Although I already learned this information from both ttr and ttcc wikis, it is still interesting to get a visual reputation of toontown’s gag accuracy. Keep up the good work!
best breakdown ive seen of this before, also got blindsided by the lisa the painful ost lol! gonna send this to everyone i play ttr with, awesome vid :)
You know, I never actually played Lisa myself. I've only seen let's plays of it! But I've been getting into jrpgs a lot lately so I might do a playthrough of it!
Oh my cog, this video is amazing! The transitions, the music, the jokes! All bangers! I really wasn't sure if this video was going to work for me, since I only play CC, but nope! You hit it all! And the way you displayed the info is perfect! Great work!
Thanks!! I'm so glad you enjoyed it haha. Clash is my main game, but I wanted to be all-inclusive with this guide. TTR is getting some major changes to accuracy mechanics though so I might end up having to make separate videos anyway :P.
I didn't know stuns stack. And the lure sound bonus. Thanks for the info! 😎 If I'm understanding this right, my organic big magnet will have the same accuracy as my non organic hypno because of track mastery. It'll just lure the cogs one less turn. That's only until I wait for it to be organic.
You know, I've always assumed it did, but I couldn't find anything concrete about it so idk. Following the accuracy formula, group toonup should stun, and group lure should be stunned by any tu, but I'm not sure and I don't wanna spread misinformation. If I find more about it, I might make it a separate video!
There's also an unspecified fifth "category" of base accuracy: Guaranteed Miss. Zapping an Unsoaked Cog, or using Drop on a Lured Cog (that isn't unlured by another attack) will never be able to hit. Of course, that's dependent on what else happens with other gags in that turn (if a Zap depends on a Soaking in the same turn, and the Squirt misses, the Zap just plain isn't used at all... a Throw/Squirt _or Sound*_ used against a Lured Cog is guaranteed to hit and unlure it, so the Drop will process like normal as long as it targets a Cog that _will become unlured_ that same turn). *apparently there's a weird edge case where if you're sounding a group where _some are lured and some aren't,_ the sound CAN miss if it fails the accuracy roll against the unlured cog(s), but still unlures them all anyway?!
True, I forgot to mention the cases for logic misses like that. And yeah, sounding lured cogs causes them to unlure if it misses! It's convenient in Pacesetter, and just for anything where you were expecting them to be unlured like that. Thanks for pointing that out!!
@@RetroBeany- Yeah, I know there's a 200 IQ strat in Pacesetter where if he's scrambled the gag order so that _Sound comes before Lure,_ it's actually a GOOD idea to Sound the Lured Cogs and then immediately Group Lure them to reset the turns-remaining counter... Also I agree with your take about Sound missing at very _inconvenient_ times. At least 1 in 3 of my CFO runs (both Rewritten and Clash) have a First-Turn Sound Miss, almost as if it's _scripted_ to have an abnormally high tgtDefense specifically against Sound gags on the first turn!
Lol they gotta get the tension going early. I think they might have included scripted tgtDefense for FOs, entirely speculation and no evidence, but if so they might use that mechanic elsewhere
Thank you! I use After Effects. My computer can't run premiere pro, but AE has a lot of good features like being able to manipulate images in 3D. For my audio, I just use Audacity and I record gameplay with OBS
Yeah, I just couldn't find anything concrete about it. I've always played with that as my assumption, but when making this video I realized it might not even be true lol. Potentially I could test it on my own and see what the frequencies are like, and if it's definitely true, I'll make a followup for it!
@RetroBeany- Hey Awesome Video! However, I am trying to do some research involving finding tgtDef for Rewritten cogs above level 12, like for level 14. I know in clash that 4x sound gags used in the same round starts to drop below an average of 82% rounded up when there is a level 14 cog involved. I know you said in the video that TTR has not defined what tgtDef values have above level 12 yet, is it still undefined to this day or were you able to get an answer for Rewritten's tgtDef for cogs above level 12 after your post of this video? If it is still undefined for TTR, can we use the tgtDef theory that corporate clash has temporarily or would we not because TTR hasn't defined it yet? I am asking because I have been hearing rumors about the under new management update in the CEO and elsewhere where the cogs get promoted to level 14 that there might be level 14 cogs in those boss battles and facilities, and I know with level 14 cogs, some toons are so tempted to use Sound on them. I can theorize that if the tgtDef for a level 14 cog is greater than -60 it starts to bring down x4 sound accuracy to less than 82% overall considering the All or Nothing deal (If any 1 gag of the same track fails to succeed a roll that's better than the RNG then all of them miss) with TTR gags. I'm not so concerned about level 13 cogs as I feel that the tgtDef is exactly -60 which just cancels out the trackExp for a maxed gag track, and that it doesn't nerf the 82% all or nothing average acc for x4 sounding. Unless TTR has it set for a lvl 13 cog to be greater than -60 for tgtDef which is unknown right now. Please let me know what you think about this. Thanks, Keira, Left Hand Limit, Right Hand Limit (All my TTR toons)
I don't believe the all or nothing system rolls individual accuracies, but instead takes the entire sound step of a turn and rolls that as a single accuracy check. Otherwise, sound would actually miss 82% of the time as-is, since each gag caps out at 95% maximum for any level of cog. I've heard only as rumors that tgtDefense maxes at 65 with level 14s, which would make sense. Level 12s at 55 defense were, before the introduction of level 7 gags, 5% more evasive than base accuracy. They might have gone for a similar thing with level 14s in TTR, but also they might go for even higher evasions, since levels higher than 14 are relegated to high level field offices. It's hard to say, though!
@@RetroBeany- I do have 2 other questions regarding a more complex accuracy topic and that is for TTR, where: 1: if 2 or more toons Double Drop without gag stuns knowing Drops propAcc is 50, let's say both toons have maxed drop which obviously grants a +60 trackExp bonus, and the double Drop is being used on a level 11 cog which provides a -50 tgtDef , without any stuns. I know it sounds stupid if 2 toons use Piano, but it would make sense if 2 toons used maxed safes in this manner. But I am curious to know what the chances of both the safes are hitting without stuns and on a numeric percentage on average. Would it be something like (60% * 60%) making the 2 drop gags having a 36% chance of hitting or would it be a different formula using probability from statistics? 2: This one is even more complicated because it involves using different lure gags of different types which the majority of Toontown knows that using this idea is dangerously risky in-game. However, I'm very curious to know what the accuracy would be if a maxed big magnet is used on a row of cogs following levels 9, 10, 11, and 12, and a maxed 10-dollar bill is used on a level 11 without any Toon-up or Trap stuns? What lure is prioritized in this situation, and what calculation would we use if a situation like this were to actually happen out of nowhere in-game in TTR?
Like with the sound example, I believe the accuracy for two drop would just be 60. It rolls all as one check, not multiple where it would pick whichever ones happen to hit or happen to miss. As for lure, I do believe multiple lures of different targeting styles happen alongside each other. If the multi-lure hits, then all the cogs are lured, even if the single lure would miss. If the multi misses, there's also the chance for the single lure to work, separately
I believe it takes the best accuracy of any gag used, for TTR and for Clash! Although, for TTO, it averages the accuracy between all players used, so other servers might use that system. Hope that helps!
this is a fantastic and amazingly detailed video that i wish i had years ago! however ttr (im not sure abt corporate) is reworking gag balancing right now. it was just released in some patch notes. trap, successful lures, and toon ups will no longer have any stun bonus. however all lure accuracy is increasing ! damage gags are now increase from a stun of 20 to 25, except for drop. also i know organic gags aren’t talked abt in the video, but organic throw is being dropped from an extra 10% to 5%, but toon up is being increased from 10% to 20%. there’s a lot more changes going on as far as group damage goes that i’m too tired to write rn, but regardless i think this video is super helpful to new toons who had no idea abt this mechanic to begin with ! so thank u !
It's true! I did a little unscripted reaction to those patch notes here: th-cam.com/video/LEMJU2ozPXY/w-d-xo.htmlfeature=shared It's hilarious; I worked on this video for like 2 months, then like a week after it came out Rewritten announced huge changes to the accuracy mechanics. I'll hold off until everything's final, but yeah I'll probably make a follow-up video
the level 8 miss on a level 1 flunky hurts me physically.
dang this is going in my mt rushmore of gag accuracy videos
Not gonna lie the trap missing and the cog doing the emote only to get hit in the head a second later is way funnier to me then it should be lol 6:09
the editing was delightful. the humor and the facts were well balanced. very cool!
Thank you!! I try to keep the information entertaining
Although I already learned this information from both ttr and ttcc wikis, it is still interesting to get a visual reputation of toontown’s gag accuracy. Keep up the good work!
Thank you so much! I really appreciate it :)
you should do a video on cog aggro - its one of the most misunderstood mechanics in the game when its actually relatively simple
Actually, having just looked into it, the way agro works is incredibly interesting! I think I just might make a video about it!!!
immediatly subbed this is amazing i hope youl get more recognision eventually
Ive been looking for a video JUST like this!!! Thank youuuuuu sm~
So glad you liked it :]]
best breakdown ive seen of this before, also got blindsided by the lisa the painful ost lol! gonna send this to everyone i play ttr with, awesome vid :)
Thanks! Yeah I love that song but my girlfriend absolutely hates it, so it's a little joke for her haha
If you keep making quality content like this, no doubt youll spread some good knowlege in the community
That's so kind! I really want this unintuitive knowledge to be more accessible, so I hope I can!
I was already mad invested since I'm a Toontown content HOUND but the when I heard the LISA music I insta liked the video
You know, I never actually played Lisa myself. I've only seen let's plays of it! But I've been getting into jrpgs a lot lately so I might do a playthrough of it!
Oh my cog, this video is amazing! The transitions, the music, the jokes! All bangers!
I really wasn't sure if this video was going to work for me, since I only play CC, but nope! You hit it all!
And the way you displayed the info is perfect!
Great work!
Thanks!! I'm so glad you enjoyed it haha.
Clash is my main game, but I wanted to be all-inclusive with this guide. TTR is getting some major changes to accuracy mechanics though so I might end up having to make separate videos anyway :P.
I didn't know stuns stack. And the lure sound bonus. Thanks for the info! 😎
If I'm understanding this right, my organic big magnet will have the same accuracy as my non organic hypno because of track mastery. It'll just lure the cogs one less turn. That's only until I wait for it to be organic.
Yup! Big Magnet starts at 65% now, Hypno is 75%, but the org boost will make that magnet 75% too!
this editing is SLEEK ! i feel like im watching someone with 100 times more subs
Oh thank you so much! Glad you enjoy it :]
Very well edited, high quality content
Hehehe thank you!
Awesome guide. Can't wait for more. Great job!
Thank you so much!
Incredible video, quickly and thoroughly explained
Thank you so much! I hope it helps :]
maybe I missed it but did you cover if toonup actually provides accuracy buff? even at full hp?@@RetroBeany-
You know, I've always assumed it did, but I couldn't find anything concrete about it so idk. Following the accuracy formula, group toonup should stun, and group lure should be stunned by any tu, but I'm not sure and I don't wanna spread misinformation. If I find more about it, I might make it a separate video!
this is incredible!!! great work!! :D
Thanks!!
Excellent video. Hope to see more from you!
Thanks! I hope you will :]
Thanks for the video!
Thank YOU for watching :]
There's also an unspecified fifth "category" of base accuracy: Guaranteed Miss. Zapping an Unsoaked Cog, or using Drop on a Lured Cog (that isn't unlured by another attack) will never be able to hit. Of course, that's dependent on what else happens with other gags in that turn (if a Zap depends on a Soaking in the same turn, and the Squirt misses, the Zap just plain isn't used at all... a Throw/Squirt _or Sound*_ used against a Lured Cog is guaranteed to hit and unlure it, so the Drop will process like normal as long as it targets a Cog that _will become unlured_ that same turn).
*apparently there's a weird edge case where if you're sounding a group where _some are lured and some aren't,_ the sound CAN miss if it fails the accuracy roll against the unlured cog(s), but still unlures them all anyway?!
True, I forgot to mention the cases for logic misses like that. And yeah, sounding lured cogs causes them to unlure if it misses! It's convenient in Pacesetter, and just for anything where you were expecting them to be unlured like that. Thanks for pointing that out!!
@@RetroBeany- Yeah, I know there's a 200 IQ strat in Pacesetter where if he's scrambled the gag order so that _Sound comes before Lure,_ it's actually a GOOD idea to Sound the Lured Cogs and then immediately Group Lure them to reset the turns-remaining counter...
Also I agree with your take about Sound missing at very _inconvenient_ times. At least 1 in 3 of my CFO runs (both Rewritten and Clash) have a First-Turn Sound Miss, almost as if it's _scripted_ to have an abnormally high tgtDefense specifically against Sound gags on the first turn!
Lol they gotta get the tension going early. I think they might have included scripted tgtDefense for FOs, entirely speculation and no evidence, but if so they might use that mechanic elsewhere
Great video! Useful info and very well edited. What editing software do you use?
Thank you!
I use After Effects. My computer can't run premiere pro, but AE has a lot of good features like being able to manipulate images in 3D. For my audio, I just use Audacity and I record gameplay with OBS
Keep it up!
Thank you! I'll try haha
yoo death road to cananda music and lisa oop nevermind
Lol yeah I'll incorporate some Lisa music in a video later on!
Okay...Question. How DO YOU NOT HAVE MORE SUBSCRIBERS?!
Hehehe thank you! I try :]
pretty sure group toonup stuns as well
Yeah, I just couldn't find anything concrete about it. I've always played with that as my assumption, but when making this video I realized it might not even be true lol. Potentially I could test it on my own and see what the frequencies are like, and if it's definitely true, I'll make a followup for it!
Hi this is Harvey
Hi Harvey!! :]
@RetroBeany- Hey Awesome Video! However, I am trying to do some research involving finding tgtDef for Rewritten cogs above level 12, like for level 14. I know in clash that 4x sound gags used in the same round starts to drop below an average of 82% rounded up when there is a level 14 cog involved. I know you said in the video that TTR has not defined what tgtDef values have above level 12 yet, is it still undefined to this day or were you able to get an answer for Rewritten's tgtDef for cogs above level 12 after your post of this video? If it is still undefined for TTR, can we use the tgtDef theory that corporate clash has temporarily or would we not because TTR hasn't defined it yet? I am asking because I have been hearing rumors about the under new management update in the CEO and elsewhere where the cogs get promoted to level 14 that there might be level 14 cogs in those boss battles and facilities, and I know with level 14 cogs, some toons are so tempted to use Sound on them. I can theorize that if the tgtDef for a level 14 cog is greater than -60 it starts to bring down x4 sound accuracy to less than 82% overall considering the All or Nothing deal (If any 1 gag of the same track fails to succeed a roll that's better than the RNG then all of them miss) with TTR gags. I'm not so concerned about level 13 cogs as I feel that the tgtDef is exactly -60 which just cancels out the trackExp for a maxed gag track, and that it doesn't nerf the 82% all or nothing average acc for x4 sounding. Unless TTR has it set for a lvl 13 cog to be greater than -60 for tgtDef which is unknown right now. Please let me know what you think about this.
Thanks,
Keira, Left Hand Limit, Right Hand Limit
(All my TTR toons)
I don't believe the all or nothing system rolls individual accuracies, but instead takes the entire sound step of a turn and rolls that as a single accuracy check. Otherwise, sound would actually miss 82% of the time as-is, since each gag caps out at 95% maximum for any level of cog.
I've heard only as rumors that tgtDefense maxes at 65 with level 14s, which would make sense. Level 12s at 55 defense were, before the introduction of level 7 gags, 5% more evasive than base accuracy. They might have gone for a similar thing with level 14s in TTR, but also they might go for even higher evasions, since levels higher than 14 are relegated to high level field offices. It's hard to say, though!
@@RetroBeany- I do have 2 other questions regarding a more complex accuracy topic and that is for TTR, where:
1: if 2 or more toons Double Drop without gag stuns knowing Drops propAcc is 50, let's say both toons have maxed drop which obviously grants a +60 trackExp bonus, and the double Drop is being used on a level 11 cog which provides a -50 tgtDef , without any stuns. I know it sounds stupid if 2 toons use Piano, but it would make sense if 2 toons used maxed safes in this manner. But I am curious to know what the chances of both the safes are hitting without stuns and on a numeric percentage on average. Would it be something like (60% * 60%) making the 2 drop gags having a 36% chance of hitting or would it be a different formula using probability from statistics?
2: This one is even more complicated because it involves using different lure gags of different types which the majority of Toontown knows that using this idea is dangerously risky in-game. However, I'm very curious to know what the accuracy would be if a maxed big magnet is used on a row of cogs following levels 9, 10, 11, and 12, and a maxed 10-dollar bill is used on a level 11 without any Toon-up or Trap stuns? What lure is prioritized in this situation, and what calculation would we use if a situation like this were to actually happen out of nowhere in-game in TTR?
Like with the sound example, I believe the accuracy for two drop would just be 60. It rolls all as one check, not multiple where it would pick whichever ones happen to hit or happen to miss.
As for lure, I do believe multiple lures of different targeting styles happen alongside each other. If the multi-lure hits, then all the cogs are lured, even if the single lure would miss. If the multi misses, there's also the chance for the single lure to work, separately
Cut out some of the frequencies of your vocal around 300 hz
Thanks!!!! I tried this out and it sounds pretty good haha
is this an asumsaus toontown channel
Hehehe asumsaus is definitely a big inspiration for me! I appreciate the comparison a lot :]
Who's track xp is used for the all or nothing system? Just the highest xp toon?
I believe it takes the best accuracy of any gag used, for TTR and for Clash! Although, for TTO, it averages the accuracy between all players used, so other servers might use that system. Hope that helps!
this is a fantastic and amazingly detailed video that i wish i had years ago! however ttr (im not sure abt corporate) is reworking gag balancing right now. it was just released in some patch notes. trap, successful lures, and toon ups will no longer have any stun bonus. however all lure accuracy is increasing !
damage gags are now increase from a stun of 20 to 25, except for drop. also i know organic gags aren’t talked abt in the video, but organic throw is being dropped from an extra 10% to 5%, but toon up is being increased from 10% to 20%.
there’s a lot more changes going on as far as group damage goes that i’m too tired to write rn, but regardless i think this video is super helpful to new toons who had no idea abt this mechanic to begin with ! so thank u !
It's true! I did a little unscripted reaction to those patch notes here:
th-cam.com/video/LEMJU2ozPXY/w-d-xo.htmlfeature=shared
It's hilarious; I worked on this video for like 2 months, then like a week after it came out Rewritten announced huge changes to the accuracy mechanics. I'll hold off until everything's final, but yeah I'll probably make a follow-up video
Also, I gotta say I love the pfp lol. My partner and I have been watching and we're almost done Chimera Ant!