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Author Topic: Early Enemy Data Analysis Conclusions  (Read 303 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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Gender: Female
I am: wondering if we can get our clan position changed...
Clan Position: Grand Overlady of Jupiter
Posts: 6046

« 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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Today at 08:59:37 PM
Fox: Same... depending on whether they've used tricks instead or not.
Today at 08:02:49 PM
Salanewt: I could see it counting.
Today at 11:24:44 AM
Fox: Not sure if Zelda (LttP/Minish Cap) count or not...
Today at 11:23:00 AM
Fox: Appararently, I can't think of many GBA games that do the psuedo-3D thing. (That being 2D maps with 3D-like collision...) Golden Sun and Superstar Saga come to mind, though... but I'll need to think about others, since it is quite possible i've simply forgotten....
Yesterday at 03:45:19 PM
Fox: Hmm... Thought: What if Isaac and co. weren't on Jupiter Lighthouse when Felix and co. were... I wonder if the story could have had a huge expansion, in this case.
August 18, 2017, 12:18:56 PM
Fox: Welcome back!
August 18, 2017, 09:12:43 AM
Luna_blade: back from vacation
August 17, 2017, 02:29:26 AM
Fox: That moment when you realize that there is a lot of chatting going on on Discord, that there is no point in trying to keep up. :P  Hm....
August 16, 2017, 04:50:22 AM
Fox: (Then again, just because posting is disabled, doesn't necessarily mean the buttons would be removed as well.)
August 16, 2017, 04:48:55 AM
Fox: (I mean, buttons I would expect to be similar to that.... rather than those specifically since I recall posting there to be disabled.)
August 16, 2017, 04:33:02 AM
Fox: Yeah... I like to think of it as a page loaded with ads. And it's not just the forum home page either... check the sub-forums/topics themselves. == New Topic/Reply/etc. buttons were affected.
August 15, 2017, 07:04:30 PM
Salanewt: Lol, nice. :P
August 15, 2017, 06:33:02 PM
Foxhttp://z9.invisionfree.com/Golden_Sun_Hacking/index.php? == Hahaha! GSHC Classic looks funny now that Photobucket killed the images. :P Anyway, how is everyone doing today?
August 14, 2017, 07:12:02 PM
Salanewt: So yeah, I'm typing up a non-academic essay on why GS2 was rushed; expect that sometime soon!
August 07, 2017, 05:53:11 AM
Fox: But anyway, such a hack mod is simply an idea, and I do not have any current plans to work on it at this time, so.....
August 07, 2017, 05:51:46 AM
Fox: Okay, cool. I think my idea works best without an ability to swap PCs (OR to just simply make that use it the PC's turn.) Hmmm... And with that, I question if a turn list is even needed with my approach. (Outside of maybe 1 entry, if that shortens the modifications.)
August 07, 2017, 05:13:26 AM
Salanewt: To be honest I've been thinking of expanding the battle turn section and also adding code for PCs to have more than two turns in the AI overhaul, but I probably won't allow anyone to have more than four.
August 06, 2017, 12:22:17 AM
Fox: Oh, and if that approach was taken = Would like to also have it so you select the spell to use when it is actually your turn rather than at round start.
August 06, 2017, 12:12:37 AM
Fox: Would take a lot of balancing, but I can see an adept being very slow, and yet very powerful.
August 06, 2017, 12:06:11 AM
Fox: And bosses can have an Agility that is above half of the maximum possible Agility. Mwahaha.

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