.
- Efficiency is halved during boss fights.
Specific to raised inner Spirits
- Every hit landed on a target generates a number of pooled Spirits, modified by STELLA level. The inner value of the target increases based on the total number of pooled Spirits.
- The pooling rate improves dramatically as the player gets closer to the target. Spirit Raising should always be attempted at minimum range.
- Value raised in non-essential parts of enemies can contribute to the value of the core too.
- The growth efficiency is halved after each of two thresholds. As displayed on the practice chamber dummy, these are at ~40960 and ~450560 pooled Spirits.
- Finally, the raised value is modified to (STELLA level * 16 + 60)%.
- Deadliar gets a 10% overall increase to raised inner value and Xanthez gets +12%, due to the application of the character-specific multiplier only when it is greater than 100%.
Specific to tick Spirits
- Every 3 frames, a value derived from the number of delivered hits is checked against a stage-specific threshold. If the hit count exceeds this threshold, Spirits are awarded based on the amount of excess.
- Effectively this means tick points depend on the concentration of hits rather than simple number of hits spread over any time period.
- STELLA level increases the effective hit count, and the stage-specific hit buffer modifier decreases it.
- The number of Spirits scales up by 1/24th of the total number of SLAVEs that have been UNCHAINed.
- For example, 1200 total UNCHAINed = +50 = 150% tick point income.
- A character-specific multiplier also scales the Spirit income. Fossilmaiden and Infernal Sabbath have heavy penalties (42% and 28% respectively) which severely limit their tick point potential. Outside of those extreme cases, this modifier is not a useful general indicator of which characters are good with tick points.
- The central parts of Deadliar's, Fossilmaiden's, and Minogame's Discharges have increased efficiency.
- The implementation of this mechanic results in a bug where pooling more than 21.4 Spirits in a single interval will overflow the range and wrap around, awarding a negative value instead. This bug is mostly a concern for Moon Cradle who is vulnerable to it throughout Full Sequence Order runs.
- A technical breakdown of tick point mechanics can be found in the following post.[2]
Weapon auras
- When a projectile weapon is fired (one that produces "bullets"), an aura is generated around the player character which delivers many hits while dealing very little damage. The closer the target is to the player, the denser the hits become. As an example, the following table lists the effects of the main shot aura when positioned behind the practice chamber dummy, at STELLA level A.
Executor | Aura hits/sec | Damage/sec | Pooled Spirits/sec |
---|---|---|---|
Deadliar | 420 | 300 | 13860 |
Fossilmaiden | 60 | 15 | 1980 |
Minogame | 420 | 378 | 13860 |
Kagura (Moon Cradle) | 240 | 597 | 7920 |
Kagura (Ecliptic Chariot) | 30 | 6 | 990 |
Kagura (Infernal Sabbath) | 300 | 60 | 9900 |
Kagura (Xanthez) | 270 | 580 | 8910 |
- Note how 1 hit = 33 pooled Spirits in this scenario, but the hit rate and damage of the auras differ. Fossilmaiden has an intentionally useless aura as she is supposed to use the Lance Device for this purpose instead.
- Supplementing the auras with other weapons leads to diverging results. For example, Deadliar's main shot itself does not contribute a useful number of extra hits (+75), whereas Minogame's more than doubles the total hit rate (+480).
- Therefore for Spirit Raising purposes it's usually more productive for Deadliar to point his main shot away from the target and use the aura exclusively. Minogame has more reason to consider pointblanking underneath a target, but still has a good enough aura to be able to point away when damage needs to be minimized.
- All Kagura types have a hidden shot property that causes pointblanking to deliver more hits than usual while dealing proportionately less damage (this is most easily demonstrated on Ecliptic Chariot who fires very large bullets). As three out of four types have bad auras, they are essentially forced to shoot directly at things in order to raise their value, heavily damaging the target in the process and limiting the value potential. However, this may instead provide an advantage versus indestructible or regenerating targets where enemy HP isn't a bottleneck.
- Practicality causes further complications. Deadliar's aura has extra horizontal range (the "wings" effect) which makes it easier to spread out hits over multiple enemies or boss parts, allowing it to perform better than it appears numerically. Infernal Sabbath's aura is incredibly good on paper, but her forward-positioned weapons, the aura's tiny damage output, and her slow movement speed make it very challenging to use without compromises.
UNCHAIN
- Killing MASTER enemies will give Spirits based on the number of SLAVEs attached to it when killed.
- The amount of Spirits given is exponential based on how many SLAVEs there are. Even killing one SLAVE can decrease UNCHAIN Spirits by more than half in some cases, though overall you don’t gain many Spirits from UNCHAINing except on the S4 boss.
- UNCHAINing is nevertheless very important as UNCHAINed enemies may drop Life Chips or produce revenge needles, in some cases leading to 1000+ FINELINE grazes. As mentioned in the section above, it also improves tick point rate.
- Some enemies are worth much more by killing them without UNCHAINing them.
- Segment 3 Lead SEAGULL flocks are an example.
NUTCRACK (destructible bullets)
- Not much to say. Try to destroy as many as possible with clever use of your weapons.
- The largest NUTCRACK bonus comes from the S4 boss if both of its wings survive until past TIMER 211.
- Try not to Discharge as it will cancel the bullets without giving you Spirits.
Running Spirits
- "Interest" on your stage Spirit passively accumulated over time. Gaining more Spirits earlier in the stage = more profit.
- Try delaying an Extend to the beginning of the next Segment to gain more Running Spirits later (most noticeable on Segments 6 and 8).
- Income rate scales with STELLA level. The rate at STELLA level A is double that of level 1.
- Typically works out as +1% Spirits per ~13 seconds at level A. There may be extra modifiers during some parts of the game.?
- Additionally, a flat quantity of Spirits is awarded per frame, derived from the STELLA level and a stage-specific value.
- Does not apply to bosses, Segment 5, or the Segment 6 midboss zone.
Stage Clear Bonus
- Gives you around 50 ~ 150 Spirits for most stages.
- Based on STELLA and the number of times you died during the stage. The formula is shown on the Segment end screen.
- SURVIVABILITY scores are 100, 90, 75, 55, 30, and 5, lowering with each death.
- Clearing the TLB will give you 1000.
- Overall, does not give a ton of Spirits but is a nice bonus.
Ingots
- Killing bosses/some boss phases and certain cues within stages will cancel all bullets on screen into Ingots.
- Each worth 0.2 Spirits and 0.05 NECESSARY.
- Also occurs after achieving a BREAKTHROUGH.
- Sometimes you will want to optimize bullet cancels like in other STGs (cancel when screen is most dense).
- With Deadliar and Fossilmaiden, you can use your Mistletoe to collect Ingots (and any other items).
The Last Present
- Killing the final form of the Segment 7 boss near timeout will transfer a lump quantity of Spirits.
- Killing him on MEMORY TRANSFER... REMAIN 0 will grant you 345.6 Spirits.
- Killing him after or before REMAIN 0 will drastically reduce the bonus.
- Use the BGM to accurately time it. The female voice with note of C is the perfect cue.
- TIMER 246.5
Shrine of Farewell
The Shrine of Farewell is often looked at as a "bonus stage" in regular survival play, which serves to give some lives back in the form of crystals and get the player back on their feet.
However, it is extremely important for Spirits, as playing the Shrine perfectly will award 424 crystals to the player, with each crystal having a value of 1/200 of the player's Spirits before the Shrine, enabling the player to amplify their score by up to 2.12x.
This requires good TERRA management to optimally reach the Shrine after Segment 7.
Conversely, it is possible to exit with a net loss in Spirits if you do not collect at least 200 crystals.
- Speed kill every single enemy you see.
- Remember the patterns and when you can damage the enemy efficiently.
- The calculation for CRYSTALLIZE is:
Take ST as STELLA level -1. For boss first and second attacks: (ST + 9) - (misses on pattern * 4) if (ST / 3 + 6) is greater, then (ST / 3 + 6) For boss third attack: (ST * 3 + 9) - (misses on pattern * 6) if (ST / 2 + 12) is greater, then (ST / 2 + 12) For Kaname Stones: ST + 9
- Dying or having anything below STELLA level A will reduce your CRYSTALLIZE gain.
- Kaname Stone & boss first and second attacks are worth at most 18 CRYSTALLIZE.
- Each boss's third attack is worth at most 36 CRYSTALLIZE.
- Bombing a Kaname Stone will invalidate its CRYSTALLIZE.
- After defeating all patterns, the crystal total becomes:
floor( (ST * 12 + 100) * (crystal total - 300) / 100 + 300 )
- Hence 360 crystals at STELLA level A = 424 final crystals.
- If you are playing Deadliar, Fossilmaiden, or Kagura2, going to the top of the screen while your option is deployed at the bottom will cause all of the crystals to fall into the option and be collected, enabling the full 2.12x Spirit multiplier.
- Other characters will need to manually collect crystals. This is quite random and varies in difficulty between Minogame and Kagura as they have different collection ranges. A 1.70x multiplier (340 crystals) is about the best result that can be hoped for.?
- Crystals are emitted from two points which drift around both horizontally and vertically in wave-like motions. In most cases, the emitters are relatively in sync with each other at the beginning and become more disjointed over time. Occasionally the emitters will already be out of sync at the start; a practical strategy to minimize the impact of this happening is not known. It appears that the procedural variety of the emitter behavior is limited, but the exact positions of the crystals themselves are still very random.
- You don't need to score/milk in this stage unless you are really really comfortable with it.
- The two milkable patterns are Virginal Order on Temperament Nil (by grazing the needles), and Desperate Annulus on Al4th (by bombing and using aura on the red blobs she shoots out to gain spirits and increase her inner spirit value). These combined give out a few thousand Spirits but cost a lot of precious time.
Destroying the TLB repeatedly
- Destroying the TLB (Lost Property 771) will give you 7 Spirits each time, and destroying it 7 times will increase its value by 7.
- The total Spirits gained from the TLB is represented by the following formula.
Σ[n=1,y] 7 * floor((n/7) + 1)
Where y denotes the times you destroyed the TLB.
- For example destroying the TLB 79 times (kill value shown as 70) will be around 3479 Spirits.
Token Scoring Strategy
Token Values
Values of each Token item.[3]
Item | Decimal value | Fraction of 1 Token | Internal value1 |
---|---|---|---|
LUNA Crystal (0) | 0.05000 | 1/20 | 600 |
LUNA Crystal (1) | 0.05750 | ~1/17.3 | 690 |
LUNA Crystal (2) | 0.08050 | ~1/12.4 | 966 |
LUNA Crystal (3) | 0.11883 | ~1/8.41 | 1426 |
LUNA Crystal (4) | 0.17233 | ~1/5.8 | 2068 |
LUNA Crystal (5) | 0.24116 | ~1/4.14 | 2894 |
LUNA Crystal (6) | 0.32533 | ~1/3.07 | 3904 |
Frozen Crystal | 1.50000 | 3/2 | 18000 |
LUNA Droplet (stage) | 0.16225 | ~1/6 | 1947 |
LUNA Droplet (boss) | 0.04050 | ~1/25 | 486 |
Reliquia | 0.08333 | 1/12 | 1000 |
1 Token score = internal value / 12000.
Ingots have a scaling value:
(STELLA level - 1) * 150 + 800
For example:
STELLA level | Decimal value | Fraction of 1 Token | Internal value |
---|---|---|---|
1 | 0.06666 | 1/15 | 800 |
A | 0.17916 | ~1/5.58 | 2150 |
Sources of Freeze Cancels (FSO)
For multi-part or CHAINed enemies, it can be assumed that the destroying the core or MASTER is what triggers the cancel.
Stage | Enemy name | Number available |
---|---|---|
1L | COFFIN | 2 |
1L | Rex Cavalier (wings) | 4 |
1B | COFFIN | 3 |
1B | Quiet Minstrel (core) | 2 |
2L | UNNAMED 452 (Sinistar) | 1 |
2L | UNNAMED 447 (small stone) | 5 |
2L | UNNAMED 447 (large stone) | 2 |
2L | Scarlet Queen (talon) | 2 |
3B | C-MOON | 2 |
3B | Sunken Bishop (arm) | 2 |
4 | SWALLOW'S NEST | 4 |
4 | URCHIN | 2 |
4 | UNNAMED 450 (SECTORs 20-31) | 16 |
4 | UNNAMED 443 (SECTOR 32) | Respawning |
5 | KAREIDOSCOPE | Respawning |
7 | UNNAMED 499 (MASTER on left) | 3 |
7 | UNNAMED 500 (MASTER on right) | 3 |
Shrine | Kaname Stone | 4 |
8 | UNNAMED 389 (giant crab) | Respawning |
Boss Token Decay
- Stage Token score falls continuously during boss fights.
- Budget your time spent on bosses to minimize the loss. Speedkill any bosses that aren't going to produce useful amounts of Tokens.
- The decay per frame can be represented as:[3]
(Token / 300000)+0.00025
- For example at 4307 Tokens you will lose 1 every ~1.14 seconds.
Misc
Shrine duration by character
Executor | Duration (sec) |
---|---|
Deadliar | 265 |
Fossilmaiden | 238 |
Minogame | 260 |
Kagura (Moon Cradle) | 260 |
Kagura (Ecliptic Chariot) | 246 |
Kagura (Infernal Sabbath) | 244 |
Kagura (Xanthez) | 242 |
Modifiers
Stage-specific modifiers
Summary of some stage-specific values.[4][2]
Stage |
Shared modifier |
Hit buffer modifier |
Hit buffer threshold |
STELLA buffer value |
---|---|---|---|---|
1L | 0 | 0 | 160 | 24 |
2L | 1 | -1 | 160 | 24 |
3L | 5 | -1 | 160 | 21 |
4 | 3 | -5 | 160 | 21 |
5 | 3 | -2 | 220 stage, 190 boss | 24 |
6 | 5 | -1 | 160 | 24 |
7 | 6 | -2 | 190 | 24 |
8 | 7 | -2 | 160 | 24 |
Shrine | 0 | -1 | 160 | 24 |
1B | 0 | 0 | 160 | 24 |
2B | 1 | -1 | 160 | 24 |
3B | 5 | -1 | 160 | 21 |
EX1 | 0 | -1 | 160 | 24 |
EX2 | 0 | -1 | 160 | 24 |
Tick Spirits multiplier
Percentage modifier of tick point income. If greater than 100, it also affects Inner Spirit Raising.[2]
Executor | Value |
---|---|
Deadliar | 110 |
Fossilmaiden | 42 |
Minogame | 80 |
Kagura (Moon Cradle) | 82 |
Kagura (Ecliptic Chariot) | 90 |
Kagura (Infernal Sabbath) | 28 |
Kagura (Xanthez) | 112 |
Tools & memory addresses
v1.009
Additional Information Mod Cheat Engine script - 3.0 direct download
Steam v11
Stage Spirit totals | ||
---|---|---|
Address | Type | Description |
hs_dx9build.exe+71266C | 4 byte | Base kill values and NUTCRACK |
hs_dx9build.exe+712670 | 4 byte | UNCHAIN bonuses |
hs_dx9build.exe+712678 | 4 byte | Running Spirits |
hs_dx9build.exe+71267C | 4 byte | Pooled Spirits (combined raised inner value and tick points) |
hs_dx9build.exe+712680 | 4 byte | FINELINE bonuses |
hs_dx9build.exe+712684 | 4 byte | Stage end bonus |
hs_dx9build.exe+712688 | 4 byte | Immortality bonuses |
Spirits from items, special income such as shooting at GARLAND, and TLB kills are not represented in the above.
General scoring | ||
---|---|---|
Address | Type | Description |
hs_dx9build.exe+712658 | 4 byte | Hit buffer |
hs_dx9build.exe+712698 | 4 byte | Total Spirits |
hs_dx9build.exe+7126A4 | 4 byte | Current stage Spirits |
hs_dx9build.exe+7126B8 | 4 byte | UNCHAINed enemy total |
hs_dx9build.exe+712650 | 4 byte | Gem level (0 to 27936) |
hs_dx9build.exe+712674 | 4 byte | Unmodified Tokens |
hs_dx9build.exe+7126AC | 4 byte | Modified Tokens |
hs_dx9build.exe+9705B4 | 4 byte | Shared stage modifier |
hs_dx9build.exe+71265C | 4 byte | Stage hit buffer threshold |
hs_dx9build.exe+466938 | 4 byte | Stage hit buffer modifier |
hs_dx9build.exe+71C9AC | 4 byte | Character tick Spirits multiplier |
Survival & Extend related | ||
---|---|---|
Address | Type | Description |
hs_dx9build.exe+71CE60 | 4 byte | Frames since last death |
hs_dx9build.exe+71C484 | 4 byte | Pattern miss count |
hs_dx9build.exe+71C498 | 4 byte | Stage miss count |
hs_dx9build.exe+712648 | 4 byte | Immortality count |
hs_dx9build.exe+7126BC | 4 byte | Total miss count |
hs_dx9build.exe+712644 | 4 byte | Extend count since BREAKTHROUGH |
hs_dx9build.exe+712640 | 4 byte | NECESSARY |
hs_dx9build.exe+71C480 | 4 byte | SURVIVABILITY |
hs_dx9build.exe+71CE68 | 4 byte | Invincibility countdown |
Other resources | |||
---|---|---|---|
Address | Type | Description | Maximum value |
hs_dx9build.exe+71264C | 4 byte | TERRA | 240000 |
hs_dx9build.exe+71C44C | 4 byte | SOL | 259999, Fossilmaiden: 51199 |
hs_dx9build.exe+71C450 | 4 byte | LUNA | 153599, Fossilmaiden: 51199, Xanthez: 240000 |
hs_dx9build.exe+71C454 | 4 byte | STELLA level | 9 |
hs_dx9build.exe+71C458 | 4 byte | STELLA | 5119999 |
hs_dx9build.exe+71C430 | 4 byte | Subweapon charge | 3600 |
hs_dx9build.exe+71C9A4 | 4 byte | Subweapon supercharge | Varies (frames, Minogame: frames*2) |
Triggers, settings, etc | ||
---|---|---|
Address | Type | Description |
hs_dx9build.exe+46690C | 4 byte | Stage frame timer |
hs_dx9build.exe+712568 | 4 byte | SATISFACTION adder |
hs_dx9build.exe+712578 | 4 byte | SATISFACTION sub-level step |
hs_dx9build.exe+712694 | 4 byte | Bullet cancellation score |
hs_dx9build.exe+71C408 | 4 byte | Bootleg Ghost (0 Aspirant, 1 Solidstate, 2 Adept) |
hs_dx9build.exe+71C434 | 4 byte | Equipment ID (0-3) |
hs_dx9build.exe+71C43C | 4 byte | Graze range |
hs_dx9build.exe+71CEA0 | 4 byte | Speed modifier (10000 = 100%) |
hs_dx9build.exe+7C6F78 | 4 byte | Phase/wave timer (can be used to skip around on the final boss) |
hs_dx9build.exe+97052C | 4 byte | Stage ID (0-16, also used for menu items) |
hs_dx9build.exe+9705B8 | 4 byte | Character ID (0-3) |