Beasts of Bermuda Guide

TITANHEIMR Beasts of Bermuda data for Beasts of Bermuda

TITANHEIMR Beasts of Bermuda data

Overview

A directory of data used in the TITANHEIMR server to help calculate group limits, hopefully these can help other servers, too! Juveniles “juves” are under 0.8 Growth in TH, adults are 0.8 or higher Growth. Contains a size comparison scale, Titan Growth levels (achievement Growth levels for TH), Growth rates, Growth times, Health, Damage, Speed, notable Abilities, resource requirements, TH average carcass spawn requirements (used to calculate Quantity in the resource requirements section for carnivores/piscivores), scent colors, weights, and miscellaneous data (Sharp Teeth Talent, Thick Hide Talent, Adrenaline Talent, Brawler Talent, Out of Element Talent, beached Comfort, and Bleed dealt).

01:SPECIES SCALE

Use the Dropbox link below, it automatically updates when I edit my scale file! Steam and Discord also eat quality when uploaded directly.

[link]

02a:GROWTH RATES

*Gathered at 100% Food, 100% Water/Air, and 67% (67) Comfort. 100 Water is more likely with Water Satiation, and 100 Air is more likely now that aquatics don’t use air when attacking or sprinting. Growth rate ticks apply every 15 seconds exactly.

Old chart used 75% Water/Air, felt it was appropriate to raise to 100% with Water Satiation. I’m not calculating the perfect rates, Water Satiation is not factored in to account for periods of food rarity.
On Water Satiation and how Growth rate is calculated!
Note Comfort’s effect on Growth caps at 67 now, but 67 still provides the same effect as 100 in the old equation, according to Desknight. Water Satiation at any value = 50.

02b:GROWTH TIMES

The following was calculated at 100% Food, 100% Water/Air, and 67% (67) Comfort. All creatures started at 0.4 Growth (fresh spawn). The commands SetFoodLongetivityMultiplier 0.00000001 and SetWaterLongetivityMultiplier 0.00000001 were used to maintain these exact levels. The SetComfortNeutralPointIncrease 18 and SetStats 1 1 1 1 1 0.67 0 0 0 0 0 commands were then used. Aquatics were situated in a fresh water source with their head above the water in screenshot mode. If a creature inherited Resilience it was wiped and started over. Additionally, SetWeather 0 0 0 0 0 0 0 0 1 0 was used to prevent any Growth Storm from spawning. We SetGrowthLevel 0.5 and back to confirm the creature was not going to inherit Resilience.

*Water Satiation is not used on purpose to account for periods in which someone will not always be at 100% Food, 100% Water, and 67/+ Comfort.

Pachycephalosaurus and Pteranodon are under potential investigation from QA based upon the Growth rates I recorded above this section. Their Growth times will not be completed at this time.

Thank you Phloxatrox for helping test!

GENUS
30 minutes
1 hour
2 hours
4 hours
10 hours
ACRO
0.577
0.688
0.849
APAT
0.522
0.619
ARCH
COAH
ELAS
0.777
0.967
1.194
ICHY
0.736
0.914
1.109
1.202
MEGA/TROP
KAPO
KRON
0.582
0.709
1.012
LURD
0.693
0.852
PARA
PARA
PARA
MEGA
0.736
0.914
1.109
1.202
ICHY/TROP
MOSA
0.6
0.726
1.02
ORYO
0.81
1.035
1.185
VELO
VELO
PACH
QA
QA
QA
QA
QA
PALA
PARA
0.694
0.852
LURD
LURD
LURD
PTER
QA
QA
QA
QA
QA
SAIC
0.623
0.756
TAPE
TROP
0.736
0.914
1.109
1.202
ICHY/MEGA
TYRX
0.559
0.674
UTAH
VELO
0.81
1.035
1.185
ORYO
ORYO
ZUPA

03a:COMBAT DATA

Data are gathered from separate genera at 1.0 Growth respectively. Damage is the highest possible damage output. Damage inside of spoilers requires special attention to the Notes column. If an animal is terrestrial, the Speed value is its sprint speed on land. If an animal is aquatic, the Speed value is its sprint speed while swimming. If an animal is semi-aquatic, the n1/n2 represents Land/Water. Note your body length plays no role in your speed, seen here with a 1.2 Acrocanthosaurus versus a 3.8 Acrocanthosaurus[cdn.discordapp.com].

14 May, 2021 REDOING. DisplayMovementSpeed command is not working properly and Speeds are incorrect, also just going to post a screenshot of my Google Sheet to avoid the extra work of coding a table here!

03b:TIER LIST

Based off of the above combat data.

03c:DAMAGE SCALING

Tested with Monghoost (no Damage-modifying Talents, base Damage scaling). Acrocanthosaurus and Velociraptor were tested separately to confirm both scaled the same. A 1.0 Acrocanthosaurus deals 255.0 Damage while a 1.2 deals 263.924988 Damage, a 3.38163811908556% increase. A 1.4 Acrocanthosaurus deals 272.850006 Damage, a 6.54205812991626% increase. A 1.6, 281.774994 Damage or a 9.50226051641758% increase. 1.8 290.700012 or 12.28070537540948% increase. By 2.0, 299.625 or 14.8936170212766%. Velociraptor deals the default 30.0 Damage at 1.0 Growth. At 1.2, 31.04999 Damage, a 3.38161139504393% increase which is %0.00002672404163 more than Acrocanthosaurus. It is concluded damage scales differently per genus, but not by much.

The following is the natural percent increase in Damage dealt by creatures with no Talents. Attack was made immediately after setting Growth, tested multiple times at 1.0 for base Damage, to confirm there were no unlisted Growth ticks.

GENUS
1.2 Growth
1.5 Growth
2.0 Growth
3.8 Growth
ACRO
3.38163811908556%
8.04581519534033%
14.8936170212766%
32.88590815993973%
APAT
3.38192452679905%
8.04584827377743%
14.89361571621416%
32.88590779870447%
ARCH
COAH
ELAS
3.38164601274229%
8.04597701149425%
14.8936170212766%
32.88590435115531%
ICHY
3.38164251207729%
8.04597701149425%
14.8936170212766%
32.88590604026846%
KAPO
KRON
3.38201813754163%
8.04597298504534%
14.89361874582333%
32.8859080064318%

We decided to end the tests here as the percents, although different, are all extremely close.

On average, creatures deal 3% more damage at 1.2 Growth, 8% more at 1.5, 15% more at 2.0, and 33% more at 3.8. 3.8 Growth is when you have all your Talent points.

Note health scaling was buffed with the damage scaling nerf.

04a:RESOURCE REQUIREMENTS

HERBIVORES
GENUS
🌱 NO SMALL FERNS
🌿 NO BIG FERNS
🌲 NO TREES
QUANTITY (5/5)
SCORE (8/8)
APAT adult
0
0
0
5
5
APAT juve
0
0
1
3
4
COAH adult
*0
*0
*1
*5
*6
COAH juve
*0
*0
*1
*4
*5
LURD adult
No competition for seaweed
3
3
LURD juve
No competition for seaweed
2
2
ORYO adult
0
0
1
1
2
ORYO juve
0
1
1
0
2
PACH adult
0
0
1
2
3
PACH juve
0
0
1
1
2
PARA adult
0
0
0
3
3
PARA juve
0
0
1
2
3
SAIC adult
0
0
1
4
5
SAIC juve
0
0
1
2
3
TAPE adult
No competition for fruit
1
1
TAPE juve
No competition for fruit
0
0

CARNIVORES/PISCIVORES
GENUS
🐟 NO FISH (2/2)
RARITY (+1)
QUANTITY (5/5)
SCORE (8/8)
ACRO
2
1
3
6
ARCH
*0
*0 (omnivore)
*2
*2
ELAS
0
1
3
4
ICHY
0
1
2
3
KAPO
*2
1
*1
*4
KRON
2
1
5
8
MEGA
2
1
2
5
MOSA
2
1
5
8
PALA
*2
1
*1
*4
PTER
0
1
1
2
TROP
0
1
2
3
TYRX
2
1
4
7
UTAH
*2
*1
*1
*4
VELO
2
1
1
4
ZUPA
*2
1
*1
*4

04b:CARCASS SPAWNS (TH-specific)

This data is specific to the TITANHEIMR realism server, and was collected from 540 carcass spawns total. Carcass spawns count as a body down because they are so large here.

WEIGHT DATA

+Mean: 503.7330403 (average)
+Median: 501.136795 (middle value when listed lowest to highest)
+Mode: 470.974701 (value repeated most often)
+Range: 112.399292 (different between lowest and highest)
+Minimum: 449.761719 (lowest value)
+Maximum: 562.161011 (highest value)

CONSUMPTION DATA

This is how many carcass spawns it takes to get from 50% Food to 100% Food. The average carcass spawn weight of 503.7330403 was used. This data is used to determine Quantity in the RESOURCE REQUIREMENTS section.

GENUS
0.4 Growth
1.0 Growth
ACRO
0.17
0.90
ARCH
ELAS
0.12
0.62
ICHY
0.09
0.47
KAPO
KRON
0.15
3.56
MEGA
0.09
0.50
MOSA
0.18
3.71
PALA
PTER
0.03
0.15
TAPE
TROP
0.07
0.31
TYRX
0.10
1.90
UTAH
VELO
0.02
0.12
ZUPA

04c:VISUAL CARCASS DEPLETION

This is a guide to show how much of a carcass is left!

If a carcass drops at 14.7% or less from a player, they were a fresh spawn with no scent.

05:WEIGHTS

This is how much each creature weighs, not their carcass weights.

GENUS
WEIGHT
ACRO
960
APAT
4,000
ARCH
COAH
ELAS
600
ICHY
460
KAPO
KRON
2,320
LURD
880
MEGA
480
MOSA
2,640
ORYO
60
PACH
240
PALA
PARA
1,040
PTER
120
SAIC
880
TAPE
TROP
300
TYRX
1,280
UTAH
VELO
96
ZUPA

06:EGGS

Egg screenshots from thechaosapex

Ichthyovenator
Tropeognathus
Megalosaurus
Tyrannosaurus
Saichania
Parasaurolophus
Apatosaurus
Velociraptor
Pteranodon
Lurdusaurus
Oryctodromeus
Acrocanthosaurus
Pachycephalosaurus

MISCELLANEOUS

TALENT STUDIES

+Sharp Teeth is based upon health differential. Thick Hide is its natural counter.
+Adrenaline deals 8.256883539545% more Damage with 3 points invested while the creature is at 25% health.
+Brawler deals 20% more Damage with 3 points invested.
+Out of Element deals 20% more Damage with 3 points invested.
+Swiftness grants ~50% more speed with 3 points invested.

BEACHING STUDIES

+Elasmosaurus loses a default of 42 Comfort from being beached.
+Kronosaurus and Mosasaurus lose a default of 52 Comfort from being beached.

BLEED STUDIES

This is how much Bleed damage Acrocanthosaurus and Megalosaurus deal. Note Megalosaurus deals 26.629681% the Bleed an Acrocanthosaurus deals.

OPPONENT
ACRO
MEGA
ACRO
11.932000
3.176
APAT
5.053000
1.345
ARCH
COAH
ELAS
15.835000
4.215
ICHY
18.580999
4.947
KAPO
KRON
7.014000
1.867
LURD
13.316000
3.545
MEGA
18.111000
4.821
MOSA
6.489000
1.728
ORYO
63.338001
16.862
PACH
27.490999
7.318
PALA
PARA
11.371000
3.027
PTER
41.728001
11.109
SAIC
12.574000
3.347
TAPE
TROP
24.035000
6.398
TYRX
10.034000
2.671
UTAH
VELO
47.728001
12.706
ZUPA

GOOD PARENT STUDIES

Holier (Steam ID 76561198097720222) was given access to my testing server which capped Growth at 1.2 for testing purposes. They used another account for the other parent and tested 100 eggs from 6/6 Good Parent (3/3 invested on each parent) and 100 eggs from 0/6 Good Parent. Each parent was 1.2 Growth. On average, 8.24 or 8 inherits are received from the 6/6 pair, and 6.44 or 6 inherits are received from the 0/6 pair. The difference is 1.8 or 2 inherits! Assuming each point invested is equal, every point in Good Parent is a 1.2% chance increase, or 7.2% with 6/6 total.
Disclaimer inherits are RNG so getting a solid value is not possible.

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