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Author Topic: [RELEASE] Golden Sun Reloaded  (Read 267651 times)
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« Reply #780 on: 02, August, 2020, 11:11:31 AM »

Moving ahead... I'm currently stuck at the optional bosses. Here are some notes:
- I noticed something weird with the Attack stat. Balrog has high enough that any changes to it (Megaera, Blunt etc.) should be in intervals of 118/119. But Summoning Magaera once buffs him only by around 50, I assume because it reaches the ceiling of 999. But if I use Blunt on him, it doesn't reduce it by 118 as it should, but by only that amount of 50. Further Blunts normally reduce it by 118 (and Eclipse by 237 or so). Does the game allow stats to go over 999, but only visually caps them?

This is due to how buffs are calculated coupled with actual stats never going beyond the intended cap.

They work in tiers. Neutral is 0 and each buff or debuff changes that tier from -4 to +4. Then the game applies the corresponding multiplier.

So after megaera, his "strength buff status" was +1 (12.5%) but with blunt you dragged him back to 0 (since it applies -1), thus removing only the stats he gained. If you had cast Dull instead, he'd go to tier -1 (dull is a 2 tier decrease), and lose 50+118.

This also implies that if you reach the ceiling with a few buffs, all the next ones up to +4 grant some kind of resistance against debuffs since you won't suffer from any stat decrease. If you hit the cap at tier +3, going to +4 grants a buff of zero, but the next debuff that brings you back to +3 will also decrease by zero for the same reasoning as above.

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« Reply #781 on: 02, August, 2020, 12:31:27 PM »

I assume that applies to player characters once they reach very high levels, like 80+.
Does it work similarly for HP? If I remember correctly, unmodded game had a hard cap of 1999HP.

(Balrog again used Coatlicue near death)
-=EDIT=-
Balrog dead. Nothing fancy. He just didn't cast Coatlicue when he had the opportunity. Going for Sentinel.

-=EDIT 2=-
I forgot to mention. Avoid does not seem to work in Anemos Sanctum. Encounter rate was normal even after using Avoid. Intentional?
« Last Edit: 02, August, 2020, 05:14:26 PM by Dark Mits » Logged
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« Reply #782 on: 03, August, 2020, 10:06:01 PM »

Avoid is less effective if your character level isn't higher than the enemies you're trying to Avoid.

(Or something like that)
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« Reply #783 on: 04, August, 2020, 07:16:33 AM »

Avoid is less effective if your character level isn't higher than the enemies you're trying to Avoid.

(Or something like that)
Ah, so that the player cannot just zoom through an area if they are attempting a low-level run.

Sentinel down. Again no fancy tactics. Simple Summoning + Healing. It was pure luck that he never mind blasted the same character twice in a row without Shade or Flash. Off to Magician.
Spoiler for Hidden:
I assume that the intended design is to keep Sentinel's Psynergy sealed so that he is forced to only Attack and Mind Blast in order to significantly reduce total damage per round, just like in the unmodded game. On Hard mode this doesn't work because it's 500+ damage per Mind Blast, 600+ on a character with Djinn on standby for Summoning. His high Agility also necessitated the use of Coal / Zephyr with Kite on the healer to be able to Pure Wish twice in between his attacks on rounds where Granite, Shade or Flash was not available.
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« Reply #784 on: 06, August, 2020, 08:51:34 PM »

So I said I wasn't going to suggest anything and mainly focus on bugs BUT

Spoiler for Hidden:
I lied.

Since this game has a Vial nerf (rightfully so IMO, that item is way too good in vanilla based on how easily accessible it is) It makes that chest in Air's Rock that requires Frost after you get Piers kinda... meh. It's really not worth the back track- I'm thinking this might be okay to switch with a forge item, one you can get as a drop around this part of the game; like a stardust or something. Thoughts? You can always keep it as a Vial too. Lol.
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