11 March 2016 - Forum Rules
Started by hmsong, October 22, 2021, 09:05:40 PM
Quote from: hmsong on December 02, 2021, 03:01:24 AMThis might be a dangerous thought, but is there a way to make the "countering enemies/bosses" (such as Bill/Ben, Lugar, and Black Rabite) use their counter skills randomly (instead of those skills being activated by being attacked by magic), just like the "non-countering enemies/bosses"? (such as Full Metal Hagger, Jewel Eater, and Tsenker) Of course, all bosses should keep their unique HP threshold moves (such as Knights starting the fight with a Saber magic, and Lugar/Gildervine transforming, and Black Rabite using the spell combo and Ancient). That way, the players will have to be always vigilant, instead of just using melee to not activate the counters (personally, I think Luck Denies Counter still discourages players to use skills, simply because there's an option to not activate the counter skills at all -- by just using the boring melee). While I was testing, I fought against Black Rabite, and I specifically didn't use any skills (I only had v1.8 enabled), and honestly, BR was extremely easy. But if BR used his counter skills randomly (like Supersonic, or Great Demon summon), then I would constantly have to be vigilant (esp my healers), which would make the fights more difficult and interesting. Actually, some players might still die, because player damaged BR enough to activate the spell combo, while BR was activating a random powerful skill. But that's half the fun. Being vigilant while fighting.
Quote from: hmsong on December 02, 2021, 03:01:24 AMI think the green aura is when you apply the same buff as before (and green aura indicates that whatever buff you did, you're not getting anymore buff). I'm guessing yellow aura is the same thing, except for debuff. And as for Stat up and down after another, I think it cancels each other out, making it neutral. At least, that was true for HP Up/Down. I'm guessing it's the same for other stat up/down. So if an enemy did Power Down on you, and you want to increase your melee attack (relative to the normal state), then you need to apply Power Up twice.
Quote from: Zimgief on December 02, 2021, 08:30:13 AMIf praetarius5018 doesn't do it (if it strays too much from the original game design) I would appreciate that you make a patch for it.
Quote from: soul_knight on December 02, 2021, 05:53:13 PMBtw, for your next Balance update, can you give guys like Duran and Kevin some non-screen-freezing skills, like Firedrake's flamebreath? That'll be very interesting.
Quote from: hmsong on December 02, 2021, 03:01:24 AMThis might be a dangerous thought, but is there a way to make the "countering enemies/bosses" (such as Bill/Ben, Lugar, and Black Rabite) use their counter skills randomly (instead of those skills being activated by being attacked by magic), just like the "non-countering enemies/bosses"?
Quote from: hmsong on December 02, 2021, 03:01:24 AMAlso, I think M.Def buff is a bit too much. Based on the number, M.Def Up should only raise the M.Def by 20%. Duran had M.Def of 138, and with the buff, he got 165. So he should only reduce the damage by ~27 points, right? But when I got attacked by BR's Dark Force, the damage got almost halved (216 reduced to 114 points). But that doesn't seem to be the case for M.Def Down (Angela did 367 damage with Evil Gate against BR, and the same spell did 467 when BR had M.Def down). That seemed a bit weird. Can you check that out, and if possible, make M.Def buff a bit less powerful?
Quote from: praetarius5018 on December 03, 2021, 12:53:09 PMFor my other hack I managed to make those reactions triggerable by melee damage as well (instead of RNG it is a "aggro meter").So in a way the answer is: yes.
Quote from: praetarius5018 on December 03, 2021, 12:53:09 PMYeah, the m.def (de)buff does not only change the m.def value itself but gets also checked in the spell damage formula and does the opposite to the m.atk before m.def. Which has the weird effect that you need both def buffs to protect against several boss only spells (those that target p.def); p.def up for the raw increase of def and m.def up for the further 20% decrease before def.Dunno if I should change that, that would be going too far for a "bug fix" patch.
Quote from: praetarius5018 on December 03, 2021, 12:53:09 PMThis sounds dangerously close to SoM levels of magic stun locking becoming a thing again.
Quote from: hmsong on December 03, 2021, 05:53:19 PMI feel like Aggro Meter is a little overkill, but I'm definitely okay with that too. So could you apply that to your patch? If Aggro Meter is indeed overkill, could you apply it as RNG? I'm okay with anything as long as it doesn't discourage players from using skills (ex: I think your Luck Denies Counter less discourages skill usage than vanilla, but it still discourages skill usage), but still makes the bosses harder by having them use their skills more than once (esp Black Rabite).
Quote from: hmsong on December 03, 2021, 05:53:19 PMSo if you simply get rid of the M.Def buff that M.Effectiveness gave, and simply kept the vanilla M.Def buff, I think things will work well. And it would be in line with "bug fix" patch, since the vanilla already had working M.Def buff/debuff.
Quote from: hmsong on December 03, 2021, 05:53:19 PMI think he meant the slow-acting melee skills, similar to Lv1 techs, except those skills have a lot more recoil. Things like Machine Golem's Rocket Punch, or Firedrake's firebreath, or King Rabite's Rabite Rainstorm. The enemy guide from gamefaqs called them "e-skills". I don't think they can be used to stunlock anything, as they have very large recoil.Did you perhaps enable those for characters in your Sin of Mana?
Quote from: praetarius5018 on December 03, 2021, 06:13:50 PMNot sure I should, this would be a big difficulty spike for certain bosses like Bill/Ben and Lugar.
Quote from: praetarius5018 on December 03, 2021, 06:13:50 PMMind Up gives both flags: +m.atk, +m.defMagic Shield only gives: +m.defIn vanilla the actual modification to your m.def stat was governed by +m.atk, in the fix patch I moved that to +m.def since as you pointed out earlier it made magic shield worse as a defense spell than mind up.The +m.def flag just reduces taken spell damage by 20% before atk, this is not changed.So... what exactly should I change here now? Remove the +20% m.def stat?
Quote from: praetarius5018 on December 03, 2021, 06:13:50 PMDid not, couldn't if I wanted to; those "e-skills" are half just their L1 techs and have spells with ids out of range; Firedrake's fire breath would be id 1AB and your spell menu can only handle 8 bit ids, so FF or lower.And even if that was solved those would most likely not work as player characters don't have animation data for that or any other reason SD3 can think up to screw you over.
Quote from: hmsong on December 03, 2021, 07:20:08 PMActually, I figured you can just delete the m.def that was initially in the m.attack. You know, "in the fix patch I moved that to +m.def since as you pointed out earlier it made magic shield worse as a defense spell than mind up" m.def. That way, the vanilla m.def will still be used (which is the weaker version). Did I overlook anything?
Quote from: hmsong on November 21, 2021, 09:42:13 AMIt seems that the new bugfix patch doesn't give the bonus EXP to the enemies with 00 Exp flag (ex: Armor Knight, Silver Knight, Dark Lord, Ninja Master, Wizard, Evil Sword, Black Fang, etc). Changing that value to 80 fixes the problem, as 80 and 00 give the same EXP.
Quote from: praetarius5018 on December 05, 2021, 11:04:33 AMI don't have the ram here to make a aggro meter (I changed some ram parts in the other hack but that is too much effort for this one), so I'll make it as RNG chance.I'll go with 1/8 of the counter vs spell chance.E.g. 20 luck vs Darkshine Knight would be 20 in 51 to not get a counter with a spell or 31/51=60.7% to get countered, so melee would have ~7.6% to trigger his skills.
Quote from: praetarius5018 on December 05, 2021, 11:04:33 AMThe more I read it the less I understand what the issue is...Assume we have 400 m.atk spell vs 150 m.def target, so 250 damage normal.If we add mind up/magic shield to the target we'd now have:400 m.atk -> 320 m.atk and 150 m.def -> 180 m.def, so 140 damage.What exactly is your goal in that example?
Quote from: praetarius5018 on December 05, 2021, 11:04:33 AMThe weird thing is, it is not for the enemies without the 80 flag but ONLY for those with exactly the value 00. This game, man...
Quote from: kaine23 on December 05, 2021, 12:58:41 PMthere a collection of all of these together?
Quote from: hmsong on December 05, 2021, 06:42:28 PMYikes. 7.6% RNG melee seems extremely high. That's gonna leave a mark. The first Bill/Ben will be a nightmare.
Quote from: hmsong on December 05, 2021, 06:42:28 PMThat may be because I absolutely suck at explaining things. My apologies. In your example, I wanted Magic Shield to not change anything in m.atk (so 400 m.atk remaine as it is), and 150 m.def to become 200 m.def (+33%) -- +20% was too small for sure though. Basically the same as Power up and Protect Up, except for m.atk and m.def.
Quote from: hmsong on December 05, 2021, 06:42:28 PMMust be because the value 00 must trigger something unintended (which explains why devs decided to use 80, although they clearly missed on some things).
Quote from: praetarius5018 on December 06, 2021, 12:25:55 PMIf 7.6% (about 1 in 13) is "extremely high", what exactly did you expect with your request?
Quote from: praetarius5018 on December 06, 2021, 12:25:55 PMDef up is the same as M.def up: 20%; the problem is that m.def is for players roughly half as high as p.def (best armor has x15 p.def but only x8 m.def).For p.def you could get up to 60 damage reduction and the relevant attacks are much more frequent.In 1.9 I reduced the 20% m.atk reduction to 12.5%; that changes the example to:400 - 150 = 250 => 350 - 180 = 170, 80 damage less.Which is imo a more acceptable level, 80 vs 60 reduction.
Quote from: soul_knight on December 07, 2021, 12:22:05 AMHaha. I see that you're trying hard to say what's on your mind, but you're not very good at articulating your thoughts onto the screen. Not that I'm any better, probably.
Quote from: soul_knight on December 07, 2021, 12:22:05 AMAnyways, can you give the Dart (item) a poison SE? Dart is so useless, esp in the beginning of the game with the new mechanics.
Quote from: hmsong on December 07, 2021, 04:16:27 AMHoly crap. I just fought Darkshine Knight with Duran, Angela, and Hawk (at Lv44), only using melee. DSK used his MT tech 3 times in a row. I was already dead by the 2nd tech, but DSK used another MT tech on my corpse. Talk about overkill. Yeah. Combos are definitely a problem.
Quote from: hmsong on December 05, 2021, 06:42:28 PMNope.
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