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 91 
 on: September 12, 2017, 12:03:40 AM 
Started by Fionordequester - Last post by leaf
There seems to be something screwy happening with epow in general here.

Mia's Nereid damage with no mercury boosts: 93 damage
Mia's Nereid damage with +30 mercury power: 99 damage
Garet's Nereid damage with no mercury boosts: 78 damage
Garet's Nereid damage with +30 mercury power: 83 damage
Garet's Nereid damage with +60 mercury power: 82 damage (??????)
Garet's Nereid damage with +90 mercury power: 85 damage (??????)

Garet's Venus damage: 32, 38
Mia's Venus damage: 37
Isaac's Venus damage: 38, 40
Ivan's Venus damage: 35

Now, it's entirely possible I missed a "X's mercury power returns to normal" text, since I was watching the video at 2x speed specifically so I could look for summon damage, but something about these numbers feels very off. Garet's Venus damage should not be able to vary that much.

The 30/60/90 buff amounts were all within 3 damage of each other, so maybe epow buffs don't stack like I thought they did, but that still doesn't explain how +30 mercury power is only increasing damage by 6 or 7. At 70 base damage, 30 epow should give a minimum of +10 or +11 damage. Even if we assume that 78 was a high roll for Garet, that would imply that +30 mercury power only increased his damage by 7.

 92 
 on: September 11, 2017, 10:12:03 PM 
Started by Fionordequester - Last post by Fionordequester
I don't know what cal did, but even if summon HP damage was 1%, those damage numbers shouldn't be possible. 2% of 1700 is 34, and nereid's base damage is 60. At 1% per djinni, it would be doing at minimum 94 base damage, before elemental modifiers. At 2% per djinni, nereid should be hitting 128 base damage, before elemental modifiers. Even if saturos's HP were unchanged, it would still be 108 base damage. Meanwhile, mia, who has >100 mercury power against saturos's 72 mercury resist, only did 93 damage with her first nereid summon. Something is *very* wrong with these numbers.

...Huh.  That IS weird now that you mention it.  And looking at the changes from the Reloaded thread, the LVL 1-3 summons are supposed to be STRONGER than they used to be, too!  Take a look!

Spoiler for Summons:
Summons' HP% Damage nerfed from 3% per Djinn to 2% per Djinn (Daedalus: 5% the first attack and 10% the missile instead).

Summons Base power is 35-70-130-220 for the standard 4, Zagan 60, Megaera 65, Flora 120, Moloch 125, Ulysses 210, Eclipse 310, Haures 320, Coatlicue 400, Dedalus 140+340, Azul 500, Catastrophe 520, Charon 580, Iris 750.

Summons that require more than 2 djinn won't appear right at the start of a battle. After the first turn, 3-djinn summons become available; after the second, 4-djinn summons become available and so on, with Iris available after the 7th turn has passed (6 and 7 djinn summons are unlocked in the same turn).

Catastrophe requires 7 djinn to be summoned (5 Ju, 2 Me), Charon 8 (6 Ve, 2 Ju) and Iris 10 (6 Ma, 4 Me).

HP gained from Djinn more or less halved.

Reflux is multi-target. Shade and Flash reduce damage respectively by 50% and 66% instead of 60% and 90%. Vine, Mud, Gasp and Fury deal base damage. Ember restores 10% of PP, Ether 35% and Aroma 12,5%. Balm and Spark revive to 50% HP instead of 60%. Crystal heals 60% of HP.

LVL 1 summons used to be 30, LVL 2 used to be 60, LVL 3 used to be 120, and LVL 4 used to be 240.  So the ONLY ones that should be weaker are the LVL 4 ones.

 93 
 on: September 11, 2017, 09:09:56 PM 
Started by Fionordequester - Last post by leaf
I don't know what cal did, but even if summon HP damage was 1%, those damage numbers shouldn't be possible. 2% of 1700 is 34, and nereid's base damage is 60. At 1% per djinni, it would be doing at minimum 94 base damage, before elemental modifiers. At 2% per djinni, nereid should be hitting 128 base damage, before elemental modifiers. Even if saturos's HP were unchanged, it would still be 108 base damage. Meanwhile, mia, who has >100 mercury power against saturos's 72 mercury resist, only did 93 damage with her first nereid summon. Something is *very* wrong with these numbers.

 94 
 on: September 11, 2017, 08:27:02 PM 
Started by Fionordequester - Last post by Fionordequester
Alright, and here's Part 2!  Imil Cave to Saturos!  Note that there are some audio mixing issues in the first 20 seconds, with my voice being WAY too silent.  That gets better after that point.

Note that I did NOT do Tret before doing this part.  In addition, I sold the Water of Life so that I could buy EVERY piece of armor I could from Bilibin, as well as a Broad Sword for Garet.  In addition, I gave the Mint and 20x Herbs to Ivan so he would outspeed Saturos; and also gave 10x Herbs to Mia just in case (wasn't needed, as it turns out).



So, once again, I'll provide the cliff notes version of my thoughts, and the long version!

Short Version: This part of the game is almost perfectly balanced!  The summons are just as useful as they should be; strong enough to kill or almost kill most of the encounters around here while still allowing enemies to do a lot of damage to you.  But I would tweak the Ooze enemies if you're going to have a 4x Ooze encounter.  These guys are far too durable, and split up far too often as they are now.  They don't fit into the difficulty curve of the rest of this area, so I'd highly suggest some nerfs to them.

I would also tweak either Sleet or Poison so that Poison is almost guaranteed to land on Sleet.  The fight only lasts 2-3 turns, so Poison is only worth it if it gets at least two turns worth of use.  Otherwise it's worthless to me.

Long Version: The 4x Ooze encounter...dang.  Those guys take off about a 1/3rd of your HP with every hit, and split up often enough that I'll end up having to kill seven of them before I finally finish things.  By that time, I'll generally lose about 2/3rds of my party, if I even win at all. 

NONE OF THE OTHER ENCOUNTERS ARE THAT HARD!  So for the sake of having a consistent difficulty curve, I would choose one of the following options...

----------------------------------------------------------------------------
1) Cut the 4x Ooze encounter down to 3x.

2) Reduce the chances of them duplicating

3) Nerf their starting HP to where I can kill them much more easily
----------------------------------------------------------------------------

As for Sleet, that fight only lasts for 3 turns at the most; and the Poison status ailment only does 30 HP worth of damage per turn.  So the only way it's damage would surpass that of Starburst and Spire is if it lands on the very 1st turn; and that does not seem to happen anywhere near often enough to be worth the opportunity cost.  You said you wanted debuffs to be more useful, and that you wanted to have many different sorts of strategies be effective.  Well, I'd say the Sleet fight is another good opportunity to follow through on that  Happy .

For Saturos...I'm not sure if I'd tweak that fight or not.  Saturos has 1700 HP compared to the 1200 HP he used to have; and I'm not sure that's entirely necessary given how badly summons have been nerfed.  I don't know what exact tweaks you made to the damage formulas, but it seems like LVL 2 summons only do around 50% of the damage they used to do (despite the HP% modifier only going down from 3% to 2%...right?), and LVL 3-4 summons do even less than that.  So I'm not sure the HP boost was entirely necessary for Saturos.  I mean...I spent most of the fight doing the exact same sequence of moves, so nothing would've changed for me if Saturos had 1200 HP instead of 1700.

That said, the fight only lasts about 9 minutes as-is; and that's a pretty reasonable length, IMO.  So, you can use your best judgment as to whether or not that deserves tweaking  Happy !

And that's it!  Any other questions any of you have? 

 95 
 on: September 09, 2017, 08:50:02 AM 
Started by Salanewt - Last post by Fox
Autumn:
-Large spiders that like to build big beautiful webs. (Sometimes in places you'd never expect them.)  You get the benefit of tricking someone into walking right through one.
-It's also usually hurricane season, so if you get flooded like Houston, well, good luck! ; I would hope such things can have a benefit like cleaning out the bad bugs... but eh.... mosquitoes flourish in/near still water.

Winter:
-Snowfall is beautiful to watch,
-If the lake is completely frozen, you can go ice-skating on the lake. (If the ice breaks, it can be deadly, though... so better to have it on land.)
-Do like Sheldon (I think?) and wear clothes over clothes?  (To help keep warm?) ; (Only reason I mention Sheldon, though, is because it always looks like he's wearing a short-sleeve shirt over a long one. https://cdn2.hercampus.com/rehost-2016-9-13-d0cf2ce9-ca2b-4be6-a428-5aa8b34da2d4.jpg)
-The "cost a lot to warm the place"... is probably what the fireplace is for?? :P Although, I'm no fan of a fireplace if it has an odor....) Such things like insulation should also be considered.
-Outdoor cold weather can replace your refrigerator(s).... possibly saving some on electric. (Compared to what it would have been for winter, and not necessarily vs. other seasons.)

 96 
 on: September 09, 2017, 12:36:40 AM 
Started by Caledor - Last post by VardenSalad
I remember trying to mess with Remedy and found the same issues. It just doesn't seem to work without tinkering with quite a bit more under the hood.

 97 
 on: September 08, 2017, 11:15:09 PM 
Started by Salanewt - Last post by roger
Favourite Season: Autumn

- Pleasant colours
- Beautiful skies
- Fresh air
- Few allergens
- Good for birdwatching

Least Favourite Season: Winter

- Death trap
- Ice is kill
- cold
- costs a lot to warm the place

 98 
 on: September 08, 2017, 09:48:06 PM 
Started by Plexa - Last post by Fox
I tried it again.
I went to the Retreat Map (Went to World Map and back just to make sure it sets it correctly.)
Then I went to that room.
(Did not bother with ladder glitch... even though I did try that a little earlier.)
I Retreat Glitch.
Save.
Restart.
(Made sure Debug Mode was on because that's what I usually use/and since it can affect sanctum warping.)
And I get a crash.

So unless I did something wrong (doubt it), there's definitely a crash not involving glitching the z-coord.  (At the minimum.) ... (Doesn't prove changing the coords can't cause a crash, but anyway.... I need to investigate those Lift blocks.... since those are like the only "objects" here... (Other than chests/Isaac)  ... Like 4 objects in list (if ignoring Isaac)... and two of them (Lift blocks) appear to be at (0,0)?)

^I mean, the code pointers in the NPC data ... when called... when a different map code file is used... would cause a memory leak  (depending on pointer) ... (What do you call it when you skip putting stuff in the stack/take it out as though it were there?) ... which basically messes everything up.... esp. when return addresses are put in the stack, and some values that aren't return addresses are treated as such.

 99 
 on: September 08, 2017, 09:34:52 PM 
Started by Plexa - Last post by Plexa
I played around trying to get the crash just by lowering the Z-coordinate, but I was unable to replicate it. It definitely is because of the infinitely falling Z-coordinate. It is probably similar to the Anemos sanctum crash.

 100 
 on: September 08, 2017, 09:19:09 PM 
Started by Plexa - Last post by Fox
Oh cool... About the infinite falling thing... But doesn't the crash happen without the ladder glitch as well? Hmm...

I'll look, but it wouldn't surprise me if both rooms used different map code files and that's why. No idea, yet, though.


Edit:  They do use different map code files. But not sure which part causes the crash yet.


Edit:  It is possible this could be similar to the mirror puzzles.... there's pointers to 02009AA9... see the objects at 02030EBC... will look a little further, though.
Those are the Lift blocks.

Pages: 1 ... 8 9 [10]
Cbox
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 = http://forum.goldensunhacking.net/Themes/Jupiter/images/catbg.gif (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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