11 March 2016 - Forum Rules
Started by hmsong, October 22, 2021, 09:05:40 PM
Quote from: praetarius5018 on December 18, 2021, 11:06:37 AMActually, that is even preferable to me since that should just be changing one date point from 00 into an FF, otherwise I'd have to change the day logic itself.
Quote from: praetarius5018 on December 18, 2021, 07:06:44 PMThey copy 1:1 the stats of whoever they copy. The only thing they don't copy is spells known.
Quote from: praetarius5018 on December 19, 2021, 05:53:52 AMRNG will always hate you.
Quote from: praetarius5018 on December 19, 2021, 02:39:21 PMWriting it down it begs the question:this it make him less OP (no imba defense) or more OP (just the VIT from class change alone should be enough to cap def)
Quote from: hmsong on December 20, 2021, 09:20:17 AMI was able to make some shop items appear only after the 1st class up (7F -> 7E), but is there a way to make some items appear after the 2nd class up?
Quote from: praetarius5018 on December 20, 2021, 12:26:24 PMI only have 1A - light only, 64 - dark only but not 2nd class specifics.
Quote from: hmsong on December 20, 2021, 06:45:53 PMWith that knowledge, you might be able to find the ??? Seed item error (current, LL and LD results in D class items). I don't even know which bank has that though, so it's pretty hopeless for me... Any idea which bank has that info?
Quote from: hmsong on December 20, 2021, 06:45:53 PMNot much I can do with that knowledge, sadly, because 2nd class change comes so late in vanilla. But you might be able to do something for your Sin of Mana (unless you've already done so).
Quote from: soul_knight on December 21, 2021, 12:23:08 AMI got an idea. Put one of the throw items in the original black market (Pumpkin Bomb enables players to access the tree element attack), and move the three seeds into the secret shop 1. And make the secret shop available after the mana stones break. But only enable the non-seed items after the 2nd class change.
Quote from: Messianic on December 24, 2021, 04:08:56 PMIs it possible to disable regular enemy random tech altogether and make them ONLY melee counter you?Of course if this would also apply to Bill/Ben and Luger that would be a problem...
Quote from: hmsong on December 25, 2021, 03:14:17 AMSecond, while I like the idea of putting a throwing item in the black market (not sure about Pumpkin Bomb, since that's the most powerful throwing item), but doing so would get rid of the "item that gets enabled after the first class change". And I want something in the black market to be enabled after the 1st class change. I don't mind putting the seeds in the 1st secret shop though, and then enabling other items after the 2nd class change. Hmm.
Quote from: praetarius5018 on December 25, 2021, 05:27:34 AMTheoretically yes but that would require editing the AIs of all affected enemies directly.And the AI for "random" enemies (anything that is roughly player sized) is a mess I want to avoid as much as I can.Also even if, I don't see the benefit in this; it would make mobs both less dangerous (never get a tech when you enter a room) and more dangerous (ALWAYS get a tech to the face before you kill the mob; hit 2 mobs at the same time = game over)
Quote from: soul_knight on December 25, 2021, 07:39:26 AMI actually prefer the current version, where it is entirely up to RNG. I do hope that the counter rate is either decreased or is limited to one (aggro meter or some sort).
Quote from: praetarius5018 on December 25, 2021, 07:53:53 AMThat is something I want to do but I'm stuck at the "math part" (creative blackout if you will);melee strike would add 15 x LUCK_ADJUST to aggrospells and L2/3 techs would add 40 x LUCK_ADJUSTif the monster uses a spell or L2/3 tech it loses 10 aggro.Threshold could be 80 for regular monster, 200 for bosses.I'm just drawing a total blank on what LUCK_ADJUST should exactly be.I kinda want it to be 100%+ (or even 150%) if you have absolutely no luck stat (15) increase at lv45+ - so a spell plus a couple random hits gets you vanilla behaviour for random mobs -and like ~20% at max luck (22)
Quote from: soul_knight on December 25, 2021, 08:29:59 AMPerhaps I'm overthinking, but having "spells and L2/3 techs would add 40 x LUCK_ADJUST" would just encourage people to use Lv1 techs. I think spell/tech should have the same chance as melee (but not 0) -- spell/tech tends to be more powerful than melee, thus encouraging people to use spells more.
Quote from: soul_knight on December 25, 2021, 08:29:59 AMAlso, if threshold for regular monster is 80 and boss is 200, does that mean that normal monsters would counter more frequently than the bosses?
Quote from: soul_knight on December 25, 2021, 08:29:59 AMAlso, don't some characters' luck max out at 15?
Quote from: soul_knight on December 25, 2021, 08:29:59 AMAnd you want their attacks to have 100+% counter rate? Uhh. Perhaps that's a bit much?
Quote from: hmsong on December 25, 2021, 07:42:27 PMI'm not entirely sure how Luck Adjust works though
Quote from: hmsong on December 25, 2021, 07:42:27 PMAs soul_knight said though, I do wish for a system that encourages players to use more spells and Lv2/3 techs. Spells/techs having high aggro discourages that. Spells and techs do more damage, but they also have restrictions, like the cast time and tech meter. Well, I'm sure there are flaws there too...
Quote from: hmsong on December 25, 2021, 07:42:27 PMWhy do monsters only lose 10 aggro when they use spells/techs? Shouldn't the aggro gauge be emptied?
Quote from: hmsong on December 25, 2021, 07:42:27 PMI feel like this is just another "spell combo" waiting to happen, esp the bosses.
Quote from: praetarius5018 on December 26, 2021, 05:43:46 AMIf it was emptied counters would effectively "never" happen.There are not only obvious spells being used like evil gate and such but also stealthy ones, like zable fahr's fire breath (not screen freezing), that is a disguised gremlin spell.
Quote from: praetarius5018 on December 26, 2021, 05:43:46 AMPlease think about it; with 0 luck stat you'd need to inflict 5(!) spell/tech hits BEFORE the enemy uses 1 - that will never happen.
Quote from: praetarius5018 on December 26, 2021, 05:43:46 AMHow so?
Quote from: hmsong on December 26, 2021, 06:10:50 AMWait wait, enemies like Zable Fahr don't have counter in the first place, right? I thought counters are for regular enemies and small bosses. Are you putting counters on big bosses that don't normally have counters? I thought you were putting counters only to regular enemies and small bosses, because they don't randomly use skills, unless it's right at the start of the battle (ex: Poron, Nightblade, Bill/Ben) and/or HP threshold (ex: Bill/Ben, Lugar, Koren, BR).
Quote from: hmsong on December 26, 2021, 06:10:50 AMWait, what? How do you get 5 spell/techs before enemy uses 1 counter? Assuming the threshold for normal mon is 80, and the smallest Luck stat is 2 (Duran, Kevin), so... wait, I'm lost.
Quote from: hmsong on December 26, 2021, 06:10:50 AMIf enemy gets its aggro to 80, but while it's casting, if you damage it a bit, then aggro may be raised to 90, in which case, after the magic, it'll be reduced to 80, and since it's still 80, it'll use spell again -- x2 combo. And against the bosses, if it's 200, but you do enough damage to make it 220, then that's x3 combo. Etc etc. I think that's way too anti-Kevin.
Quote from: praetarius5018 on December 26, 2021, 06:43:53 AMI've no idea what you're thinking here.When the aggro meter reaches the threshold and (tries to) trigger a counter it would then reset to 0.
Quote from: hmsong on December 26, 2021, 06:49:48 AMI think I misunderstood you. I thought when you said, "if the monster uses a spell or L2/3 tech it loses 10 aggro", I thought you meant that it's "80-10", which is 70, which is only 10 away from triggering a counter.
Quote from: praetarius5018 on December 26, 2021, 08:02:27 AMexample with "0" luck since I've no idea what the LUCK_ADJUST should be reallybase 0hit monster with spell: +40, so 40it hits you with a spell: -10, so 30hit monster with spell: +40, so 70hit monster with spell: +40, so 110 which is above 80, so trigger counter, reset down to 0it hits you with a spell: -10, stays at 0
Quote from: hmsong on December 26, 2021, 08:06:40 AMOhh. I see. Makes sense. When you say, "it hits you with a spell", does that include monster's HP threshold spell/tech? Because if it doesn't, then I don't think monsters can actually cast spells, except in the beginning, where they have 0 aggro anyways. And there "can" be a spell combo, if a counter and hp threshold spell combos each other, but I think that's an acceptable combo. Not sure about regular monsters having that though...
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