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1  Golden Sun Hacking Community / Feedback / Re: Clan Requests on: June 23, 2017, 11:19:13 PM
Yeah it basically just affects what name color you want
2  The Community / Introductions / Re: I'm new, please be gentle on: June 23, 2017, 06:45:21 AM
That title... are we talking about joining a forum or your first time having sex?

Joke's aside, welcome. We don't have as much going on here as we used to, but there's one or two active projects still. Enjoy your time here.
3  The Community / Open Discussion / Re: You are beautiful on: June 23, 2017, 01:42:40 AM
Wow, this topic even brought atrius back from the dead

(P.S. You messed up the embed link. It was supposed to be a .gif extension but you grabbed the .wepb.)

Spoiler for The image atrius meant to post:
4  The Community / Open Discussion / Re: You are beautiful on: June 22, 2017, 07:04:08 PM
Did someone say

A E S T H E T I C
5  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: June 15, 2017, 07:43:36 PM
Quote
That said, unless the recent changes to the PP formula had that much of an impact to those early djinn.

Honestly it wouldn't be surprising if suddenly inflicting an extra 10-15 damage broke some early fights. Unlike some games, characters in GS do not get significantly more powerful with levels, so being underleveled shouldn't change much. However, the combination of being underleveled plus the extra damage the djinni puts out, might be enough to put it over the edge. Bpat's party was probably ~10 HP under where you expect them to be, so in tandem with attacks doing another 10-15 damage from the maxPP bonus, that could easily hit a kill breakpoint.
6  The Community / Open Discussion / Re: You are beautiful on: June 15, 2017, 07:36:48 PM
My favorite part is how the name field cuts off not even halfway through the name
7  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: June 12, 2017, 04:00:25 AM
Gonna agree with role that foes with 3+ turns pretty much nullify ground's existence. At 2 turns, you're still cutting out a significant amount of damage by tying up one of them, but at three turns it's functionally a 33% damage reduction... which is just plain inferior to using a barrier djinni.

Multiple foes also gives another lever for balancing mages; they wouldn't need their big AOEs to be hitting for the same damage as unleashes to keep up in boss fights if AOE actually had a purpose there.
8  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: June 07, 2017, 10:40:15 PM
Rather than mess with every ability's base power, couldn't you just make the modifier something like...

MaxPP/8 - 12

That breaks even at 96 PP, thus leaving early game basically as is (slightly nerfed for warriors). Just making it part of the formula makes it so you don't have to do nearly as much grunt work.
9  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: May 05, 2017, 07:06:51 PM
The djinni you use shouldn't have an effect on getting a drop. However, either your elemental level or epow could (I forget which).
10  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: May 03, 2017, 06:10:21 PM
The enemy group that appears is based on your timing from system on to when you load in. If your timing isn't frame perfect, you won't get the same group every time. What's more, enemy groups may have been edited in Cal's hack, so even if your timing *is* frame perfect, it's possible that the enemy group that used to be Magicore+Vile Dirge is now Magicore x2.

I think the former is a lot more likely, though. You're consistently using one timing, but it's not the same timing you used before.
11  The Community / Introductions / Re: Hello on: April 19, 2017, 04:04:44 PM
Remember the sprite limit exists. You can only have up to 6 small enemies on screen at once, and medium enemies count as two small enemies. This isn't a game balance limit, but rather a hardware limit.
12  The Community / Introductions / Re: Hello on: April 19, 2017, 12:07:24 AM
I suspect axe unleash rate would be fine if it was on par with the other weapons, and a 10% penalty on AOE unleashes sounds pretty light; it'll prob bounce around 20% most of the time. Other than that, it sounds like a good starting point to me. You'll probably run into some things that end up needing to be rebalanced when you realize something is too strong/too weak, but you've gotta start somewhere.

edit: Actually, for the added damage percentages, you may want to scale it up throughout the game. Axes might start at 20-25%, then scale up to 30 or 35% shortly before the multiplier switch. Maces/LBs might start at 30%, scaling up to 50% shortly before the multiplier switch. This more closely reflects how GS added damage unleashes usually scale, and keeps added damage from being too strong in the early game. In vanilla GS, base damage unleashes usually scale from 30-50% of the weapon's Atk over the course of the game.
13  The Community / Introductions / Re: Hello on: April 18, 2017, 05:01:28 AM
The reason I suggest keeping maces/LBs added damage for most of the game is because mage-type characters have innately lower Atk, so they don't get as much out of multipliers. So if you give these weapons multipliers on par with the other weapons, warriors will use them fine, but they'll actually be weaker in the hands of a mage. If you give them multipliers stronger than other weapons, then warriors will just say "thanks for the new weapon" and mages will only get to use them as hand-me-downs. However, if you give them added damage on par with the damage output of warrior multipliers, it ends up being a strong option for both warriors *and* mages.
14  The Community / Introductions / Re: Hello on: April 17, 2017, 11:46:33 PM
You could always mix and match - you could design a weapon to have a strong unleash in the hands of a capable fighter by giving it a multiplier, or you could design a weapon to bring parity even to weaker party members. I'd say that generally mace and LB unleashes should be added damage for most of the game, while weapon types that are dedicated to warrior-type characters could feature more multipliers (mostly long swords; axes would have to use weaker multipliers or just do added damage to be balanced). Alternatively, if you want a mace/LB to be ahead of the curve when you obtain it, you could give it a multiplier so that warrior classes can utilize it better, giving it to a mage as a hand-me-down later. You don't have to totally switch over to one or the other at any point, either; you can have items coexist in the same space, some with multipliers and some with added damage, sometimes with a new weapon having added damage despite the previous one using a multiplier.

Also, about dark dawn: DD still had a lot of added damage unleashes afaik, it's just that since every weapon got multiple unleashes, and unleashes were shared across the game, the chances of having a multiplier were much higher.
15  The Community / Introductions / Re: Hello on: April 17, 2017, 06:13:58 PM
Add mods are frequently stronger than multipliers early on. Recall that damage is calculated as:

(Atk - Def)/2 * MultMod + AddMod

Thus, an AddMod of 30 is equivalent to having +60 Atk. The worth of a MultMod is dependent both on the modifier and the difference between Atk and Def. Suffice it to say that even a 2x multiplier will be weaker than a +30 AddMod until the difference between Atk and Def exceeds 60.

What's more, AddMods are beneficial in that they flatten out the damage curve between different characters; even relatively low Atk stats can make use of AddMods effectively. This is why Cannon is such a good djinni early on, and why even Sheba can do insane damage with it. Multipliers are inherently best on whoever has the highest raw Atk stat, while AddMods can be effective on anyone.
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Cbox
Today at 08:29:25 PM
Fox: Not as bad as a "HP to 1" hit... unless it kills you in one hit... but yeah, basically.....
Today at 07:34:34 PM
Eon713: Toxic works similarly, first turn= 1/16 damage, 2nd 2/16, 3/16, etc. After a while you literally cannot survive the damage even at full health
Today at 05:28:05 PM
Fox: With stacking support. ... So might be different numbers.
Today at 04:58:36 PM
Fox: *Looks up* ... I suppose that could work. I had in mind that the damage would be greater than that max HP possible after like....  10? turns. So....random numbers:  5 10 20 40 80 160 320 640 1280 BOOM! (>2000)
Today at 03:02:53 PM
Eon713: like toxic from pokemon?
Today at 02:14:33 AM
Fox: @early stages = Small... or even no damage at all
Today at 02:08:11 AM
Fox: Hm. Random thought of a mechanic like a poisonous snake bite. = Starts out with small damage... and if not treated, does big damage... In real life, waiting a long time makes the *poisonous* snake bite look really nasty, I believe. Or maybe that was some reality(?) tv I was watching once a long time ago....
Yesterday at 10:52:03 PM
Fox: Ooh... Salanewt's name is back! Hi Salanewt's name! And hello to you as well Salanewt! ; And yeah, SMF (and name) has been amazing.
Yesterday at 07:36:19 PM
Salanewt: Aw, RIP one of the best names this site has ever seen. It was time though!
Yesterday at 01:47:25 PM
Fox: 1pt text is great, yeah.... Meanwhile, I start feeling like I want to document GS2's MFT stuff. - Especially listing which file uses which compression format... to kind of get a sense of how gsmagic _could_ work.... Er....
June 23, 2017, 02:25:42 PM
Seto Kaiba: you know I miss how SMF is almost dead now because having 1pt text to hide my true feels was perhaps the best part of web 2.0
June 23, 2017, 04:19:13 AM
Fox: Alright. Sounds good.  I agree it does seem a bit silly.  Sounds more of an April Fools type of thing. (Maybe having an ability for people to change their names limitless times specifically on April Fools is an idea.)
June 23, 2017, 04:09:25 AM
Kain: Sala asked me about the name, I thought it was silly but agreed he could have it only for a week.  Tomorrow his name goes back to Salanewt.
June 23, 2017, 03:29:10 AM
Fox: And yay! Atrius is back! Thanks for the reply. Somehow I didn't notice the recuriveness before.
June 23, 2017, 03:25:29 AM
Fox: @ridiculous name for a week =  Hm? So, how many characters would you say should be the maximum to have a name "permanently"... or better yet... How many characters can a name have on registration?
June 23, 2017, 01:00:50 AM
Atrius: @Javi3, Lo siento, ya no tengo tiempo.
June 22, 2017, 08:57:37 PM
Fox: @conundrum = Think about 8/16/32 bit aligned address, and what that means... Etc.
June 22, 2017, 08:55:23 PM
Fox: @Space manager thought for gsmagic = What a conundrum... Whelp... I'll just do whatever.... Probably would waste more time thinking about preventing bugs than coding anyway. :P
June 21, 2017, 09:30:34 AM
Fox: Because he quit a long time ago and has other priorities?
June 21, 2017, 08:35:54 AM
javi3: Atrius, por que no sigues con el editor de golden sun?

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