11 March 2016 - Forum Rules
Started by hmsong, October 22, 2021, 09:05:40 PM
Quote from: praetarius5018 on December 17, 2021, 12:17:39 PMI mean I suggested nerfing the L2/3 tech damage formula specifically for monsters but noone wanted that.
Quote from: praetarius5018 on December 17, 2021, 12:17:39 PMDebatable; they are probably only non-elemental because they don't matter vs players in vanilla so they didn't bother setting those flags.
Quote from: hmsong on December 17, 2021, 10:18:23 PMI think that perhaps everyone misunderstood you. At least I did. I would like nerf, if it's for normal monsters and shadowzero, but not bosses. Either that, or only nerf enemy and boss MT lv2/3 techs, but not ST techs.Would that be possible?
Quote from: soul_knight on December 18, 2021, 02:25:30 AMThat too, but now that I replay the game again, I realize those damn Goblins in the beginning using the non-elemental Hand Axe, which do ~58 damage, when I only have ~110 HP and limited resource. And it's pretty much guaranteed that those early ones will be during the Mana Holy Day. Not cool.
Quote from: praetarius5018 on December 18, 2021, 06:26:34 AMspell damage scaling for enemies is a whole can of worms...like the tier1 spells are just stat x6 plus some base multiply with a level based value up to 190% at lv40 with stat from 3 to 20so the damage starts very scary (60 damage vs 110 hp, limited resources to heal) and then becomes barely relevant (200 damage vs 900 hp, hundreds of heal items in storage and likely also heal spell known).well, changing that would go way beyond the intend of the fix patch
Quote from: Mr X on December 18, 2021, 08:06:02 AMIn my opinion, I think people might be asking too much out of a patch intending only the fixes of the original game, at that point just play the Sin of Mana mod or make a new SD3 mod for intentions more than that
Quote from: soul_knight on December 18, 2021, 08:15:18 AMOh, I'm not asking you to change the damage scaling for enemies. I'm simply asking you to not give Mana Holy Day the boost to non element. That's all.
Quote from: praetarius5018 on December 18, 2021, 06:26:34 AMTechnically possible but why?If melee can provoke counters Bill/Ben, Lugar and Darkshine Knight with unnerfed L3 techs are kinda unreasonable?
Quote from: hmsong on December 18, 2021, 05:05:20 PMWell, Lugar and Darkshine Knight's MT techs are unreasonable, because currently, they can combo. I know you're still brainstorming about the combo issue, so this is just one way resolve that issue, although it depends on how much they are nerfed.
Quote from: hmsong on December 18, 2021, 05:05:20 PMAnd Shadowzero... Those are just so so deadly. Unreasonably deadly. They need to be nerfed, I feel.
Quote from: praetarius5018 on December 18, 2021, 07:06:44 PMIt would also affect the MT techs they can cast whenever they feel like it, so those two issues aren't 100% related.
Quote from: praetarius5018 on December 18, 2021, 07:06:44 PMI'm taking ideas for that; could e.g. just reduce the atk to 75% its usual value.E.g. vanilla is for 300 atk:300 x2.5 - def = 750 - def, so at least 450changed:300 x0.75 x2.5 - def = 562 - def, so 262 at max defor maybe only 7/8 penalty300 x7/8 x2.5 - def = 655 - def, so 355 at max def
Quote from: hmsong on December 18, 2021, 09:30:19 PMHow much power is weakened for MT spells, relative to the ST spells? is it 75%? 7/8?
Quote from: hmsong on December 15, 2021, 06:27:02 PMbecause their powerful attacks are all non-elemental (which is why I don't want any day to boost the non-elemental attacks -- all godbeast unique skills, all final boss unique skills, etc).
Quote from: praetarius5018 on December 19, 2021, 04:21:59 AMST spells and always-MT spells (ancient, summons, ...) get +25%; basically anything that has the one/all option and is all-casted doesn't get the bonus.Could instead also try subtracting 2x target's AGL from enemy L2/3 techs before the multiplier, could help making that stat slightly more useful.
Quote from: praetarius5018 on December 19, 2021, 04:21:59 AMthinking about it - isn't that then also a bug?I mean you specifically have the option for light Duran to adjust his shield to a given boss and then they "don't work" because what looks like a fire attack is non-elemental.
Quote from: hmsong on December 19, 2021, 05:02:20 AMInteresting. It could indeed. I'm sure there are numerous case-in-points, but that'll save 30~44 HP by the end. Seems a bit small though, so maybe x3 or x4 AGL? (typically, by the final dungeon, when enemies use Lv3 techs, and they usually do 300 damage or something. Of course, you're only referring to the enemy MT techs, right?
Quote from: praetarius5018 on December 19, 2021, 05:12:18 AM2x before multiplierso 60~88 for L2 techs or 75~99 for L3 techsyes, only if the target is a player unit
Quote from: hmsong on December 19, 2021, 05:27:24 AMOh. That makes sense. It's not gonna save players from combo, but it's definitely something. Maybe that and reduced counter rate (half?) will be enough to survive the fight? (unless RNG hates you).
Quote from: praetarius5018 on December 19, 2021, 05:53:52 AMRNG will always hate you; just like nothing stops it currently from throwing 2-3 nightblades at you that immediatly split image slice you when you enter the room.
Quote from: Mr X on December 19, 2021, 06:40:36 AMIs there any reason why the defense cap wont go past 300 with max vit and final armors? It feels they are kinda useless when you can reach the 300 defense cap with pedan armor + vit
Quote from: praetarius5018 on December 19, 2021, 06:47:44 AMthat's just the cap they were set to.as for "why?", no idea. probably would've made Kevin too OP for square's tastes.
Quote from: Mr X on December 19, 2021, 01:37:33 PMFair enough, don't want Kevin to have monstrous defense on top of his already monstrous strength, lol.
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