Golden Sun Hacking Community
January 17, 2018, 07:13:58 AM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News:
 
  Home   Forum   DC Wiki Help Search Calendar Downloads Login Register  
Pages: 1 [2] 3 4   Go Down
  Print  
Author Topic: Hello  (Read 3470 times)
0 Members and 1 Guest are viewing this topic.
Salanewt
His Sexiness
Mercury Clan

Oh yeah, baby!

Prodigy
*

Coins: 32
Offline Offline

I am: A part of the organization of Cool Cats, but more of a dog person in reality.
Emblems: Have a nice day.
Posts: 4565

« Reply #15 on: April 12, 2017, 07:13:03 AM »

Sounds good!

Wind: I doubt it; I mostly just wanted to double check in case you also added the ailment resistance value to any of the gear you had equipped because that gets added as a flat value used in the same way that the original luck stat is used.

Agility: Well, that depends on whether you want to keep the stat a single digit thing or not. It can technically go as high as 255 and still function the same way that the original agility value does. Same goes for stat growths, assuming they remain functional of course!

My personal recommendation would be to boost agility values by at least a little bit so you have more of a stat to work with when balancing enemies for your hack, but only if you feel you can do it well.
Logged

Oh yeah baby, £ me harder.

Fusion is just a cheap tactic to make weak Adepts stronger.

Yoshi's Lighthouse is a hacking website in progress. Why not check it out if you like Yoshi or the Mario & Luigi games?
View Profile WWW

Novice Member
*

Coins: 1
Offline Offline

Posts: 33

« Reply #16 on: April 12, 2017, 11:36:24 AM »

Well Agility going up to 255 makes things easier for me to handle then, since I can just divide everyone's agility stat by whatever the difference between the old and new caps were. My biggest worry is hitting the Intellect stat cap since I multiply the bonus that other stats would get by 4 in order to make the one for it.

For weapons, I'll think I go for:
Swords: Atk, pure element where applicable
Axes: Atk, -Def
Staves: Atk, Int, PP
Blades: Atk, Defense, Agility
Maces: Atk, HP, Int, Power, Res
Ankh: Atk, PP, Int, Power, Res
Logged
View Profile
Rolina
The Fulminous Witch
Jupiter Clan

Template maker turned lurker

Alchemist
*

Coins: 10
Offline Offline

Gender: Female
I am: wondering if we can get our clan position changed...
Clan Position: Grand Overlady of Jupiter
Posts: 6051

« Reply #17 on: April 14, 2017, 10:24:56 AM »

Man, I wish we could add other effects to weapon types, too.  I've always liked the idea of different weapons having different passives - for instance, Maces dealing 10% of any physical damage they do to PP as well, or Ankhs reducing any inbound Int-based or summon damage by 10%, and maybe Blades giving a chance of giving a character's action priority.  Don't think we can do that, though.
Logged

View Profile WWW
Salanewt
His Sexiness
Mercury Clan

Oh yeah, baby!

Prodigy
*

Coins: 32
Offline Offline

I am: A part of the organization of Cool Cats, but more of a dog person in reality.
Emblems: Have a nice day.
Posts: 4565

« Reply #18 on: April 14, 2017, 03:06:41 PM »

Baransu: Yeah, I could see that being an issue. The option of not doing it that way always exists, but then there will be times when you have points that don't go into anything.

Weapons (a): I like it! Simple enough to understand how each weapon type is themed but not too simple to make it boring.

Weapons (b): A lot of those ideas could probably be implemented with some work, but making it so they can be customized easily may be tricky.
Logged

Oh yeah baby, £ me harder.

Fusion is just a cheap tactic to make weak Adepts stronger.

Yoshi's Lighthouse is a hacking website in progress. Why not check it out if you like Yoshi or the Mario & Luigi games?
View Profile WWW
Fox
Fox McCloud, the Hacking Doctor
Mercury Clan

Prodigy
*

Coins: 28
Offline Offline

I am: certainly not a Gallant!
Clan Position: Head Gallant
Posts: 2403

« Reply #19 on: April 14, 2017, 08:17:55 PM »

-Maces dealing 10% of any physical damage they do to PP as well

Not sure if I'd call them Damage Types or not... but I could see a possibility in adding more types. (also assuming ability effects are based on chance values....)
The unfortunate part is Atrius's editor would need to be modified to support editing it beyond the current last damage type. (If you don't want to use a hex editor)... or a different editor could be made.. (Such as my own.)

-Ankhs reducing any inbound Int-based or summon damage by 10%
And this one could just be an addition to the Summon damage type. / Etc. ... Unless there are (for example) two different types of summons where one is suppose to ignore Ankhs, then we could just have another damage type here as well... (With the Ankh-resistance built in.)
« Last Edit: April 14, 2017, 08:32:18 PM by Fox » Logged

Golden Sun Docs: Broken Seal - The Lost Age - Dark Dawn | Mario Sports Docs: Mario Golf & Mario Tennis | Misc. Docs
Refer to Yoshi's Lighthouse for any M&L hacking needs...

Remember kids! Before you go on that interview, remember to wash your hands in teawater! *Coughs on hand* (Excuse me, I just coughed up a little teawater, so they're still clean!) You wouldn't want that hiring manager to be unimpressed.

May the force be with you!
Shoo! Why does it smell in here?
Maybe that's the wrong kind of force. *smirk*
View Profile

Novice Member
*

Coins: 1
Offline Offline

Posts: 33

« Reply #20 on: April 15, 2017, 01:40:38 AM »

Squirtle: My intention with equiment was to make the choice a lot more complex than just picking whatever has the highest attack value at the time. Which is why I opted the give the weapon types a variety of effects to encourage people to swap around the djinn and equipment to suit their current equipment pool.

While the data isn't quite finalized as yet, so far I'm looking at something like this in the end
Sol Blade: 180 Atk, Pure Earth
Herculean Axe: 193 Atk, -10 Def
Lachesis Rule: 147 Atk, 118 Int, 25 Power
Tisiphone Edge: 163 Atk, 48 Int, 8 Def, 4 Agi
Clotho's Distaff: 139 Atk, 97 Int, 12 PP, 25 Resist
Vajra Mace: 171 Atk, 20 HP, 26 Int, 15 Power, 10 Resist

The idea here would be that swords are the safe weapon with no real perks or downsides but they'd be optimal for persons who wanted to run an unleash set up since they'd get a higher unleash cap/better unleashes in exchange. Axes are the strongest weapon type overall but you'd need to use slower classes with high defensive modifiers to offset the defense penalty. Blades are a generalist weapon for classes like Ninja which carry high level spells so that warriors could get a decent damage boost on their spells.

For the remaining weapons, Maces would play a similar role to that of blades in that Sheba/Mia can use them to cover a little bit of everything with a defensive perk. Staves are simple beat stick weapons for players who want to use dedicated magic offense classes like Warlock. Ankhs on the other hand are best for healing classes since they boost PP to squeeze out more healers and Int for better damage against mooks.

I haven't quite decided how I want to scale unleashes since after a while the game tends to shift towards multipliers and I definitely have to tone them down a bit so that offensive spell casters stay relevant. Maybe if physical attackers have higher burst damage but mages are better for consistent offense.
Logged
View Profile
Salanewt
His Sexiness
Mercury Clan

Oh yeah, baby!

Prodigy
*

Coins: 32
Offline Offline

I am: A part of the organization of Cool Cats, but more of a dog person in reality.
Emblems: Have a nice day.
Posts: 4565

« Reply #21 on: April 15, 2017, 05:55:28 PM »

Equipment choices: That sounds a lot like my approach to weapon balance, even down to making light blades more likely to boost agility and axes dropping defence!


Multipliers/unleashes: Well, there is an Intellect-based multiplier formula if you also want to use that but I agree about toning down multipliers regardless, at least based off what you have been saying about your goals.
Logged

Oh yeah baby, £ me harder.

Fusion is just a cheap tactic to make weak Adepts stronger.

Yoshi's Lighthouse is a hacking website in progress. Why not check it out if you like Yoshi or the Mario & Luigi games?
View Profile WWW
leaf
Potions class is starting
Venus Clan

Death Eater+Grass Snake = Snake Eater? SNAAAAAAAKE

Veteran Member
*

Coins: 10
Offline Offline

Posts: 1320

« Reply #22 on: April 15, 2017, 09:11:14 PM »

Quote
Sol Blade: 180 Atk, Pure Earth
Herculean Axe: 193 Atk, -10 Def

These are effectively the same weapon. Neither the damage nor the defense will make an especially big difference on the axe, such that the player will barely notice it. If the player is using an unleash setup, it's purely about whichever has the bigger unleash. Otherwise, if the player is predominately casting Call Dullahan (or similar), they're the same weapon.

Quote
Lachesis Rule: 147 Atk, 118 Int, 25 Power

This is the default choice for any caster. No other item you listed comes even close to competing with it. Highest Int *and* the highest EPow rating makes it a no-brainer, regardless of whether your role is damage or healing. For a caster item, it also delivers pretty respectable Atk.

Quote
Tisiphone Edge: 163 Atk, 48 Int, 8 Def, 4 Agi
Vajra Mace: 171 Atk, 20 HP, 26 Int, 15 Power, 10 Resist

Most of the extra stats on these items are irrelevant. The Vajra Mace is able to compete with Sol Blade or Herculean Axe, since it's a minimal loss of Atk but gives EPow. Tisiphone Edge is only relevant to Ivan (if you want to spec him as a physical attacker, since he can't equip anything better here); it could be relevant to more characters if the Agi is relevant, but I don't know how you're planning to scale Agility in this hack, so I'm not sure if 4 is a lot or a little.

Quote
Clotho's Distaff: 139 Atk, 97 Int, 12 PP, 25 Resist

This item doesn't exist. It's completely outclassed by every other weapon listed. Unless you're going the disgaea route and making healing based on res, this item offers nothing to anyone.

---

Functionally, you only have two weapons here, possibly three: A caster item in Lachesis' Rule, a melee weapon in Sol Blade/Herculean Axe/Vajra Mace, and possibly an agility-boosting weapon in the Tisiphone Edge. That's *if* the agility is a meaningful amount, otherwise it's just another melee weapon that you only pick because it's all you have left.

Based on your rationale for the items, this is how I'd fix it:

Sol Blade: 180 -> 190 Atk, Pure Earth
-- This will act as our baseline. Since I didn't like the way the ratios were working out with some of the other items (especially the axe), I opted to raise its Atk slightly.
Herculean Axe: 193 -> 230 Atk, -10 -> -40 Def
-- This is by far the greatest physical damage weapon, but you should feel that defense drop. Axes should cause you to lose almost a full piece of armor, but grant that same amount as additional Atk over a Long Sword.
Lachesis' Rule: 147 Atk, 118 Int, 25 Power
-- Untouched, since other items got more powerful around it. This remains the go-to item for a pure caster. Note that the EPow on this weapon boosts its damage further, while also improving healing.
Tisiphone Edge: 163 -> 173 Atk, 48 Int, 8 -> 0 Def, 4 -> 12 Agi*
-- Cutting out the pointless defense, and raising its Atk to make it a better contender as a physical option for mages. More agility to make the stat meaningful.
Clotho's Distaff: 139 Atk, 97 -> 92 Int, 12 -> 120 PP, 25 Resist
-- Yes, you read that right. That says 12 to *120* PP. With the incredibly low offensive stats on this item, it needs to provide hella fuel.
Vajra Mace: 171 Atk, 20 -> 108 HP, 26 -> 40 Int, 15 -> 0 Power, 10 -> 0 Resist
-- Cutting the pow/res since it didn't do much to create an identity for the item. Provides slightly weaker offense than a light blade and doesn't give agility, but makes up for it with some hefty bulk. I picked 108 for thematic reasons, but it comes out to be about right for an endgame weapon like this.

* (The agility on Tisiphone Edge assumes an average party agility of around 80-100 at endgame. If you're using a higher or lower average agility for characters, it should be set proportionately.)

The point of these modifications was to sharpen the identities of the items. Light Blade damage was brought up to be on par with Maces, since both weapon types serve the purpose of helping a caster spec into physical damage, but only Mia/Sheba can use maces, while only Jenna/Ivan can use light blades. Lachesis' Rule is untouched since the power of other items went up around it; if I had instead opted to leave Sol Blade alone and nerf the damage on Maces down to the level of Light Blades, it probably would've lost somewhere around 10-15 Atk. Despite the pretty massive stat buffs to Agility or HP on LBs/Maces, the Sol Blade should still be plenty attractive to primarily physical damage dealers, provided that Long Swords get generally stronger unleashes.

Don't be afraid to give items a unique niche. If you water down their stats too much, they just become more of the same, and you still just end up choosing whatever gives the best damage.

edit: Also, I think it's a mistake to add the "has innate attack attribute" to all weapons of a specific weapon type (e.g. making all Long Swords have an innate elemental attribute on attack, like you do here). That's predominately used to add flavor to certain weapons, and you miss out on the opportunity to do some really cool stuff with other weapon types. Of note, it barely even factors into the power of a weapon at endgame, since if you're using the Attack command, you're probably going for an unleash anyway; it can factor into the power of weapons earlier in the game (when you don't have a very high crit chance yet), but that can easily be accounted for by just knocking a couple points off Atk, if you even choose to do that much.
« Last Edit: April 15, 2017, 09:37:46 PM by leaf » Logged

Spoiler for quotes:
[9:00:50 PM] Randel Peltier: Ok...what did I do last night?
[9:01:19 PM] Kain: Something boring, repetitive, and lasted for about sixty seconds.
---
[10:45:08 AM] Salanewt: But yeah, the elemental phalluses are being... Stroked up by Saturos and co., and the energy will go towards... Mt. Muffin, where the Golden Climax will arise.
[7:28:42 PM] Salanewt: An added bonus is that Isaac and co. were trying to stop Saturos and co. because their beliefs state that Mt. Muffin should remain a virgin.
---
[9:54:21 PM] Randel Peltier: Guess the number in my head an you get to pick what I say. Number between 1-10
[9:54:28 PM] leaf: 11
[9:54:36 PM] Randel Peltier: @#$%!
---
[8:38:13 PM] Randel Peltier: Shes like this queen up on a pedastal that I have yet to court.
[8:38:29 PM] Kain: You've tried courting her.
[8:38:43 PM] leaf: and failed spectacularly
[8:38:44 PM] Randel Peltier: Ive tried...shes the best dating game ever.
---
[12:24:35 AM] Salanewt: I need to find a picture of a naked person to put on the Christmas tree next year.
---
[2:19:06 PM] Zeadra: wait... Rief's a guy???
---
[1:09:57 PM] Zeadra: well if you want to know if its a new effect or something weird, just check GS1, if side step is there maby it is the nimble dodge thing
[1:10:35 PM] Kioll: For once, you've contributed something useful.  o.O
View Profile

Novice Member
*

Coins: 1
Offline Offline

Posts: 33

« Reply #23 on: April 15, 2017, 10:24:28 PM »

I like the idea about the Clotho Distaff giving a lot of PP as a boost to make it more attractive to healers and Pure Wish spamming is going to be quite costly so they'd need the PP. I'd probably halve the boost on the Vajra Mace or something just to keep HP from spiraling out of control earlier. With regards to the pure element gimmick, I can see where you're coming from with that so I'll leave it primarily for forged items and other special one off cases. My biggest problem with the weapons was figuring out a comfortable ratio for their stats so I kind of just went with what felt right.

Statistically at Level 59, we're looking at this for the cast:

Isaac: 479 HP, 167 PP, 229 Atk, 100 Def, 225 Int, 53 Agi
Garet: 509 HP, 161 PP, 234 Atk, 109 Def, 217 Int, 43 Agi
Ivan: 448 HP, 194 PP, 214 Atk, 99 Def, 243 Int, 64 Agi
Mia: 467 HP, 193 PP, 222 Atk, 102 Def, 235 Int, 50 Agi

Felix: 493 HP, 162 PP, 236 Atk, 101 Def, 213 Int, 51 Agi
Jenna: 473 HP, 180 PP, 224 Atk, 100 Def, 231 Int, 56 Agi
Sheba: 455 HP, 198 PP, 216 Atk, 97 Def, 239 Int, 60 Agi
Piers: 490 HP, 169 PP, 227 Atk, 105 Def, 221 Int, 46 Agi

Isaac and Jenna are the base line for physical and magical characters respectively as they're the balanced ones leaning towards their respective fields. Piers and Mia are a bit more focused than Isaac/Jenna respectively and they have pretty good defense (Piers places 2nd and Mia places 3rd at 99). The remaining characters are meant to be dedicated in their respective fields. Everyone's agility stats are roughly a quarter of what was used in the original scale. I'll probably need to shake up the stats around a lot since the party is very close to each other base statwise (particularly Int which is weighted 4:1 and defense where the stat gaps are pretty tiny).
Logged
View Profile
leaf
Potions class is starting
Venus Clan

Death Eater+Grass Snake = Snake Eater? SNAAAAAAAKE

Veteran Member
*

Coins: 10
Offline Offline

Posts: 1320

« Reply #24 on: April 15, 2017, 10:59:12 PM »

I'd probably place the HP bonus for maces somewhere in the low 70s at JLH, and just under 50 at poseidon. The first mace in the game should prob give about 10. That should give you some decent points to scale from. Endgame GS1 would prob be about 50 as well. That may sound like it's scaling too much at endgame, but remember that endgame items tend to have a massive power spike in TLA, and that GS1 endgame power tends to be about equal to the end of the eastern sea in TLA.

As for the character stats, don't forget that class bonuses are a thing. The bulk of character differentiation comes from classes and equipment. Even if two characters have very similar base stats, having a 160% modifier for a stat on one but only 130% on the other is going to create a huge disparity between their observed stats.

edit: I think +12 agility for the end tier LB is prob fine on that scale, maybe drop it down to +10. I was thinking about agility values post-class bonus when I mentioned the average being 80-100.
« Last Edit: April 16, 2017, 02:15:30 AM by leaf » Logged

Spoiler for quotes:
[9:00:50 PM] Randel Peltier: Ok...what did I do last night?
[9:01:19 PM] Kain: Something boring, repetitive, and lasted for about sixty seconds.
---
[10:45:08 AM] Salanewt: But yeah, the elemental phalluses are being... Stroked up by Saturos and co., and the energy will go towards... Mt. Muffin, where the Golden Climax will arise.
[7:28:42 PM] Salanewt: An added bonus is that Isaac and co. were trying to stop Saturos and co. because their beliefs state that Mt. Muffin should remain a virgin.
---
[9:54:21 PM] Randel Peltier: Guess the number in my head an you get to pick what I say. Number between 1-10
[9:54:28 PM] leaf: 11
[9:54:36 PM] Randel Peltier: @#$%!
---
[8:38:13 PM] Randel Peltier: Shes like this queen up on a pedastal that I have yet to court.
[8:38:29 PM] Kain: You've tried courting her.
[8:38:43 PM] leaf: and failed spectacularly
[8:38:44 PM] Randel Peltier: Ive tried...shes the best dating game ever.
---
[12:24:35 AM] Salanewt: I need to find a picture of a naked person to put on the Christmas tree next year.
---
[2:19:06 PM] Zeadra: wait... Rief's a guy???
---
[1:09:57 PM] Zeadra: well if you want to know if its a new effect or something weird, just check GS1, if side step is there maby it is the nimble dodge thing
[1:10:35 PM] Kioll: For once, you've contributed something useful.  o.O
View Profile

Novice Member
*

Coins: 1
Offline Offline

Posts: 33

« Reply #25 on: April 16, 2017, 05:41:43 AM »

Took your suggestions in mind and did some tweaking. Here's some breakpoint weapons that i'm looking at.

-Early Game
Long Sword: 14 Atk
Short Sword: 8 Atk, 3 Int, 1 Agi
Mace: 6 Atk, 4 HP, 2 Int
Wooden Stick: 4 Atk, 8 Int
Shaman's Rod: 10 Atk, 4 Int, 4 PP

-Early Eastern Sea
Robber's Blade: 106 Atk
Mystery Blade: 88 Atk, 24 Int, 6 Agi
Grevious Mace: 84 Atk, 24 HP, 20 Int
Giant Axe: 125 Atk, -22 Def
Cloud Wand: 74 Atk, 62 Int, 10 Power, Water
Angelic Ankh: 77 Atk, 48 Int, 24 PP, 12 Resist

-Lemuria (I'll need to tweak the Corsair's Edge and Hagbone Mace a bit to suit this step)
Hestia Blade: 127 Atk
Sylph Rapier: 106 Atk, 31 Int, 8 Agi, Wind
Thanatos Mace: 108 Atk, 31 HP, 28 Int
Mighty Axe: 156 Atk, -27 Def
Dracomace: 91 Atk, 77 Int, 12 Power
Fireman's Pole: 110 Atk, 64 Int, 32 PP

-Reunion
Gaia Blade: 135 Atk, Earth
Phaeton's Blade: 137 Atk, 39 Int, 10 Agi
Wicked Mace: 133 Atk, 43 HP, 36 Int
Demon Axe: 171 Atk, -33 Def
Goblin's Rod: 108 Atk, 90 Int, 15 Power
Meditation Rod: 127 Atk, 80 Int, 40 PP

-Endgame
Sol Blade: 180 Atk, Earth
Tisiphone Edge: 165 Atk, 12 Agi, 48 Int
Vajra Mace: 161 Atk, 48 HP, 40 Int
Herculean Axe: 220 Atk, -42 Def
Lachesis Rule: 147 Int, 118 Int, 25 Power
Clotho's Distaff: 156 Atk, 96 Int, 48 PP
Logged
View Profile
leaf
Potions class is starting
Venus Clan

Death Eater+Grass Snake = Snake Eater? SNAAAAAAAKE

Veteran Member
*

Coins: 10
Offline Offline

Posts: 1320

« Reply #26 on: April 16, 2017, 09:09:39 AM »

I see you went with nerfing the other items down and bumping up the damage on clothos so you don't have to give it such a ridiculous amount of PP. Seems like a good approach. The damage distributions look pretty reasonable, but HP still feels undertuned. PP is probably fine.

HP values could probably be set via a formula like... HP = 1.4 * Int, and break formula at endgame. Also, the rusty staff weapons seem to have extremely low Atk for some reason, and are pretty much wholly outclassed by ankhs as they are; a small bump to their Atk would remedy this.

Early eastern sea
Grevious Mace: 84 Atk, 24 -> 28 HP, 20 Int

Lemuria
Thanatos Mace: 108 Atk, 31 -> 39 HP, 28 Int
Dracomace: 91 -> 99 Atk, 77 Int, 12 Power
Fireman's Pole: 110 Atk, 64 Int, 32 PP [unchanged - just here for reference]

Reunion
Wicked Mace: 133 Atk, 43 -> 50 HP, 36 Int
Goblin's Rod: 108 -> 117 Atk, 90 Int, 15 Power
Meditation Rod: 127 Atk, 80 Int, 40 PP [unchanged - just here for reference]

Endgame
Vajra Mace: 161 Atk, 48 -> 60 HP, 40 Int [breaks formula, uses 1.5*Int]
Lachesis Rule: 147 Int, 118 Int, 25 Power [unchanged - just here for reference]
Clotho's Distaff: 156 Atk, 96 Int, 48 PP [unchanged - just here for reference]

I consider this pretty much the minimum you can set the HP values to and expect them to feel good. However, I actually think you could push it a lot further. Something more like... HP = 1.8*Int. With this setting, it might look like Maces outclass other mage weapons at first glance, but that's because Maces are hybrid weapons that shift a mage toward being a warrior; the drastically lower Int means they're not really suitable for what a mage wants to accomplish. As such, it's more appropriate to compare them with other warrior weapons, and see if the health is balanced with those.

Early eastern sea
Grevious Mace: 84 Atk, 24 -> 36 HP, 20 Int
Robber's Blade: 106 Atk [unchanged - listed for comparison]

Lemuria
Thanatos Mace: 108 Atk, 31 -> 50 HP, 28 Int
Hestia Blade: 127 Atk [unchanged - listed for comparison]

Reunion
Wicked Mace: 133 Atk, 43 -> 64 HP, 36 Int
[Gaia Blade is too far behind the curve to be a suitable comparison point]

Endgame
Vajra Mace: 161 Atk, 48 -> 80 HP, 40 Int [breaks formula, uses 2*Int]
Sol Blade: 180 Atk, Earth [unchanged - listed for comparison]

With the way you have the rest of the items set up, I don't think I'd go all the way to 108 like I did before, but it can still give a pretty good chunk of health. The reason I'm so willing to risk overtuning HP amounts is because of the prevalence of healing. A character's effective HP during a boss fight is many times higher than their actual HP bar, and the same holds true of even just standard wandering, as well. Since HP is not multiplicative with itself, it actually does relatively little to a character's overall durability, and is mainly useful to prevent being one-rounded. If you can't look at an HP increase and say "yeah, that looks pretty meaty," it's probably not enough.
« Last Edit: April 16, 2017, 10:05:30 AM by leaf » Logged

Spoiler for quotes:
[9:00:50 PM] Randel Peltier: Ok...what did I do last night?
[9:01:19 PM] Kain: Something boring, repetitive, and lasted for about sixty seconds.
---
[10:45:08 AM] Salanewt: But yeah, the elemental phalluses are being... Stroked up by Saturos and co., and the energy will go towards... Mt. Muffin, where the Golden Climax will arise.
[7:28:42 PM] Salanewt: An added bonus is that Isaac and co. were trying to stop Saturos and co. because their beliefs state that Mt. Muffin should remain a virgin.
---
[9:54:21 PM] Randel Peltier: Guess the number in my head an you get to pick what I say. Number between 1-10
[9:54:28 PM] leaf: 11
[9:54:36 PM] Randel Peltier: @#$%!
---
[8:38:13 PM] Randel Peltier: Shes like this queen up on a pedastal that I have yet to court.
[8:38:29 PM] Kain: You've tried courting her.
[8:38:43 PM] leaf: and failed spectacularly
[8:38:44 PM] Randel Peltier: Ive tried...shes the best dating game ever.
---
[12:24:35 AM] Salanewt: I need to find a picture of a naked person to put on the Christmas tree next year.
---
[2:19:06 PM] Zeadra: wait... Rief's a guy???
---
[1:09:57 PM] Zeadra: well if you want to know if its a new effect or something weird, just check GS1, if side step is there maby it is the nimble dodge thing
[1:10:35 PM] Kioll: For once, you've contributed something useful.  o.O
View Profile

Novice Member
*

Coins: 1
Offline Offline

Posts: 33

« Reply #27 on: April 16, 2017, 12:44:05 PM »

Thanks again for the help, I bumped up sword and staff attack by a few points so that they'd fit the curve better. Right now i'm trying to figure out how strong the unleash modifier should be. I'm thinking that it would be about 40% and then the last few weapons would scale up to about a 2.5x (Sol Blade) multiplier while the others would be at about 2.3x at most (Darksword). Staff unleash would probably be maxed out as a 300 power spell (Dragon Fume, Call Dullahan and the Jupiter equivalent would cap at 250).
Logged
View Profile
Rolina
The Fulminous Witch
Jupiter Clan

Template maker turned lurker

Alchemist
*

Coins: 10
Offline Offline

Gender: Female
I am: wondering if we can get our clan position changed...
Clan Position: Grand Overlady of Jupiter
Posts: 6051

« Reply #28 on: April 16, 2017, 09:52:41 PM »

Weapons (b): A lot of those ideas could probably be implemented with some work, but making it so they can be customized easily may be tricky.
Oh?  Hmm... perhaps if we did it modularly?  Like, select different traits for each weapon type based on what you want in your mod, then install each of them?  Could that work?

As for physical vs spell damage, was thinking that's work by basing it off whether the ability being used calls the Attack stat or Intellect/MaxPP stat (so, if Ability in [1,3,4], then Do_the_thing).  Main reason for something like that would be to have some weapons prefer warriors while some prefer mages or something - definitely an option to look at for people if they want certain weapons being more friendly to one or another.
Logged

View Profile WWW

Novice Member
*

Coins: 1
Offline Offline

Posts: 33

« Reply #29 on: April 17, 2017, 01:36:17 PM »

I'm starting to consider making unleashes scale as multipliers all game long with a few exceptions like Legend and the other damage multiplier unleashes sort of like what Dark Dawn did. The added damage system is useful too but after really looking at the way that Camelot scaled them I feel like a multiplier system would be fairer for them.

For example, early on Hurricane could be an attack with a 1.3x, 1.4 or even 1.5x multiplier which would be decently powerful but since its not a consistent form of bonus damage, it would even out in comparison to say Ragnarok giving a consistent +35 added damage or a Djinni giving even more bonus damage but since they cripple your stats for using them, it would make a solid enough deterrent to make people not use them willy nilly.

Edit: Thinking it over a bit, staff/ankh unleashes should be a little behind the curve with your magic offense. That way while the unleashes still hit about as hard as your regular offense if you want to conserve PP for long dungeons or in the case of a boss fight waiting for someone to refill, the main bulk of a caster's offense is still from using their best spell. If unleashes were ahead of the curve, I feel like people would just spec their casters into unleash fishing set ups with the exception of the dedicated healer or two and it would go back to the attack command being the best source of damage overall.
« Last Edit: April 17, 2017, 04:19:29 PM by Baransu » Logged
View Profile
Pages: 1 [2] 3 4   Go Up
  Print  
 
Jump to:  

Cbox
Yesterday at 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.
January 15, 2018, 06:59:14 PM
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
KyleRunner: Nice! I hope you'll add compatibility with others games (GS1, Mario Golf and Tennis) soon.
January 14, 2018, 11:40:09 PM
Fox: Okay. Posted (in Downloads section) an initial cutdown version for now, for my text compressor. Basically to separate the code from my Editor for anyone who wants to mess with it. It only supports GS2, because I still didn't add the addresses/etc. for the other games.
January 14, 2018, 05:01:00 PM
Fox: Okay! Going to need to think how I want it to work. Initial thoughts is maybe have a number of arguments in the filepath thing. And have a number of shortcuts (files) to be used as examples. Assuming there are no problems.
January 14, 2018, 10:38:24 AM
KyleRunner: Well... I'm used to editing text ina a text editor, so... yes! Thanks in advance!
January 13, 2018, 11:38:43 PM
Fox: (Text editor = Text Document like notepad.)
January 13, 2018, 11:38:21 PM
Fox: Would you prefer during the text editing in a text editor? (Like what gstoolkit lets you do?) I could probably make a separate tool or something to compress it.
January 13, 2018, 10:10:02 PM
KyleRunner: Ok. Once I finish my Lost Age translation, I'll try a Mario Golf one. Thanks. (But I'll need help).
January 13, 2018, 10:03:17 PM
Fox: If you want to make it "permanent" (part of a hack), then you'd edit code in the ROM that writes to this location of the IDs you'd want to change. (You can find these locations by using a breakpoint debugger like SDL-H or no$gba.)
January 13, 2018, 10:00:11 PM
Fox: Reload/switch = Recommended to be done through Debug mode/warp menu, ofcourse... since doors seem to appear as if they were disabled? ; 03001238:01 and B+Start to get to warp menu.
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?
January 13, 2018, 02:10:03 PM
KyleRunner: Hey, Fox *
January 13, 2018, 02:09:37 PM
KyleRunner: Hey, is your text editor compatible with Mario Golf (GBA)?
January 11, 2018, 08:33:13 PM
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.
January 11, 2018, 08:28:15 PM
Fox: 0200274C = Hmm... Stuff happens here when you use Cyclone around bushes. (These cause tile replacements, and setting event 0 to those tiles.) - And I guess this kept here so it can be scanned after battle. (To re-update the map.) So here is my fun thought (assuming if it is even possible, or even convenient if so.) ... Are there any events from other maps that could be disabled do to using Cyclone on bushes + Retreat glitch? I'll need to do some testing to make sure this isn't an oversight on my

Affiliates
Temple of Kraden Golden Sunrise
Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2006-2009, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.107 seconds with 22 queries.