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Author Topic: Early Enemy Data Analysis Conclusions  (Read 652 times)
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Rolina
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« on: July 20, 2017, 11:48:10 PM »

Well... This was rather surprising.  Turns out, I found out why they leveled down so many enemies in TLA.  As it turns out, they may have had a good reason.  Going at TBS's trendline, you hit that stat cap for attack at around level 55 - for the average generic enemy.  This doesn't count special encounters like djinn or bosses or mimics, etc.

To put things into perspective:  If we follow the trendlines to a logical conclusion...

A level 99 enemy using TBS' trendline has 2689 attack.  999 is crossed at level 56.
A level 99 enemy using TLA's trendline has 2083 attack.  999 is crossed at level 64.

This doesn't leave much breathing room for bosses, which reach up to 50 TLA (trendline: 691.  Dullahan: 676).  Keep in mind, the trendline is skewed higher than it should be due to the returning monsters from TBS, which have a clear and distinctly separate trend line despite having a level adjustment.

I kind of... stopped looking at stats and trendlines after that.  My purpose was to create a baseline to go with for creating monsters.  The expectation was that the trendline would be lower for common enemies, so that common enemies wouldn't average higher than 999.  Nope.  So much nope.  Even the changes made in TLA seem to be adjustments made just to fit things in the game.  I've not done the same analysis for DD's stats yet, but the first thing I'm gonna check is that attack power trendline.  If it's as I fear - an adjustment to match the intended pacing of the game - then the data may be completely useless for what I'm wanting to use it for.
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Luna_blade
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« Reply #1 on: July 21, 2017, 07:14:24 AM »

Pretty interesting research.
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Rolina
The Fulminous Witch
Jupiter Clan

Template maker turned lurker

Alchemist
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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 #2 on: July 21, 2017, 11:56:26 AM »

Yeah... I was so hung up with TLA leveling up TBS monsters I never stopped and asked why.  I spent a lot of time trying to figure out a formula for level correction back to TBS standards.  When I finally figured that out, my eyes bulged with the results.  Went back and checked things separately, and... wow.

This has actually lead me to look at character stats and rebalancing them.  I think HP, ATK, DEF, AGL, and equipment stats are going to be getting a 15% nerf for characters to avoid getting super-high level play from hitting the cap (thus keeping the reward for leveling), and anything I do regarding enemies will just flat out toss vanilla enemy stats out the window.  I'm gonna have to completely change the approach to match my design philosophies.  It's quite possible that I adopt an approach of having enemies with lower stats, but stronger moves for instance.  Ideally, we'd want the same action economy and Hit Count to KO rate as the vanilla games, just using lower numbers, so... that'll take some doing.
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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

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