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Author Topic: [WIP] blanky's formulas  (Read 690 times)
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blanky-blank
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« on: October 18, 2018, 03:43:20 AM »

Currently laying some groundwork for a hack centered around improving replayability and the hard mode feature. It would probably take forever for me to actually finish a full hack, given my busy schedule, but I plan on implementing the features one by one and releasing mini-patches so that nothing goes to waste either way. (The semi-randomized enemy drops patch was the first of these mini-patches.)

But every hack needs a mechanical foundation. So basically I plan on overhauling a variety of formulas in the game to achieve a semblance of balance. Yes, more formula hacks seems redundant. Stay with me here. Note that these are, as of right now, all very rough drafts. I would love it if the community could give me feedback or ideas for better implementation.

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THE BASELINE
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HP & Atk stat growths are assumed similar to vanilla.
Def stat growth is assumed doubled from vanilla. (see:Physical damage)
Casting is a new stat. (see:"Magic" damage)
Agility is now capped at 255.
PP may or may not be reduced subjectively.

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Physical damage: [(Lv*8+Additive modifier)(Atk/Def)*Multiplicative modifiers]
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The italicized portion (Atk/Def) would be capped at a minimum of 0.5 and a maximum of 1.5. This formula shifts the value of the Defense stat so that it's every bit as good as attack, rectifying the obvious imbalance between the class multipliers for the two stats. Not counting modifiers like resistance the formula acts as follows:

--(~200) damage at level 50 if Atk/Def equals 0.5 or less
--(~400) damage at level 50 if Atk/Def equals 1.0
--(~600) damage at level 50 if Atk/Def equals 1.5 or greater

--(~396) damage at level 99 if Atk/Def equals 0.5 or less
--(~792) damage at level 99 if Atk/Def equals 1.0
--(~1184) damage at level 99 if Atk/Def equals 1.5 or greater

I got the idea of Atk/Def as an equalizer from the Pokemon damage formulas.

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"Magic" damage: [Base*Rand(1.0 to 1.25)*4(CurrentCastStat/MaxCastStat)*Modifiers]
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The italicized section is capped at a minimum of 1.0. CastStat refers to a new stat, similar to Intellect in Salanewt's patch. The idea here is that until you pass 25% of the max stat (so probably 250) the psynergy would do its base damage, modified only by a small amount of randomness (to make it feel less controllable than physical attacks). But after that it would gradually increase to its final damage of about 4*Base. Ignoring resistances a psynergy with a base power of 200 would act as follows:

--(200-250) damage at <250 CastStat
--(400-500) damage at ~500 CastStat
--(800-1000) damage at 999 CastStat

Keep in mind that base powers can be modified suitably. The goal here was just to implement scaling properly. I took inspiration from some of the newer Dragon Quest games for this formula, since they too once lacked a proper magic stat before adding one in.

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Healing: [Base*Modifier*(1+CurrentCastStat/MaxCastStat)]
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Yep. Scaled healing. Note that base powers would be modified properly to fit this model. The differences between Mercury and non-Mercury would also be less drastic, probably by substantially nerfing Mercury. It's okay for Mercury healing to be slightly stronger but it shouldn't render other healers inviable.

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Enemy stat growth: [Growth*Level(1+Level/100)]
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The section in italics is capped at 1.5. The idea here is to have every enemy's stats calculated and save those results to RAM instead of having fixed stats. Why bother? Because by adding subroutines for (level+a IF flag is set) you can have monsters that grow stronger as you progress through the plot AND that can scale properly for a New Game+ mode. Instead of vanilla's total cop out x1.5 Atk/HP mode.

Are you wondering what the italicized section is for? It's to simulate character growth. While you keep getting djinn and classing up, monsters don't get that luxury. So instead they're given a modifier based on their level that reaches 1.5 at level 50 and then stops. (This way monsters never become totally insurmountable after you STOP getting new djinn.)

Note that this could also save a few bytes in monster data (if those hardcore hackers really need them) because growth stats should never come close to the monster's original stats. This might also indirectly remove the caps from monster stats, depending on how it's coded. Not sure.

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Ailments
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Easy option: Simple Success Rates patch+Enemy Specific Immunities patch

New option: Give each monster a resilience stat (0-100). Change the status formula to (Base acc-Resilience). Which should save substantial space since that's a simple formula. And here's the fun part. Give every monster a "family" byte that determines which abilities they are and are not immune to. Families would be things like Boss, Dragon, Aquatic, etc.

And of course it would have the same benefits as the enemy specific immunities patch. Want a lightning unleash that always paralyzes flying enemies? Done. How about a bait item that distracts animal type enemies? Gotcha. A holy themed psynergy that instantly removes undead enemies from your sight? Say no more fam.

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Dodge rate: [Agility/(Level/20)=Dodge chance]
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This one's definitely a work in progress and may or may not see the light of day. The general assumptions are (A) dodge success will be checked BEFORE unleash rate so agile monsters can effectively dodge late game uses of the attack command, (B) items will be modified to restrict access to broken agility boosts in the early game, and (C) class modifiers for agility are kept modest, maybe even within a -20% to +20% margin.

The core goal here is to make agility just as worth optimizing as the other stats. Instead of just determining turn order, this change would allow players to toss some end-game agility focused gear on a Ninja and turn it into an honest to goodness dodge tank build.

A hard cap of perhaps 50% dodge rate is probably necessary. But these so called dodge tanks are still vulnerable to everything except normal attacks...unless I can set a value on the monster skill EPAs that allows them to skip to a dodge animation as well. No promises.

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Other changes
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Summons. Nerfing. Question is how. On Discord we discussed several options, from implementing a special meter, to inverting the damage formula so they only do their full damage to weakened enemies, to implementing a "disabled" mode for djinn instead of out of battle standby, to just reducing or flat out removing the HP modifier. It's hard to find an answer that feels right because summons are integral to the game but BROKEN AS THE GOLDEN GUN.

Personally I'm leaning toward the inverted damage formula, with a few modifications to allow summon rushing to still be an option without being THE option.

ELevels would probably be removed from all formulas, as it's otherwise wasted space on enemies. Ailment recovery might just be a set number of turns, or perhaps based on agility or the new casting stat. Dunno yet.

I might also add a formula that factors in both Atk and CastStat. This would be useful for a few things, like making maces and light swords that feel right on both melee and mage characters.

Last, and honestly least, I want to move the equipment calculations so that multipliers only apply to the character, not the equipment. The fact that Sol Blade can have anywhere from 160-340 attack depending on Felix/Isaac's class does not make sense to me. It's the same sword. Ancient magical swords of legend don't just randomly lose their sharpness because you happen to be holding a black book.

This is all I have for formula discussion at the moment. Please tell me about every mistake I made in my calculations and assumptions. Thank you.
« Last Edit: October 18, 2018, 10:57:39 AM by blanky-blank » Logged
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Cbox
July 06, 2019, 03:44:41 AM
Salanewt: Oh, yeah there isn't an animation overhaul for GS1 sadly.
July 03, 2019, 04:54:58 PM
ryancaesar12345: GS2 Animation Overhaul w/ Baseline  ips patch in golden sun 1?
July 03, 2019, 12:03:06 AM
Salanewt: There actually is a Jupiter revive... if you're using the Animation Overhaul patch. I think Caledor made a standalone patch for GS1 too, but you'd have to ask him.
July 02, 2019, 07:34:13 AM
Fox: So like... (just a thought)...  If we designed a script to compare times for speedrunning something... goalChance represents stability (I think?) ; If it is 100%, answer results in infinite, which means you can't have 100% stability. (Meaning you'd basically be skipping all item drops/etc.) 
July 02, 2019, 07:06:08 AM
Fox: (I still want to make sure the equation is correct, though... as it did include some guessing.)
July 02, 2019, 07:04:47 AM
Fox: Was thinking .... tosses = ln(1-goalChance) / ln(1-chance) = "chance" being a single-toss percentage probability (0.00 - 1.00) , goal chance being if you did more tosses...   So that's an interesting logarithm.  Just came up with it after some research/thinking... and could maybe be useful for general use.
June 25, 2019, 02:51:42 PM
ryancaesar12345: jupiter revive animation any?
June 24, 2019, 08:05:17 AM
Fox: Such a patch would mean you need to be careful with item drops, coins, exp, etc. Because those things would then no longer be an infinite supply.  Whether or not one uses it depends on what they want to do with it.
June 24, 2019, 07:55:01 AM
Fox: (High enough being based on the area you are in.)
June 24, 2019, 07:54:02 AM
Fox: I had a thought today. What if I look into making a simple patch just for lulz.  One that works the same way as using Avoid, but it lasts from start to finish, and can't be disabled.  Avoid only works if your levels are high enough, though... so thought is to keep that as is.
June 24, 2019, 01:55:17 AM
ryancaesar12345: hi guys i have new update in Golden Sun 2 Lost Age Revise Mod.ips try this. :)
June 24, 2019, 01:54:16 AM
ryancaesar12345: where's that link?
June 24, 2019, 01:53:56 AM
ryancaesar12345: i have no account in discord.*
June 23, 2019, 08:44:52 PM
Salanewt: Although in the case of Wish, you could probably just use Breeze instead.
June 23, 2019, 08:44:36 PM
Salanewt: Yeah, it's a messaging program sort of like Skype. I find that it's much easy to walk people through some of the basics of assembly, since that's what you'll need for most animation hacks.
June 23, 2019, 09:39:10 AM
ryancaesar12345: discord? im not good in asm or assembly.
June 22, 2019, 09:37:26 AM
MaxiPower: gpnna update my thread on progress of my character art if anyones interested. :P
June 21, 2019, 07:51:44 PM
Salanewt: Hey there! Animation editing can be tricky, but I can share some notes with you if you pop in on our Discord. Are you good with assembly?
June 21, 2019, 02:59:40 PM
ryancaesar12345: and how to change a death curse turn in hex editor?
June 21, 2019, 02:50:00 PM
ryancaesar12345: and how to make animation but changing palette only like wish blue i want to change violet. for AOE healing and earth element.

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