Quote from: nyzer on January 24, 2017, 02:16:45 am
Well, two issues I can imagine with that suggestion would be the difficulty of implementation and how it might affect the game balance.
I don't think changing the evasion mechanic into a damage reduction effect is an ASM mod that already exists, so it'd have to be built from scratch. Which would be a major time investment.
The ASM hack isn't a problem, I'm an ASM hacker. I doned it yesterday:
<Patch name="Facing Damage Modifier">
<Location file="BATTLE_BIN" offset="11F57C">
21790508
00000000
</Location>
<Location file="BATTLE_BIN" offset="F7484">
18006200
12200000
1980033C
F6386390
00000000
02006330
12006010
00000000
1980053C
E238A524
0000A590
00000000
0500A014
00000000
83200400
03000334
18006400
12200000
02000234
0500A214
00000000
83200400
05000334
18006400
12200000
1980033C
902D638C
80000234
250062A0
00000000
0800E003
040064A4
00000000
</Location>
</Patch>
75% of original damage is taken from the front, and 125% from the back if FFTpatcher "evadeable" flag is active.
If Jot5 uses an ASM that works at 0x00186568 routine, the hack is incompatible, but I can modify my hack just knowing what is the 0x00186568 ASM that is working.
Quote from: nyzer on January 24, 2017, 02:16:45 am
And a big part of the difficulty in any of the 1-enemy boss battles of Chapter 1 is how evasive they are. A 50% damage reduction isn't as potent as a 50% chance to miss, if you ask me. Consider how much damage can be done to the final boss with Light Arrow, if it hits. If Light Arrow is part of your strategy there, it makes you really, really want Link to get behind the boss, instead of just giving him the highest ground you can and leaving him there, which would make it harder/less likely for the boss to go after him.
If the boss' facing only affected damage reduction, it would be less appealing to sacrifice Link's high ground.
I haven't said to remplace the evasion system to a facing system, I'm just thinking about combining both.
Yeah, it isn't as potent, because you just can reset the battle making the same moves or just taking a save state to ensure that it works. I see some FFT and tactics ogre gameplays on youtube, that the people don't won the battle, they just had lucky that X move didn't fail and because of that they won the battle. If they didn't it's as simple as reset your battle hoping that they wouldn't fail.
If you do low damage from the front is basically the same. You don't want to do low damage and you will move to make more because if you aren't fasT your team will be defeated. With a high evasion system a fail can you cost the entire battle, or make you win it. Playing with a defensive team would be the same, hit rates would be compensated with the damage modifiers.
The Sephiroth battle seems like it can be defeated with a some lucky attacks. I played it with defensive party keeping a huge healing and the battle took a while. But I just could defeat him with some few hits using a full offense strategy if all of them hits.
I hate this style of playing, but it could be doned. I just need to reset the battle some times and sephiroth would be defeated. Raising his defenses and lower his evasion would avoid that.
Keep in mind that I defeated ganondord at the first keeping Link on the high without moving it much, atacking with light arrow at 70% rate the most of the time.
More than a better system, it's more about what you want. In my case I prefer the defensive type for the reasons that I stated.
Quote from: nyzer on January 24, 2017, 02:16:45 am
There are also several abilities available that can't be evaded. Changing the way evasion works would take away some of the utility of moves like Omnislash or Ultima.
You are wrong, because these abilities could ignore the face damage modifier.