11 March 2016 - Forum Rules
Started by hmsong, October 22, 2021, 09:05:40 PM
Quote from: hmsong on February 27, 2022, 09:28:26 AMOkay, I'll raise Poron's Dart damage a bit.Edit: Done. Waiting for the approval. And updated Better Starting Stat and More Evade too.
Quote from: soul_knight on March 01, 2022, 09:35:03 PMCool. Thanks. Btw, why did you change back the Jutsu to use INT to do damage? I thought AGI was a good idea, esp since you need to raise AGI to learn the jutsus in the first place, and Hawk specializes in AGI (and Luck).
Quote from: hmsong on March 02, 2022, 06:42:50 PMI assume you didn't yet decide on the melee counter in a satisfactory way. I hope you didn't just drop it.
Quote from: hmsong on March 02, 2022, 06:42:50 PMI know that the characters' MP rises differently (Carlie and Angela get higher MP per level, even without factoring the INT/PIE). I want to play around with that for all characters (lower them), and at the same time, raise the Max MP gain per PIE stat (instead of just 1, make it 2). Which addresses contain that information? That is, after applying your patch. That way, PIE will have more importance than what it is currently (which isn't much for all characters/classes without Heal Light).
Quote from: hmsong on February 04, 2022, 08:45:58 AMDang it. Sigh. Thanks, I'll take a look. Guess I'll have to use the old version's No Skill Counter. Having said that, No Skill Counter won't work if it's used with current version's bugfix. At least, not what I can tell.
Quote from: praetarius5018 on March 03, 2022, 07:52:43 AMNo satisfying idea on that, consider it half dropped.
Quote from: praetarius5018 on March 03, 2022, 07:52:43 AMTable starts at D1/3940, 14 bytes per level, 2 per type,Duran, Kevin, Hawk, Angela, Charlie, Lise, BossAs for the INT/PIE effectiveness, that would require going into the compressed section for the post class change value, don't bother with that.The non-compressed asm for MP calc on level up is around D0/E315 and jumps to D0/E35A.
Quote from: praetarius5018 on March 03, 2022, 07:52:43 AMIf you want less headaches you'd probably be better off to half the MP from levels, spell costs and walnut recovery.
Quote from: hmsong on March 03, 2022, 07:01:51 PMArgh. INT/PIE effectiveness. Dang it. I looked around the addresses you posted, but I don't see anything obvious that I can change. I was hoping I can see "01" somewhere, so that change that to "02". I mean, we know that INT/PIE gives 1 MP. My intent is to change that to 2 MP. Could you tell me what address/value I need to change?
Quote from: praetarius5018 on March 04, 2022, 03:23:58 AMNo, you'd have to dive into asm coding proper.
Quote from: hmsong on March 03, 2022, 07:01:51 PMI'm not entirely sure what you mean by "transitions issue", but the reason I changed No Skill Counter back to the old one was because soul_knight informed me that the new one had a problem of disabling the HP threshold moves. I confirmed it after some testing. I want the HP threshold moves to exist, so I changed it back.As for your "If using praetarius5018's bugfix patch, would you still suggest just the class balance patches?", that depends on the version of the bugfix you're using. If it's v1.8 (or was it v1.7?) or below, then No Skill Counter will have effect. But v1.9 will pretty much ignore No Skill Counter, even if you apply it (or have very little effect). So if you're using v1.8 or below and you don't want enemies to counter you from spells, then I suggest you to use No Skill Counter. For everything else, I suggest you to not use No Skill Counter.
Quote from: soul_knight on April 17, 2022, 11:03:12 PM@praetarius5018Hey, could you tell me what this, "-changed the level based bonus to a gradual increase by level instead of a sudden spike going from 19 to 20 and 39 to 40" thing is? In vanilla, there was sudden spike of bonus from lv19 to 20, and 39 to 40? Actually, there was some kind of bonus of any kind? Is that for your characters or for the enemies? (or both)
Quote from: praetarius5018 on April 18, 2022, 04:33:05 AMin vanilla spells do:-60% more damage if they hit a monster of level 20-39 or a player with 1 class change-90% more if the monster is 40+ or the player has done both class changesjust to be clear, if checks on the TARGET there.I changed it to a check for caster instead and always check for level.
Quote from: praetarius5018 on April 19, 2022, 12:50:58 PMI gave it linear progression per level. Lv1-10 has +0% then it rises to +60% at lv20 (+6% per level), +90% at lv40 and +100% at lv50. And there it stops.
Quote- melee strike would add 15 x LUCK_ADJUST to aggro- spells and L2/3 techs would add 40 x LUCK_ADJUST- if the monster uses a spell or L2/3 tech it loses 10 aggro.- Threshold could be 80 for regular monster, 200 for bosses.- When a counter is triggered, the aggro resets to 0.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: Zimgief on April 22, 2022, 12:24:20 PMI feel LUCK vs LUCK would be cleaner, and distingish between bosses better, once the values correctly assigned (only bosses, or all enemies depending on the amount of work required).I hope you will find something satisfactory. But as I said, even without LUCK, even it's it is temporary, an simpler aggro meter would be vastly better than nothing.
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