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Author Topic: Element Levels in enemies  (Read 2666 times)
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jjppof
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« on: May 24, 2014, 02:22:58 AM »

I dont know whether I'm right, but for each elemental level, a char obtains +5 pow and res of the especific element.
Taking this in account I'd like to know a thing... If a enemy has these parameters:

            power         resist        lvl
earth       100           100          3
mercury    85            72            2
mars        85             72           2
jupiter      85             48           2

In battle, these e-lvl parameters could change the pow and res like below?

            power         resist        
earth       115           115          
mercury    95            82            
mars        95             82          
jupiter      95             58      

Ooor... these parameters would remain the same?


And taking advantage of the lulling... Do e-levels serve only to do this icrease and make the class determination? E-levels just change with djinns?
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Salanewt
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« Reply #1 on: May 24, 2014, 02:40:41 AM »

That's about right for the +5 per level bit, but not so much for the rest.

PCs have a base of 75 for each ePow and 85 for each eRes before levels are applied (with some slight variation to help decide on class priority/access). A Venus adept with 5 levels would then get about 100 Venus ePow and 110 Venus eRes with 75 in the other powers and 85 in their resistances. These are actually decided by a table that accounts for elemental levels 0-15 (I think 15), but the table seems to be incremented in a way that grants +5 for each level without having it done in assembly. One could totally change the table so elemental levels lower these stats if one wanted to.

Enemy stats, on the other hand, are more or less arbitrary and are given a table from a selection. As long as you keep the 0-200 range in mind for powers/resistances (I think), you can pretty much have them be whatever you want. A Mercury level of 20 would be possible with a Mercury ePow of 144 and a Mercury eRes of 27, for example. Of course, non-elemental enemies (like Briggs and such) seem to follow a trend of having 100 in every stat but their elemental levels. In other words, they completely independent of one another.


To answer your other two questions:
1. Not really. So far, we also know that they have a major influence in the status ailment success rate formula. They may do even more than this, but we don't fully know yet.
2. Pretty much, yeah. The games haven't yet been modified to let things like items affect them.

Hope this helps!
« Last Edit: May 24, 2014, 04:15:06 AM by Salanewt » Logged

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jjppof
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« Reply #2 on: May 24, 2014, 02:54:50 PM »

PCs have a base of 75 for each ePow and 85 for each eRes before levels are applied (with some slight variation to help decide on class priority/access). A Venus adept with 5 levels would then get about 100 Venus ePow and 110 Venus eRes with 75 in the other powers and 85 in their resistances. These are actually decided by a table that accounts for elemental levels 0-15 (I think 15), but the table seems to be incremented in a way that grants +5 for each level without having it done in assembly. One could totally change the table so elemental levels lower these stats if one wanted to.

Enemy stats, on the other hand, are more or less arbitrary and are given a table from a selection. As long as you keep the 0-200 range in mind for powers/resistances (I think), you can pretty much have them be whatever you want. A Mercury level of 20 would be possible with a Mercury ePow of 144 and a Mercury eRes of 27, for example. Of course, non-elemental enemies (like Briggs and such) seem to follow a trend of having 100 in every stat but their elemental levels. In other words, they completely independent of one another.

Sorry, I didn't understand whether the stats will change or not.  Sad
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« Reply #3 on: May 24, 2014, 03:06:35 PM »

To basically grab the bare bones of the answer: yes for PCs/player characters, and no for enemies. Djinn/eLevels will move player stats along the table I mentioned, and you can set enemy stats to whatever you want because eLevels have nothing to do with them.
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« Reply #4 on: May 24, 2014, 03:26:38 PM »

So e-level for enemies is related only with ailments (if e-levels have to do with it)?
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« Reply #5 on: May 24, 2014, 03:43:42 PM »

Yep, that's exactly it! Even with the levels being related to ailments.
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« Reply #6 on: May 25, 2014, 11:44:03 AM »

In fact, I'd imagine that's the only reason enemies have element levels at all.  For the PCs, it's what determines the character class as well, so it has a bit more importance, at least in the base code.  However, I think that basing it on equipped djinn rather than actual element level is a better idea.  That would also allow for one of us to follow up and create Element Level buffs, which could be used to increase ailment success rate.
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« Reply #7 on: May 25, 2014, 02:00:07 PM »

dahell is PC? hahahahhaa
and thank you, salanewt, for the help!
« Last Edit: May 25, 2014, 02:04:24 PM by jjppof » Logged

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« Reply #8 on: May 25, 2014, 02:07:00 PM »

I think PC means Player Characters.
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« Reply #9 on: May 25, 2014, 02:38:30 PM »

Kain's right.

To prove the point... if you open GS1 in the Editor, Picard/Piers is named PC07,
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January 17, 2018, 04:07:51 PM
KyleRunner: :D
January 16, 2018, 08:44:56 PM
Fox: I must say... life can be complicated..... when you have question(s) (via email) ... and it seems like they sort of get ignored. :D ; Fun, (And sometimes, a person may respond, and completely not answer the question.... so like... 3-person conversation.) Hahahaha!!
January 15, 2018, 07:26:16 PM
Fox: (path) 1 text=(address) char=(address) free=(address) ; << Well, closer to this... but yeah... even if I do choose to have defaults in the code, I could still use this method for overrides.
January 15, 2018, 07:24:28 PM
Fox: So like (path) 0 text=(address) char=(address) len=(number) ; (path) 1 free=(address) ; Or something. But that's just a quick example.
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Fox: Hopefully. I was wanting to make it so you could put in the addresses/etc. as one of the arguments in the path. Hm?
January 15, 2018, 03:37:07 PM
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January 14, 2018, 10:38:24 AM
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January 13, 2018, 11:38:43 PM
Fox: (Text editor = Text Document like notepad.)
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January 13, 2018, 10:00:11 PM
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January 13, 2018, 09:55:39 PM
Fox: @Kyle Runner = It might be, but you'd have to use the correct addresses for Mario Golf, rather than for GS2 as I have it right now. ; @raijinken = Yes. 02000454 = ID of leader. (Change this and reload/switch room you are in, enjoy.)
January 13, 2018, 02:23:29 PM
raijinken: Hey guys, is it possible to somehow change the lead character on the map? Was wondering. I remember there was a cheat to use Jenna, but what if I wanted Isaac, or Piers?
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January 13, 2018, 02:09:37 PM
KyleRunner: Hey, is your text editor compatible with Mario Golf (GBA)?
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Fox: But if it isn't an oversight, I still can't imagine it being that useful.
January 11, 2018, 08:28:24 PM
Fox: part, ofcourse.

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