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Hello. I have determined a lot of the enemies' hitpoints in Pikmin 2. It was a long and painful job, but I did it because I was curious and | Hello. I have determined a lot of the enemies' hitpoints in Pikmin 2. It was a long and painful job, but I did it because I was curious and bored. I was wondering if it would be alright to add health to the enemy infoboxes for all enemies? For example, under the Dwarf Red Bulborb, you could probably put health under the 'attacks' box, with the value on the right (20). For enemies with an undetermined amount of health, you could probably just put N/A for the moment. | ||
To ppl who probably think I am wrong, I determined the health from enemies by using blue, white, and yellow pikmin. Since blue, yellow, and white pikmin all deal the same amount of damage and aren't stronger then any other pikmin, I assumed those 3 all dead 1 DMG. I first started with a Dwarf Red Bulborb. I simply threw a blue Pikmin near it without killed it by throwing one directly on top and counting every time I heard the pikmin make the smacking attacking noise thing. Usually the bulborb manages to eat one, so then I just continue to throw another. Using this strategy. I found out that the Dwarf Red Bulborb has 20 HP. The number was probably off and was 21 hits or 22, but I usually just round it to what makes more sense. I thought this was pretty cool, since I found out there are some enemies with unusual amounts of health. For example, I discovered the Munge Dweevil has 30 HP, but the rest of the little dweevils in the family (excluding the Volatile Dweevil) have 12. Some other stuff discovered: | To ppl who probably think I am wrong, I determined the health from enemies by using blue, white, and yellow pikmin. Since blue, yellow, and white pikmin all deal the same amount of damage and aren't stronger then any other pikmin, I assumed those 3 all dead 1 DMG. I first started with a Dwarf Red Bulborb. I simply threw a blue Pikmin near it without killed it by throwing one directly on top and counting every time I heard the pikmin make the smacking attacking noise thing. Usually the bulborb manages to eat one, so then I just continue to throw another. Using this strategy. I found out that the Dwarf Red Bulborb has 20 HP. The number was probably off and was 21 hits or 22, but I usually just round it to what makes more sense. I thought this was pretty cool, since I found out there are some enemies with unusual amounts of health. For example, I discovered the Munge Dweevil has 30 HP, but the rest of the little dweevils in the family (excluding the Volatile Dweevil) have 12. Some other stuff discovered: | ||
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-Yellow Wollywog has 70 HP (working on finding out the grey Wollygog's). | -Yellow Wollywog has 70 HP (working on finding out the grey Wollygog's). | ||
-Fiery and Watery Blowhogs have 90 HP. I'm dead serious... try it out yourself. | -Fiery and Watery Blowhogs have 90 HP. I'm dead serious... try it out yourself. | ||
-Shearwigs have 20 HP. | -Shearwigs have 20 HP. | ||
All the flying enemies' health are really hard to determine since they usually shake off a single Pikmin that lands on them. I was experimenting with the Withering and Puffy Blowhogs using a Purple, and with some math estimated that the Withering's HP is aprox. 135 and the Puffy's is 225. I could be way off, but w/e lol. Anyway thx for taking time to reading this and hope you like this idea. | All the flying enemies' health are really hard to determine since they usually shake off a single Pikmin that lands on them. I was experimenting with the Withering and Puffy Blowhogs using a Purple, and with some math estimated that the Withering's HP is aprox. 135 and the Puffy's is 225. I could be way off, but w/e lol. Anyway thx for taking time to reading this and hope you like this idea. | ||
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Sniper again. I wasn't trying to say all flying enemies have more health than others. I was saying that the damage dealt to a flying enemy is no different than dealing it to a ground enemy. Also, remember I could be wrong about the 2 airborne blowhogs' hitpoints since they had a very slow regeneration. Anyway, the little squelching sound Pikmin make when landing on an enemy is something that interested me as well at the time. I know Purple Pikmin deal damage on impact, but the others seem to interest me. I was experimenting with Water Dumples which seem to have 15 health by fighting it 2 ways. The first way was simply taking the one pikmin and throwing it near it or swarming it. The pikmin would usually smack it once, then latch on to it (which doesn't make the squelch sound), and start dealing damage that way. The 2nd way kind of got me a little confused. Instead I started throwing the pikmin directly on it instead so it would make the squelching noise when landing on it. What was odd was that I sometimes noticed the health drop down 1 when the Pikmin "squelched" onto the Water Dumple. The attack following the squelch didn't seem to do damage, but the ones following the previous attack do. I also noticed that sometimes damage is usually dealt a couple of milliseconds before the pikmin actually makes the smacking noise. My theory at first was just that the timing is just off in the programming, and the damage inflicted on the squelch is really just the first attack that the pikmin makes. Ehh its kinda confusing and i rly wish i could make a video instead to help me explain it better. And yea, Pikmin 1 enemies would be a problem as well, but I'll try to devote some time to it as well. If you were to start a chart any time soon, I'm pretty positive about the health values of all the lower-tier enemies in Pikmin 2 and could probably help out. Thanks for readin. | Sniper again. I wasn't trying to say all flying enemies have more health than others. I was saying that the damage dealt to a flying enemy is no different than dealing it to a ground enemy. Also, remember I could be wrong about the 2 airborne blowhogs' hitpoints since they had a very slow regeneration. Anyway, the little squelching sound Pikmin make when landing on an enemy is something that interested me as well at the time. I know Purple Pikmin deal damage on impact, but the others seem to interest me. I was experimenting with Water Dumples which seem to have 15 health by fighting it 2 ways. The first way was simply taking the one pikmin and throwing it near it or swarming it. The pikmin would usually smack it once, then latch on to it (which doesn't make the squelch sound), and start dealing damage that way. The 2nd way kind of got me a little confused. Instead I started throwing the pikmin directly on it instead so it would make the squelching noise when landing on it. What was odd was that I sometimes noticed the health drop down 1 when the Pikmin "squelched" onto the Water Dumple. The attack following the squelch didn't seem to do damage, but the ones following the previous attack do. I also noticed that sometimes damage is usually dealt a couple of milliseconds before the pikmin actually makes the smacking noise. My theory at first was just that the timing is just off in the programming, and the damage inflicted on the squelch is really just the first attack that the pikmin makes. Ehh its kinda confusing and i rly wish i could make a video instead to help me explain it better. And yea, Pikmin 1 enemies would be a problem as well, but I'll try to devote some time to it as well. If you were to start a chart any time soon, I'm pretty positive about the health values of all the lower-tier enemies in Pikmin 2 and could probably help out. Thanks for readin. | ||
:''I wasn't trying to say all flying enemies have more health than others.'' - No, hipo did. And right, I think this would make sense in the infobox, with its own row (or rows if different HP in Pikmin/2), and the 'HP' subtitle would like to ''Pikmin:Hitpoints'' or something similar, where there's an explanation that the numbers are unofficial and how they're worked out. If a few people started doing this, it would help to reduce errors by checking your results against others. | |||
:...I'm sure bosses like TD and RLL will be fun. TD will probably need a number for each weapon separately and its final form, if at all possible.{{User:Greenpickle/sig}} |
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