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1  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: September 21, 2017, 05:12:11 PM
Check dullahan's resistances maybe?  Might have typoed them and accidently made him vulnerable to it... :/
2  The Editor / Golden Sun Hacking / Re: [RELEASE] Golden Sun Reloaded on: September 01, 2017, 12:07:43 AM
No, I think they were saying that Remedy should be flagged to work in fields/dungeons as well as battle.  That's just a flag to toggle.
3  The Editor / Golden Sun Hacking / Re: Golden Moon on: August 29, 2017, 10:46:00 PM
@Character/Party Editor = Yep! Those are part of the elemental levels,  but are also combined with the djinn levels...

So... the gist is:
Step 1: Calculate a class type. (GS1: By Primary/Secondary elements ; GS2: By Primary/Secondary elements, item classes, and Jenna/Piers have different base classes.)
Step 2: Scan all classes from end to beginning for matching class type.  If there's a match, the elemental levels are checked. If you have those, then that's your class! Otherwise the scan continues.
I think he means the ones digit in those values.  When you try to change it so that opposing elements are the lowest values instead of symbiotic, it throws the whole class system out of whack.

Edit:  Oops, thought this was on front page.  My bad.
4  The Community / Introductions / Re: Introduction on: August 20, 2017, 03:22:23 AM
Hello, everyone! I'm new to the forums. I'm a huge fan of the Golden Sun series, and I found out about this forum while googling for revamps of the GBA games. I'm really interested in playing mods from users here. I'm still confused how all of it works, but I'm really excited to replay revamps for Golden Sun. Have a good one!
I personally recommend Caledor's works.  It's well worth the playthrough to experience all the changes in the games - The Lost Age in particular.
5  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 15, 2017, 08:58:25 AM
We're just not going to agree on this then.
6  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 14, 2017, 10:56:59 AM
Eh, easiest thing to do is make Iris useful - a 6-7 djinn cost Iris does that.  At double the cost, it's pointless.
7  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 13, 2017, 09:44:15 PM
Whereas I fundamentally disagree - if a reward is useless, then it's not a worthy reward, especially if the price of the reward is facing a boss as cheap as Dullahan.  Why bother fighting it?  Once you know how pointless the reward is, then there's no point in even bothering unless you're doing a completionist run.  Might as well have been given a crumpled piece of paper saying "you beat dullahan, good for you", since that would be equally as useful as a reward.
8  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 13, 2017, 04:15:21 AM
But see, here's the thing; you need to beat Dullahan to GET to Iris!  Is it really OP when you don't have it for the guy who's toughest anyway?
But it's not.  It costs too much to be useful.  If it was OP, then it'd be too cheap for the effect.  What good is a prize that's never worth using?
9  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 12, 2017, 09:52:26 PM
I think Iris' secondary effect is straight up excessive.  It's almost like they made it that powerful to justify the extreme cost.  I'm fine turning it into a front row only percentile recovery.  Perhaps drop revival effects for PP recovery.  How's 50% HP recovery and 12.5% PP Recovery sound for a 7 cost summon?
10  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 12, 2017, 08:17:18 PM
Honestly, the turn gating is something I disagree with.  There are better ways to handle summons - one of the biggest things you could do is basically make enemies faster so that summon rushing can be punished.  Plus, this basically makes any summon that costs more than 5-6 even more useless than they already are.  Balancing summons would need to go both ways, because some just can't justify their cost.
11  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 11, 2017, 06:07:27 PM
Level helps when it comes to pacing out the game.  IMO, that's where it's most useful.  "What level do I expect the party to be in this area?  I'll make foes be around that level."  Apart from that... Ehhhh?  I always figured Agility made more sense for flee rate, honestly.  Level really only matters for determining guaranteed rate of flight - if you're above X levels over the enemy, flee rate should just be 100%.
12  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 10, 2017, 08:55:06 PM
Hmm...  Good point.  If it's impossible to flee, it'd be a bit too strict.  What if we have a different formula for when you're facing foes of a higher level vs a lower level?  Like, using the old formula if it's a negative value, but the *15 version if it's a positive value?  That way it stays kinda tough if you're underleveled (as it should), but if you're higher level and foes are just kinda trivial, then fleeing from them should be trivial too?

I mean, considering GS' pacing, it's not too terribly hard to get to a higher level.  I don't think I ever had a first run in any GS game where I wasn't overleveled the first time I played through it.

Here's another idea - what if relative level looks at total level and not average level?  It'd make sense that it's harder to get away from a horde of enemies than it would be to get away from a couple foes.  What do y'all think?  Nevermind, that might make it too easy due to how rarely you face at least four foes.
13  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 10, 2017, 08:32:26 PM
Looking at that, you get 100% after what, ten level difference?  If we used (Relative Level * 10) then it'd max at 5 over, and if (Relative Level * 15) it'd max at 3-4 over.  I think either of those two would be a better modifier, and I'm leaning towards the last one (*15) myself personally.
14  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 10, 2017, 04:05:58 PM
Seems to me like there's a lot of unnecessary digits in that calculation.

50 + (20*fleeFails) + (Relative Level * 5) >= Random(0,99)

Shouldn't that do effectively the same thing?  I disagree with the idea of making fleeing 100% at all times, but when you're a certain number of levels above the enemy I don't see why you shouldn't be able to get away guaranteed.  Heck, Suikoden implies that you're so strong you're letting the enemy go, as if you're the random encounter for them and they're trying to run.  Makes sense to me.  Perhaps tweak it so that if you're... say, 5 levels above the enemy as an example, the chance becomes 100%. 
15  The Editor / Golden Sun Hacking / Re: Three Ideas for Balancing Summons on: August 09, 2017, 04:08:09 PM
The only thing is, I don't want it to be weaker against EVERYTHING.  I'm fine with Judgment doing enough damage to OHKO entire groups of enemies (provided there's a tangible trade off for that).  It's only against bosses that I think the damage numbers are too high.

That's the problem with HP percentile damage.  Bosses are hit more because they just have more HP.  It's why I prefer to gut the system altogether and replace it.  I mean, the alternative is that you basically make it "spells, but they're called summons instead for no reason" like what Final Fantasy does. 

@Sala:  Hey, that 2% approach isn't my approach. XD  I was letting them know about what y'all tend to do.
Pages: [1] 2 3 ... 301
October 16, 2017, 09:57:26 AM
AZVRE: Im pretty okay, what about you?
October 16, 2017, 01:17:14 AM
Fox: I think the nine is doing a cirno on me, though... Anyway, how is everyone doing today?
October 16, 2017, 01:12:20 AM
Fox: onesixtwo*
October 16, 2017, 01:12:00 AM
Fox: Okay... Meanwhile... ah... 162 being a number that has made itself known to me.... I look at the relationships of the numbers.... 162  1+6+2 = 9 ; onesizetwo = alphabetical order = 9 characters ; Distance apart analysis: os = 4 = 1[6][2] , st = 1 = [1]6[2] , ot = 5 = [1][6]2 ; ost = original sound track?
October 15, 2017, 06:31:17 PM
AZVRE: ah okay :D i thought i caused some trouble
October 14, 2017, 07:49:16 AM
Fox: Oh i know... You were messing with yours, and the description says mine. It's kind of a funny bug. :P
October 13, 2017, 08:18:31 PM
AZVRE: I did not edit your profile tho. Just to erase that confusion ^^"
October 12, 2017, 04:49:56 AM
Fox: e.g. this art = (etc.)
October 12, 2017, 04:48:58 AM
Fox: I have a question: Where did the art for the headers come from? (Like the backgrounds to each of these things... "Affiliates", etc... Asking just incase it inspires me to do something... but if Charon made it, then that's cool too.
October 11, 2017, 04:23:02 AM
FoxWas thinking about having something for the editor anniversary, but I believe I had to change my mind....
October 10, 2017, 12:58:36 PM
Fox: That's alright. ;       @AZVRE's profile: "Current Activity:  Editing the profile of Fox." ...Eh... That looks weird.
October 07, 2017, 11:45:16 PM
Atrius: Sorry about that, the auto bot detection is still working, but it also requires an admin to visit the site regularly.
October 04, 2017, 04:17:40 AM
Fox: Yeah, it does bring a small amount of activity. Not good quality activity, but it's still activity, nonetheless.  Now if we can get them to randomly post pictures and vdeios!
October 04, 2017, 02:10:48 AM
Majora: If nothing else, I like how they're copying the content of real posts at random. Interesting to see how they adapt to seem more authentic
October 03, 2017, 08:29:38 PM
Fox: medico6601 = Most likely another bot. :(
September 26, 2017, 03:32:24 PM
Fox: by ten* Excuse me.
September 26, 2017, 03:32:12 PM
Fox: Oh yes... Also multiply all levels by two. (So actually, an adept will have levels of 54, 3, 2, and 1, rather than 5, 0, 0, 0.... if going by those.)
September 26, 2017, 03:29:07 PM
Fox: ...I mean the theory also saves space on the Status Screen.
September 26, 2017, 03:26:11 PM
Fox: Random/fun concept theory: What if we got rid of ePow/eRest, and just made eLevel do everything. :P (A process of cleaning stuff up... Though, could make things less versatile. - Like, if a Djinni add 1 eLevel = Okay, that's understood... by why specifically +5 on the ePow/eRes (Rhetorical))
September 23, 2017, 04:42:08 AM
Fox: Oh nevermind, it does... but I swear I saw that a minute ago.

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