2011-10-02, 10:14 PM
lol! That cat looks like he's about to kill the person who stuck the helmet on him.
The 'hit timing' numbers are just a direct display of what is in the PRF file so I'm not really sure. Might be 100=1 second or 17 = "17th frame"; I'm not sure
The "defense break" is also also a direct display of the value in the PRF file and it is not a percentage. With 30 it seems almost impossible for the player to break the enemy's defense animation even if they inflict great damage on the enemy. 10 seems to mean a small amount of damage will break the enemy's defense. You can 'break' the living 'Warrior' enemy's defense fairly easy whereas lifeless undead and golems are set to almost never 'break'.
If you can figure out exactly what these numbers represent, I should be able to make the PRF Editor convert them into something easier to understand.
The 'hit timing' numbers are just a direct display of what is in the PRF file so I'm not really sure. Might be 100=1 second or 17 = "17th frame"; I'm not sure
The "defense break" is also also a direct display of the value in the PRF file and it is not a percentage. With 30 it seems almost impossible for the player to break the enemy's defense animation even if they inflict great damage on the enemy. 10 seems to mean a small amount of damage will break the enemy's defense. You can 'break' the living 'Warrior' enemy's defense fairly easy whereas lifeless undead and golems are set to almost never 'break'.
If you can figure out exactly what these numbers represent, I should be able to make the PRF Editor convert them into something easier to understand.