Use of ePSXe before 2.0 is highly discouraged. Mednafen/RetroArch is recommended for playing/testing, pSX is recommended for debugging.
Started by philsov, December 12, 2010, 09:19:30 am
Quote from: "philsov"(#+1%) chance of Knockback for Dash/Throw Stone (50%?)
Quote from: "philsov"Blade Grasp trigger : sword attack only
Quote from: "philsov"Formula 4E Dmg_(MA*Y) Hit(100)% becomes 4E Dmg_(MA*Y) Hit(MA+X)%
Quote from: "philsov"Defend innate all v1.1
Quote from: "philsov"(Monster Pre-raw stat hacking, no level 1 absurd MA)
Quote from: "philsov"Change brave gain by chickened units. (4 per?)
Quote from: "philsov"Not moving and not acting bonus CT edit (not moving = 10 CT bonus while not acting is 30?)
Quote from: "philsov"Forces any unit to automatically recover HP/MP when it steps on a crystal.
Quote from: "philsov"Gained JP = XX
Quote from: "philsov"Poison damage from MaxHP/8 to Min(999,MaxHP)/8
Quote from: "philsov"Darkness status reduces accuracy by XX% (need to run numbers)
Quote from: "philsov"MP Restore doesn't need critical (might be OP? rather useless atm but full MP regen each hit? idk)
Quote from: "philsov"4D AbsHP_(Y)% * MaxHP Hit_(MA+X)% NS becomes 4D AbsHP_(Y)% * Min(999,MaxHP) Hit_(MA+X)% NS
QuoteThere's no reason to not make it 100%
QuoteUse FDC's hack that makes it trigger against any Striking Weapon.
Quotephilsov wrote:Formula 4E Dmg_(MA*Y) Hit(100)% becomes 4E Dmg_(MA*Y) Hit(MA+X)%Is this really needed?
QuoteOtherwise, the AI becomes derptastic, as you should already know, because it blows CT out the ass when it has Defend.
Quotephilsov wrote:(Monster Pre-raw stat hacking, no level 1 absurd MA)Shouldn't be necessary. Find the max MA possible of a human (for example, pure Wizard Level 99 in max MA mult Job with max MA boosting gear). Let's call this 30. This makes the benchmark 30, or 40 with Magic AttackUP. Pop open LevelSim, get the highest possible base MA for a monster, and scale those mults based on the 30-40 spread, possibly allowing then to go a bit above or below at max level depending on the monster. This works more than well for allowing monsters to maintain their slightly random MA (and PA, if calculated the same) if done well and if your max PA/MA isn't stupidly astronomically high.
Quotephilsov wrote:Not moving and not acting bonus CT edit (not moving = 10 CT bonus while not acting is 30?)See my previous post. All CT bonuses should be 0.
Quotephilsov wrote:Forces any unit to automatically recover HP/MP when it steps on a crystal.Not needed.
Quotephilsov wrote:Gained JP = XX?I've not slept in 2 days,
Quotephilsov wrote:Poison damage from MaxHP/8 to Min(999,MaxHP)/8You're using the Regen version, no reason to not use this.
Quotephilsov wrote:Darkness status reduces accuracy by XX% (need to run numbers)I think this will conflict with the Darkness hack you're using from FDC.
Quotephilsov wrote:MP Restore doesn't need critical (might be OP? rather useless atm but full MP regen each hit? idk)Depends a fuckton on how your MP is scaled.
Quotephilsov wrote:4D AbsHP_(Y)% * MaxHP Hit_(MA+X)% NS becomes 4D AbsHP_(Y)% * Min(999,MaxHP) Hit_(MA+X)% NSWhy the hell aren't you using this? It lets you make Life Drain type skills and have them not 999 bosses for 2 MP.:/
Quote from: "philsov"Dare I suggest too strong? Eternally juggling a low-move low-range unit seems pretty cheap >_>
Quote from: "philsov"Including dagger, ninja sword, katana, and spear into the fold? I'm leery, but I'll give it a spin in the beta.
Quote from: "philsov"Certainly. Allows for highly damaging abilities to have a chance to fail even on an evasionless unit. Most abilities will have an X >100 so it won't be a big deal, but a select few will have this option toggled (mostly monsters and bosses, I think)
Quote from: "philsov"I did that the first time around (at various intervals, mind) but did all the numerical juggling on a lower-end monster unit (Blue Mage and humans with monster abilities kinda demanded it) -- currently monsters are too good at their lower level (Bombs and Chocos... aie...). And, no, max PA/MA is a touch lower than what was seen in 1.3 (28-ish stacked, iirc).
Quote from: "philsov"We're gonna butt heads here, but I strongly disagree. Getting speed-synched sucked. That is, enemy is always going to be ahead of you on the character list. He'll always act first, when the speeds are the same, all other things being equal. By saving CT by not moving/acting the player is allowed to manipulate the AT. Yes, I'm aware that this gives them an advantage over the AI but in a hyperbolic sense setting both bonuses to 0 simplifies the game to the level of Fire Emblem and Disgaea and other srpg's that are "enemy turn. Player turn. enemy turn. player turn." With the speed curve a lot steadier this'll be occuring much more frequently, and I'd rather have the player choose being waiting and being ahead of the enemy (possibly for a double turn) or acting into nothingness to force them to move first.
Quote from: "philsov"What is it with insomiacs and people who love discussing stuff in this forum!? No, this doesn't affect gained JP up but rather all actions that net JP. Rather than deal with the current JP equation that takes into account the units level and their job level, this just establishes a flat gain per action. Something like 12 (3 JP shared) sounds nice.
Quote from: "philsov"Haste/slow is 25% speed bonus/penalty.
Quoteand haste/slow probably wears off fairly quickly
Quote from: "philsov"Quoteand haste/slow probably wears off fairly quicklyResponding to the rest later, but they would certainly see an increase in duration. They need to be better than CT breakevens.
QuoteStriking Blade Grasp makes it a Reaction that will usually be relevant to the player's party but can still be worked around a bunch of different ways.
Quote1. Sprint Shoes exist.2. Thief Hats exist.3. Other Items I'm not remembering exist.4. Haste / Slow.#4 especially. With low base Speeds and the percents only being 25% +/-, Haste and Slow really don't do as much as one would like anymore unless their durations are fairly long. If the player wants to manipulate CT, let them use Time Magic or something else that provides Haste or Slow. Being Speed Synch'd does suck but it's something you can easily counteract by design and let the player choose whether the tools to break Speed Synch are worth having or not in the first place, which adds more depth than just giving them everything they need on a plate.
Quotend the part of the hack that sets the 999 and change it to that value. That's probably much more manageable.
Quotepart of me almost doesn't like that because it means the player needs to spend less turns elsewhere casting the status, but at the same time it would make sure that Haste/Slow stay worthwhile.
Quote from: "philsov"By the player, possibly, but like I said we'll give it a spin and see how well the AI deals with it.
Quote from: "philsov"Enemy has the same access to 1-3, so unless you're running someone with Equip Change those are null with the only options being haste and slow -- which have like... 2 sources each among the generics.
Quote from: "philsov"0 bonus for movement 20 for action should suffice, no? The human-AI edge is usually regarding movement but the AT manipulation is there at the expense of most of your turn.
Quote from: "philsov"That's an excellent idea. Let's see... 999 is 3E7 in hex... QuoteE803622C0200401400000000E70303348D19060800000000Hm. This is gonna take some trial and error ~_~
Quote from: "philsov"This is more a boon to the AI, methinks. They love to Haste before the fighting starts, and through this method that sort of buffing will be extended into further rounds of action. And when refreshment time comes, usually on the human, this makes the AI team less likely to be overwhelmed.
Quote from: "philsov"Thinking health cap at 700, so a 25% Life Drain (which is a good number for standard applications can clock in for 175 damage.
QuoteEasy solution is to make Haste and Slow sources more prevalent.
Quotebut it still means no Defend Innate All most likely.
QuoteHPs won't exceed 700 at Level 99?
Quote from: "philsov"That is a possibility. Actually, we're at 3 atm - chemist and TM get haste and slow each, while squire gets a single target haste and knight gets a single target slow.
Quote from: "philsov"Oh, it will. (Life Drain) will just deal 175 or 25% of the target's max health, whichever is less. For example I could ramp up the ceiling to 875 and make Life Drain 20% for a damage cap of still 175, but 175 is good enough self-healing and damage output from a single spell, and 25% is a better ratio for low/mid HP folk imo.
Quote from: philsov on January 13, 2011, 12:43:48 pmI will most certainly do that!Provided, of course, that when you say "all that hardcoding" that all these skills are auto-learned 100% because I don't want to destroy blue mage functionality in the process. Similarly some 'monster skills' would see a nerf in some form or fashion but all in all a very welcome aspect to monsters.As for editing Jump/Throw... I think too much is lost with editing jump, but throw may see a facelift down the road.
QuoteNow, if you're willing to give up 16 empty skillsets, monster breeding, and use some ARH... I can give you some /really/ spiffy monsters.
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