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 1 
 on: Yesterday at 08:47:37 PM 
Started by KisukeOboro - Last post by KisukeOboro
Hello,
I might be completely blind, but I can't find any links or download locations where GSMagic is located. Can anybody help, please?
Thank you  Happy

 2 
 on: Yesterday at 09:45:45 AM 
Started by Caledor - Last post by Dark Mits
Also, limiting yourself to mono-classes will naturally make things more difficult... mono-classses suck.
Indeed, which is why I want to retry the game with dual-element, and possibly later with tri-element classes. Of course I understand that they need many Djinn to "take off" compared to mono-element, like in Vanilla ^^

I think of this as good design! It forces you to use all your adepts, and it's basically necessary, especially in fights like the Star Magician, which is a huge endurance battle.
I agree. Requiring to use all 8 members is indeed an amazing design. My observation was simply that:
(a) Player power effectively tripled immediately (instead of gradually) once you get Isaac and co.. Double number of members, with additional equipment that has been brought over and can be exchanged between them, and with better Djinn distribution options. The result is that the front row party can experience a significant power increase, and the back party can immediately take over if something goes bad. For example, with 4 members if your main-healer gets stunned you have to use an elixir on the exact next turn and also use another character to take over healing for that round, but with 8 members you just replace your main healer with the back-party healer and waste 0 actions.
(b) Random enemies retain their linear power progress and do not immediately increase in power. For reference, I completed Magma Rock in one single go, whereas I had to retreat to sleep and restock for Air, Gaia and Water Rocks by up to 5 times (Air Rock especially since you only have 3 members).
(c) The first boss you encounter with 8 members (the double dragons) is a case of avoiding OHKO. For all games once you can guarantee that you "can't die", a fight becomes an issue of attrition. This is true for nearly all boss fights in the Reloaded mod, and something that I love. But with 8 members there is no attrition, PP becomes infinite. So the difficulty stems from simply avoiding getting OHKO'ed.

Sounds like using Pure Wish every single round will put on a considerable PP drain then. (Which I know for a fact)
I admit I still do not have access to Pure Wish, but Wish Well and Cool Aura are already doing more than enough in combination with 100% uptime on damage reduction buffs (Mia's Wish Well heals ~250HP per round per character at 195 base Mercury power, Jenna's Cool Aura ~310HP per round at 184 base Mars power)

Are the Doom Dragon and Dullahan even beatable with this little rule? (Technically yes, but the chances seem beyond minuscule without power leveling)
Only if RNG favours you, and really just a personal thing. I shouldn't have brought that up.

I found this very frustrating as well, but it helps to try to poison them with a djinn unleash like wheeze. They take poison damage every single action, and it kills them off pretty effectively. You can also psynergy seal them to cripple their offense (I think).
Honestly it's not their damage output that makes them hard, it's that they flee. I remember the Mercury Djinni in Sea of Time Islet Cave go (1st action) Attempts to run, but failed, (2nd action) Attempts to run, but failed, (3) Runs away, all in one round.

Honestly, I feel that it's fine how it is for ST healing. Bosses in the endgame (where tier 3 healing is gained) have the potential for ridiculous amounts of damage (this is a good thing) and ST healing should be very strong considering that MT healing is otherwise massively better. And by design, MT healing should be better, but ST healing does need a bit of help.
This is basically a "what does the developer want" issue. My personal preference is also that ST healing should be better than MT (like double healing since it's all on one target), but MT healing can heal 4 targets for total healing which is twice the amount of ST healing. But this double amount of healing should also cost at least double as much PP if not more.

Anyways, my point is that it's ok for tier 3 to be more efficient than tier 2 because mid game threats don't deal as much burst as endgame threats, with maybe the exception of a few bosses. But if the rest of the bosses got adjusted...?
This is where I disagree. I will bring a weird analogy to convey my point.
Let's suppose I want to drive a distance of 800km / 500mi. I can retain a conservative speed of 80kph/50mph to get me there in 10 hours, and spend 70$ on gas (this is an example, I am not aware of gas prices in the US ^^). But if I am in a real hurry, I can speed up to 160kph/100mph to get there in 5 hours, but the car will burn more than double fuel, and cost me 170$. So I get to my destination at half time, but I spend more than double cash on gas.
This is how I think of resource costs in video games too. I can either use the PP-efficient Psynergy and have battles last longer (with the added danger of extra damage from enemies), or I can use the PP-inefficient Psynergy that deals more damage to dispatch enemies faster, but I will have to go back to sleep/restock after a lower number of battles.

A bunch of the EPA style djinn aren't very worth using, but I've found uses for agility boosting djinn (Balrog), defense reducing djinn (Sentinel), as well as Mud and Flower during the midgame for sustain while out exploring (also Mud is used in some boss fights as a replacement for agility boosts).
Being able to act first sounds good on paper, however I actually found that for most bosses I want my healer to not act first but after 1 or 2 actions from the boss. Since bosses can kill a mage-type (*cough*Ivan*cough*) in one round even when not targetting them exclusively with ST abilities, then being able to have a fast character heal as first option, then have the boss act and then my main healer heal again is a tactic that I used in virtually all bosses with 3 actions per round.

 3 
 on: Yesterday at 05:05:28 AM 
Started by Caledor - Last post by Pie Burritos
No luck with Dullahan yet. I've been a little depressed with how easily he's crushing me and have lost a bit of motivation. Ok, maybe more than a bit.
Anyways, I wanted to get in on this. The Fire Dragons are really the first boss fight you face after you obtain your second party, so it stands to reason that it would be very difficult without any sort of change in tactics. Also, limiting yourself to mono-classes will naturally make things more difficult... mono-classses suck.

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once the group goes to 8 members, then we simply exhaust the front party's PP, switch to the back party and repeat
I think of this as good design! It forces you to use all your adepts, and it's basically necessary, especially in fights like the Star Magician, which is a huge endurance battle.
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1 free Wish Well per 2 rounds
Sounds like using Pure Wish every single round will put on a considerable PP drain then. (Which I know for a fact)

Quote
if a single character dies a non-scripted death, I consider it as a game over and reload from the last save

Are the Doom Dragon and Dullahan even beatable with this little rule? (Technically yes, but the chances seem beyond minuscule without power leveling)

Quote
my major gripe with Djinn fights is that they tend to run a lot, which is compounded by their multiple actions per turn
I found this very frustrating as well, but it helps to try to poison them with a djinn unleash like wheeze. They take poison damage every single action, and it kills them off pretty effectively. You can also psynergy seal them to cripple their offense (I think).

Quote
Rank 3 Psynergy should have higher costs relative to their effect
Honestly, I feel that it's fine how it is for ST healing. Bosses in the endgame (where tier 3 healing is gained) have the potential for ridiculous amounts of damage (this is a good thing) and ST healing should be very strong considering that MT healing is otherwise massively better. And by design, MT healing should be better, but ST healing does need a bit of help.
Wait, I think I got a little off track. Anyways, my point is that it's ok for tier 3 to be more efficient than tier 2 because mid game threats don't deal as much burst as endgame threats, with maybe the exception of a few bosses. But if the rest of the bosses got adjusted...?

Quote
I don't remember using the rest of the Djinn
A bunch of the EPA style djinn aren't very worth using, but I've found uses for agility boosting djinn (Balrog), defense reducing djinn (Sentinel), as well as Mud and Flower during the midgame for sustain while out exploring (also Mud is used in some boss fights as a replacement for agility boosts).
And on that note, as much as I love Mud and Flower, consider nerfing them Caledor, since they are incredibly free sources of strong damage and healing during the midgame.

Quote
Base damage psynergy bug fixed.
WHOA NO WAY! Scourge users are pleased with this. Also I might have liked this for Star Magician... It would have been nice to sweep those balls out of the way with a barrage of MT psynergy instead of having to rely on stronger Unleashes and EPAs and taking them down one by one.

 4 
 on: 26, May, 2020, 08:40:03 AM 
Started by Caledor - Last post by Dark Mits
Thank you for the swift reply. I revert with further feedback ^^



double dragons in Mars Lighthouse
I will retry them with a new tactic. There are definitely more options that I have not yet explored, especially since I have locked myself to monoelements for this first playthrough with the mod. I have also tried the tactic of having 2 djinn on standy per character, to have rank 4 summons available on turn #3, without positive results though.

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With PP doubling up as an offensive stat on top of being fuel, PP regen is needed. Healers are supposed to pick PP regen due to high cost of AOE healing, losing in offense, while offensive mages pick +PP equipment. Never running out of PP is a lesser issue for me. But it's still an issue... and my feeling is that addressing the point above might kill 2 birds with one stone.
What you say is indeed true. My observation is that right until the fight in Jupiter Lighthouse PP is a resource that has to be managed. However, once the group goes to 8 members, then we simply exhaust the front party's PP, switch to the back party and repeat. Due to the high PP regen available from both equipment (during combat), spammable Ether, Ember and Aroma, and walking around (out of combat), I have been able to do random encounters in Mars Lighthouse without ever needing to go back to Prox to sleep. On the contrary, up to Jupiter Lighthouse I remember burning Mountain Waters and Psy Crystals.

Quote
(B) Reducing the factor of RNG in the outcome of combat
I found the contrary relating to Djinn. Maybe that was though because I was trying to get them always as soon as they were available. In fact, my major gripe with Djinn fights is that they tend to run a lot, which is compounded by their multiple actions per turn in mid and end-game ^^. 2 specific Djinn that I remember being slightly harder than the rest are:
- That Venus (or was it Mercury?) djinn south of Naribwe
- The Jupiter djinn southwest of Tundaria Tower

Regarding instant death, I will admit my feedback comes from an additional specific limitation that I impose to myself on all RPGs that I play; permadeath. Basically, if a single character dies a non-scripted death, I consider it as a game over and reload from the last save. This is indeed a personal gripe, and I admit I should not have brought that up, when death is technically just another "debuff" like sleep or stun.

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gut reaction to this and the +50% HP suggestion was that random encounters might become a chore. Also, there are technical limitations for numbers of enemies in a fight and depends mostly on enemy size. It's easy for oozes to be in groups of 5 but there are some enemies where the screen will glitch at 3. Oozes are actually the exception.
This was a large typo from me which I didn't notice because I did not proofread my entire comment... I meant for bosses to have more HP and less damage, in order to further reduce the effectiveness of summon rushing, while also allowing characters with djinn on recovey to not die after 2 enemy attacks. I do know about the 16383HP limit, which could "circumvented" by allowing bosses to passively recover HP per turn, but that brings the issue of bosses becoming even harder than intended as more turns pass.
Random encoutners are fine. Though I do admit I have trouble with Wonder Birds, but that's something that reaching lvl45 should fix.

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(regarding Shade and Flash) I feel like i can easily achieve that goal by nerfing a bit more those djinn, since those are the only one responsible for the problem.
I fear that nerfing them to be equal to Granite would simply make them "stat Djinn", like many other Djinn that we don't bother using since there are other more powerful options. In fact, outside of Flash, Shade, Aroma, Eddy, Kite, Ground, Petra and Haze, I don't remember using the rest of the Djinn for anything other than putting them on standby before a boss to unleash them.

I'd say that this is a general issue with the whole concept of Djinn that no number-tweaking can solve, and which would require reworking the entire battle and class system.

 5 
 on: 25, May, 2020, 11:33:35 PM 
Started by Caledor - Last post by Caledor
v1.76 coming IS UP.

Changelog:
- PP cost of all base damage and healing spell recalculated with a new formula.
- Slightly lowered the strength of the 4 best staff unleashes
- Berserk circlet unleash rate down to 10%
- Base damage psynergy bug fixed.
- Guardian class: +5% HP, -5% MP

About the bug: E.Power was contributing only with half its intended power to base damage spells and EPAs. No big deal for the latter since it's never been high to begin with, but it was pretty important for endgame base damage spell balance, where the difference is between a x1.8 (intended) multiplier and a x1.4 (resulting) on average.

I'm updating the docs in the meantime. If you notice any mismatch, especially with PP values, after the patches are released, please leave a comment at that cell within the doc (with the right value) and i'll fix it.

About the nerf to the staff unleashes:

I think that, while warriors have unleashes as a primary damage source, for mages it should be their secondary, with their psynergy set being the primary.

Reasoning is that if unleashes for mages are always the best option, the offensive part of the psynergy set would lose all meaning, since the unleashes are free. Oh and BTW, if you choose to build an unleshing staff user, keep in mind that EPower is very important. Trading epower for unleash rate (example: replace robe with mithril vest) might imply a loss of damage on average.

Tests were done with my usual Fateweaver Sheba, by comparing Lachesis Rule against Scrouge at 55%, 90% and 100% Unleash Rate (Tip: the 90% unleash rate build was better on average than the 100% one :P).

If you happen to discover that for some offensive mages unleashes completely dominate their psynergy set, let me know and i'll look into it.

 6 
 on: 24, May, 2020, 01:20:44 PM 
Started by Caledor - Last post by Condrak


I don't think fleeing consumes RNG other than the one for the "got first strike" in the first fight after a reset, so you can keep fleeing until you get the desired fight and start counting RNG from 1.

In the worst case scenario, there's always the brute force method. That is, count your rngs until 31 and tweak stuff from there with savestates, like adding or subtracting a few by altering your actions slightly.


Ah I see, thank you sir. I will try then. I just thought the hard reset before battle was a requirement to have the RNG "clean" by the time you kill the enemy with the item.

Oh and really, amazing mod so far, will go for the lost age after this. It gave the game a much needed refresh and a harder difficulty. I love it, thanks a lot for your efforts.

 7 
 on: 24, May, 2020, 01:17:24 PM 
Started by Caledor - Last post by Caledor

Sorry but that's not what I was asking, your last sentence is the one I care about.

 My question is, are you able to get any item now that the enemy we need is not appearing the first battle after a hard reset?

I tried for the 2 Fenrirs (whatever they are called) in Altmiller cave for prophet's hat and also tried for the kikuichimonji, but they never appear in the first battle after a reset. I don't really care about how they are, the whole game has been really fun with your mod, I just want to know how am I supposed to get any item now that the order in which they appear after a reset makes them the 4th encounter or more. Thanks though!

Edit: I might not be explaining myself clearly, every time I hard reset in either Altmiller or Venus lighthouse, the first enemy is a specific one, the order of the following battles always follows the same pattern too. So, for example, in Altmiller cave, the 2 fenrirs appear always at the 4th battle when trying the hard reset method in the Djinn room

I don't think fleeing consumes RNG other than the one for the "got first strike" in the first fight after a reset, so you can keep fleeing until you get the desired fight and start counting RNG from 1.

In the worst case scenario, there's always the brute force method. That is, count your rngs until 31 and tweak stuff from there with savestates, like adding or subtracting a few by altering your actions slightly.

 8 
 on: 24, May, 2020, 12:47:25 PM 
Started by Caledor - Last post by Condrak
RNG values haven't changed. What changed is damage and HP, so strict methods with a specific chain of actions to do that guarantee the kill on the last one, don't work anymore.

As for enemies, they might have changed after a hard reset cause i rearranged enemy groups.

Sorry but that's not what I was asking, your last sentence is the one I care about.

 My question is, are you able to get any item now that the enemy we need is not appearing the first battle after a hard reset?

 I tried for the 2 Fenrirs(whatever they are called) in Altmiller cave for prophet's hat and also tried for the kikuichimonji, but they never appear in the first battle after a reset. I don't really care about how they are, the whole game has been really fun with your mod, I just want to know how am I supposed to get any item now that the order in which they appear after a reset makes them the 4th encounter or more. Thanks though!

Edit: I might not be explaining myself clearly, every time I hard reset in either Altmiller or Venus lighthouse, the first enemy is a specific one, the order of the following battles always follows the same pattern too. So, for example, in Altmiller cave, the 2 fenrirs appear always at the 4th battle when trying the hard reset method in the Djinn room

 9 
 on: 24, May, 2020, 12:29:34 PM 
Started by Caledor - Last post by Caledor
RNG values haven't changed. What changed is damage and HP, so strict methods with a specific chain of actions to do that guarantee the kill on the last one, don't work anymore.

As for enemies, they might have changed after a hard reset cause i rearranged enemy groups.

 10 
 on: 24, May, 2020, 09:01:13 AM 
Started by Caledor - Last post by Condrak
Hello all,

I have been using the hack for GS1 and was wondering what happened with enemy spawns. I cannot seem to be able to get a specific enemy when hard resetting, I assume this is intended, since Caledor points to a RNG guide instead of going for vanilla methods. Is this the case and if so, how do I even calculate the RNG by the time I get the enemy I want? Or are hard resets a thing from the past that don't really matter? I was under the impression RNG values changed with previous encounters.

This is because I am seeing things like this in the guide:

"To sum it all up:

-Hard Reset (turn GBA off/on)
-Battle Start
-Six Attack Psynergies
-Djinni unleash (DP method)
-Enemy dies
-Item dropped at end of battle"

Doesn't that mean that I need the required enemy in the first battle after a hard reset?

Thank you.

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Chatbox
27, April, 2020, 07:54:10 PM
Daddy Poi: I'm having a thought. So I know Atrius's editor is slow at saving sprites.... So I've been thinking.   I am considering another console program.  This time, for importing and exporting sprites/animations. Image files (for sprites), binary files (for animation data), and maybe binary or text files for Settings. Would certainly be cool if it works out. - Console programs are fun, when you can (at least temporarily) cheat out making a full interface editor for them. =P
25, April, 2020, 10:42:07 PM
Daddy Poi: Tried to list those in order of importance, but anyway....
25, April, 2020, 10:37:59 PM
Daddy Poi: GSHC, GS Speedrunning, /r/Golden Sun, GS United Nations, ToK.  Sixth one is border-line I'm not sure.
25, April, 2020, 08:00:21 PM
Daddy Poi: (low as in <100)
25, April, 2020, 08:00:04 PM
Daddy Poi: So while there are quite a few GS Communities out there. There are only up to maybe ~6 Discords worth even the consideration of joining, I think. Most of the rest of them have a fairly low member count. (Of which I can tell?)
14, April, 2020, 10:49:35 AM
Daddy Poi: The Essential Age could be what it stands for?
13, April, 2020, 05:23:32 PM
Misery: Tea editor... that's a cute name for it
01, April, 2020, 02:42:50 AM
JupiterDjinn: Also my browser is sending two o f my messages srry.
01, April, 2020, 02:42:48 AM
JupiterDjinn: Also my browser is sending two o f my messages srry.
01, April, 2020, 02:42:09 AM
JupiterDjinn: Just got the reply. Ok my question is: how can I get the tea editor on Android, because I already have an emulator. But no computer.
01, April, 2020, 02:42:06 AM
JupiterDjinn: Just got the reply. Ok my question is: how can I get the tea editor on Android, because I already have an emulator. But no computer.
31, March, 2020, 07:18:29 PM
Salanewt: Sure thing!
31, March, 2020, 03:38:30 PM
JupiterDjinn: Can I have a question answered?
31, March, 2020, 03:38:27 PM
JupiterDjinn: Can I have a question answered?
28, March, 2020, 12:50:15 AM
Salanewt: I want to shrink it down in size later, but yup!
28, March, 2020, 12:50:13 AM
Salanewt: I want to shrink it down in size later, but yup!
26, March, 2020, 03:24:45 PM
Daddy Poi: The news box is back? :D
19, March, 2020, 05:59:16 PM
Salanewt: Nice work hiding the searchbots Atrius!
19, March, 2020, 04:23:34 PM
Salanewt: I was wondering when I said that stuff! May need to work it out with Kain.
19, March, 2020, 07:03:05 AM
Daddy Poi: (The simplest being to not accept char IDs pass 255, I think.)
19, March, 2020, 05:33:15 AM
Daddy Poi: Heheh.... I'm just testing. You pretty much gave it away. Hahah. It seems to look fairly convincing, but I'm sure there's an easy solution to preventing it.
19, March, 2020, 05:28:50 AM
Atrius: Whelp, there it goes... Just what I didn't want.  Have fun with that I guess...   
19, March, 2020, 05:20:25 AM
Daddy Poi: So like. Replace the "e" with another "e"? Alright. Gotcha.
19, March, 2020, 05:04:41 AM
Daddy Poi: Good work.
19, March, 2020, 04:44:10 AM
Atrius: Nah, any member could change their name to what I did, there's a trick to it.  I just fixed it so that now the Cbox will use your new name if you change it though, so... That part of the problem is fixed.
19, March, 2020, 04:41:53 AM
Daddy Poi: For which? It may be that normal users can't change their names to used names, but admins can?
19, March, 2020, 04:39:57 AM
Atrius: Sorry if the Cbox keeps breaking, I'm trying to make that be less of a thing.
19, March, 2020, 04:02:04 AM
Daddy Poi: Looks like ID Fraud. You're under arrest. :D  Oh wait.
19, March, 2020, 03:57:56 AM
Atrius: Yup, that's a thing.
19, March, 2020, 03:57:08 AM
Atrius: Just testing something, for science.

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