Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Timbo on April 04, 2010, 01:43:15 pm

Title: Equal Growth Stat balancing.
Post by: Timbo on April 04, 2010, 01:43:15 pm
I think I'm turning into one of those "no growth" people.  I don't want to punish my players for deciding at the end of the game that they no longer want ramza to be a melee character.  Has anybody worked out how much to adjust each classes stat multipliers so that every class gets the same growth in every stat, with the end result being the same average stats per level?
Title: Re: Equal Growth Stat balancing.
Post by: Archael on April 04, 2010, 02:46:06 pm
leave all multipliers alone

make all HP growth 10

make all MP growth 10

make all speed, pa, ma growth 50

that way each job has the exact same growths for every stat as every other job, and the only difference in stats at lvl 99 would come from the multiplier of the job you're currently in
Title: Re: Equal Growth Stat balancing.
Post by: Timbo on April 04, 2010, 08:08:31 pm
That makes sense.  What I really want are the formulas for how things are handled.  Is it Stat Growth x Level x Multiplier then?  Also what about Monsters?  Would changing all of the humans effect the NPC's and monsters level of effectiveness?  What I want is to adjust it so that I can get similar results to what a pure level 99 job would look like in vanilla or 1.3.  

Has anybody ever gotten rid of alternate job growth before?
Title: Re: Equal Growth Stat balancing.
Post by: Archael on April 04, 2010, 08:34:20 pm
you lost me

stat growth has nothing to do with multiplier, it's just the amount by which the character's base stat grows PER LEVEL UP

the lower the growth the better



making all stat growth the same across all jobs gets rid of alternate job growth by definition
Title: Re: Equal Growth Stat balancing.
Post by: Timbo on April 04, 2010, 08:59:37 pm
Okay, how should I explain this....  

In vanilla lets say job X at level 99 has 655 hp.  Now if I modify job X's stat growth his stats are no longer going to be 655, instead they are going to be something different.  This is because the multiplier multiplies the characters accumulated stat growth.

So lets say that a level 99 character has had 10 for HP growth for all 99 levels and its current job has a multiplier of 100.  10growth * 99levels * 100HPmult = 99000.  There is obviously another variable that modifies all this data.  I want the formula so that I can reconfigure job x's growth values and stat multiplier so that I can get a similar result to training a pure job.  

Long story short, I need the formula.
Title: Re: Equal Growth Stat balancing.
Post by: formerdeathcorps on April 04, 2010, 09:22:21 pm
No.  That's not how the C value works.  If you want to know how, please look here: http://www.gamefaqs.com/console/psx/file/197339/3876 (http://www.gamefaqs.com/console/psx/file/197339/3876).

Search for the terms C Value and multiplier under Section 7.
Title: Re: Equal Growth Stat balancing.
Post by: Timbo on April 04, 2010, 09:42:56 pm
Thankyou FDC, I'll get right on that.  I should have known to check the BMG, I actually have it open in another tab right now.  Thanks pal.
Title: Re: Equal Growth Stat balancing.
Post by: philsov on April 05, 2010, 01:19:16 am
viewtopic.php?f=18&t=1737&hilit=spreadsheet (http://www.ffhacktics.com/forum/viewtopic.php?f=18&t=1737&hilit=spreadsheet)

tweak growths and multipliers to achieve target numbers!