Speed > Safety
I don't think underflowing repeatedly would work, but then again, anything seems to be possible with this game and how absolutely (or horrifically) broken it is right now. The issue becomes when you underflow to a massive number, enemies can no longer hit you because they're chances are literally above 100% to miss due to you having an evade% that is way above that as well. So that leaves you with options like the desert in order to die, so you'd have to time the poison/plague/whatever with when you'd die to desert at the proper interval for the stat amount you'd want to achieve... I don't have a formula for this because it's not useful, but I'm sure you (or someone else) could derive one fairly easily.
A small note about Thraxx, I haven't derived a complete formula or description of the ACTUAL damage calculations, and never intend to do so. This is simply because it's faster and more efficient to take what is known about the fight and brute force my way to a good RNG. The damage formula(s) provided to me by various locations all are not compatible with the fight, even with various methods of inclusive and exclusive (then additive/multiplicative) properties thrown in. So that knowledge in hand, I just said "don't give a damn!" and moved right along since I KNOW that I can just use positioning and AI aspects to provide damage needed as opposed to literal frame count and damage outcomes. Currently the max my TAS route can hit Thraxx for is 677, luckily, it's 9x HB due to Magmar not being possible/faster otherwise, however, should something prove otherwise, 8x will take over the 9x slot and save me a few frames. Currently though, if you go 8x, Magmar needs 1 more HB at the end because HB didn't level up during a critical moment (just before heat wave). By it not leveling up, I lose frames due to more text (also lose inputs during text frames, 4 of them) AND Magmar needs to be hit 2 times on top of the rest of the HBs (possible for 1 hit, but still takes longer, surprisingly) which takes longer in total frame contributions than simply casting an extra HB at Thraxx to make up for the lack of HB level pre-Heat Wave. I might be remembering some of this slightly wrong, but I do know that 8x Thraxx is possible but was NOT faster for something along the lines of above... short term memory is tearing me up lately.
If there's anything else regarding Thraxx's damage stuff you wanna know about, lemme know. More people playing with it/looking at it the better.
edit: For those who don't know or are curious, this is basically what's involved with the Thraxx fight:
1) Manipulate good cutscene skip and eventual AI positioning before fight begins
2) Manipulate AI to path correctly
3) Manipulate PC (Player Controlled) character to proper manipulation area (there are 4 locations for this, 2 are preferable... upper left and upper right)
4) Manipulate damage from hardball as AI boy moves into position from previous AI manipulation (this is where it gets horrible)
5) Manipulate damage amplification, while technically a part of the previous manipulation, it is independent and based on AI positioning, simply pressing B or R can change the entire damage outcome
6) Manipulate AI to go where needed shortly after damage is dealt
7) Manipulate PC attack (dog attack) to cage
-7.1) Make sure any manipulation keeps AI in proper location
-7.2) Make sure outcome of damage to cage is max damage on cage
--7.2.1) Make sure heart takes max damage from cage damage, this is actually a thing...
-7.3) Make sure PC is within hitbox of cage
-7.4) Make sure AI is on screen
8) Manipulate 8x Damage, while technically all individualized, you can still affect all of them via other means post-casting since they haven't made contact yet so getting frame perfect casts = better
9) Manipulate PC attack to deal max damage
-9.1) Make sure 8x damage is still high
-9.2) Make sure heart amp damage is decent to high, this is separate from "deal max damage"
10) Manipulate quick cutscene by adjust character slightly over the course of 8x casts travel time, dog movement may not be an option here
-10.1) Make sure Dog is active character post-scene
Anyone running the game regularly don't worry about this, some people asked to see what kind of RNG Thraxx had in Meta's chat and I figured I'd post it here.
Other good examples of RNG in this game are Carltron's fight at the end of the game and how he operates. You can prevent jumping by simply pressing R on the magical frame of happiness. The route test TAS doesn't do this because I stopped caring at that point since I knew the route worked.
Other news:
-BBMSkip needs to be learned by ANYONE running this game. The time it saves is comparable to skipping Defend. So you get to keep your crutch... and save the same amount of time (roughly)? Yeah, that's a damn good deal. It's also easy to do with only one real annoyance, the maggot. Oh no! A reset in the first 5 minutes? Pretty sure that's normal, so no problem there.
A small note about Thraxx, I haven't derived a complete formula or description of the ACTUAL damage calculations, and never intend to do so. This is simply because it's faster and more efficient to take what is known about the fight and brute force my way to a good RNG. The damage formula(s) provided to me by various locations all are not compatible with the fight, even with various methods of inclusive and exclusive (then additive/multiplicative) properties thrown in. So that knowledge in hand, I just said "don't give a damn!" and moved right along since I KNOW that I can just use positioning and AI aspects to provide damage needed as opposed to literal frame count and damage outcomes. Currently the max my TAS route can hit Thraxx for is 677, luckily, it's 9x HB due to Magmar not being possible/faster otherwise, however, should something prove otherwise, 8x will take over the 9x slot and save me a few frames. Currently though, if you go 8x, Magmar needs 1 more HB at the end because HB didn't level up during a critical moment (just before heat wave). By it not leveling up, I lose frames due to more text (also lose inputs during text frames, 4 of them) AND Magmar needs to be hit 2 times on top of the rest of the HBs (possible for 1 hit, but still takes longer, surprisingly) which takes longer in total frame contributions than simply casting an extra HB at Thraxx to make up for the lack of HB level pre-Heat Wave. I might be remembering some of this slightly wrong, but I do know that 8x Thraxx is possible but was NOT faster for something along the lines of above... short term memory is tearing me up lately.
If there's anything else regarding Thraxx's damage stuff you wanna know about, lemme know. More people playing with it/looking at it the better.
edit: For those who don't know or are curious, this is basically what's involved with the Thraxx fight:
1) Manipulate good cutscene skip and eventual AI positioning before fight begins
2) Manipulate AI to path correctly
3) Manipulate PC (Player Controlled) character to proper manipulation area (there are 4 locations for this, 2 are preferable... upper left and upper right)
4) Manipulate damage from hardball as AI boy moves into position from previous AI manipulation (this is where it gets horrible)
5) Manipulate damage amplification, while technically a part of the previous manipulation, it is independent and based on AI positioning, simply pressing B or R can change the entire damage outcome
6) Manipulate AI to go where needed shortly after damage is dealt
7) Manipulate PC attack (dog attack) to cage
-7.1) Make sure any manipulation keeps AI in proper location
-7.2) Make sure outcome of damage to cage is max damage on cage
--7.2.1) Make sure heart takes max damage from cage damage, this is actually a thing...
-7.3) Make sure PC is within hitbox of cage
-7.4) Make sure AI is on screen
8) Manipulate 8x Damage, while technically all individualized, you can still affect all of them via other means post-casting since they haven't made contact yet so getting frame perfect casts = better
9) Manipulate PC attack to deal max damage
-9.1) Make sure 8x damage is still high
-9.2) Make sure heart amp damage is decent to high, this is separate from "deal max damage"
10) Manipulate quick cutscene by adjust character slightly over the course of 8x casts travel time, dog movement may not be an option here
-10.1) Make sure Dog is active character post-scene
Anyone running the game regularly don't worry about this, some people asked to see what kind of RNG Thraxx had in Meta's chat and I figured I'd post it here.
Other good examples of RNG in this game are Carltron's fight at the end of the game and how he operates. You can prevent jumping by simply pressing R on the magical frame of happiness. The route test TAS doesn't do this because I stopped caring at that point since I knew the route worked.
Other news:
-BBMSkip needs to be learned by ANYONE running this game. The time it saves is comparable to skipping Defend. So you get to keep your crutch... and save the same amount of time (roughly)? Yeah, that's a damn good deal. It's also easy to do with only one real annoyance, the maggot. Oh no! A reset in the first 5 minutes? Pretty sure that's normal, so no problem there.






