[Patch] Fair Damage - Printable Version +- FF6 Hacking (https://www.ff6hacking.com/forums) +-- Forum: Hacks, Resources and Tutorials (https://www.ff6hacking.com/forums/forum-1.html) +--- Forum: Jidoor Auction House (https://www.ff6hacking.com/forums/forum-4.html) +---- Forum: Patches, Bugfixes, Tweaks (https://www.ff6hacking.com/forums/forum-15.html) +---- Thread: [Patch] Fair Damage (/thread-3664.html) |
[Patch] Fair Damage - HatZen08 - 04-14-2018 Download page: Fair Damage 1.0 The game system has two different damage algorithms: one for physic damage and another one for magic damage. Unfortunatelly, they are unbalanced in a comparision between them. The physic damage is relatively weak and the magic damage is relatively strong. The patch changes the main damage algorithm. Both physic and magic damage will use a new one algorithm. Because both of them will use the same algorithm, it is expected that the damage should be more balanced between them. Unfortunately, it is necessary to adjust the game data for the new algorithm. The old data setup will not be balanced. Two patches are available. One is the alone new damage algorithm. The other one is the new damage algorithm with data modifications, called the test patch. I played the entire game from start to end with the new damage algorithm, adjusting the game data in the process. I avoided to be too much intrusive in the game data. The purpose was to test the new damage algorithm as the game advances. I tried many algorithms which doesn't work well enough until I eventually was satisfied with the actual algorithm. I belive a fine tuning should be necessary in specific parts of the game but overall I consider it satisfactory. Weapons, spells and abilities with special effects may have their own damage algorithm. Examples are atma weapon, valient knife, flare star, etc. In the test patch, i ignored them. I plan to do individual patches for them, separated from this patch for compatibility and versatility sake. The patch is somehow complex because it demands data adjustments to be a balanced algorithm. The old damage algorithms are a mess with two differents algorithms and different ranges of power values between physic or magic power for monster, allies, weapons, spells, abilities, etc. I understand that the patch may not be for everyone's taste but perhaps someone can find it helpfull. RE: [Patch] Fair Damage - Tenkarider - 04-14-2018 sounds cool, wouldn't you mind posting changes to damage formula? RE: [Patch] Fair Damage - madsiur - 04-14-2018 (04-14-2018, 10:38 AM)Tenkarider Wrote: sounds cool, wouldn't you mind posting changes to damage formula? I guess you did not bothered checking the readme? Code: - For reference, the new damage algorithm is, for both physic and magic damage: RE: [Patch] Fair Damage - DrakeyC - 04-14-2018 I remember testing Sabin's Bum Rush with physical damage; at 255 power it barely did 3000 damage, while we all know how vanilla Bum Rush, magical with 80 power, can hit the damage cap easily. So happy to see this done. May I suggest additional balance features that could aid with this project? - The Atlas Armlet has different coding from the Earrings that allow the latter to stack but not the former. Could they be made to use the same coding too? - Perhaps a Magic variant of the Hyper Wrist for +50% Magic? RE: [Patch] Fair Damage - HatZen08 - 04-15-2018 (04-14-2018, 08:31 PM)DrakeyC Wrote: May I suggest additional balance features that could aid with this project? For now, I plan to change the damage algorithms of special effects like valiant knife, flare star, atma weapon, etc. As the expression says, "to strike while the iron is hot". After I have done it, I will check those boost relics. It should be nice if they have equivalent variants for both physic and magic damage. RE: [Patch] Fair Damage - Warrax - 04-19-2018 I just recently tested this patch and indeed I foresee tons of work to re-adjust everything. First of all, patch conflicts with Ultimate Damage Fix v1.4 from Leet Sketcher, it's not a problem by itself but my question is...does Fair Damage patch fixes both Physical and Magical damage overflows? Also, is that normal that a monster lvl 94 with 230 Bat Pwr now hits for a lot less with the patch? Monster stats are already pretty high but still result in wet noodle damage. Seems like the solution to this is to reduce overall character defense by a good amount but I want to make sure before starting any tedious tasks. Spells damage is about 3 times less at high level, affect both characters and monsters. My testing is incomplet but that's what I noticed so far. Note: testing is based on my hack which has increased difficulty. Edit: Looks like I will be able to answer my own question here New algorithm doesn't even reach 40000 raw damage (39406 to be exact) so an overflow fix is not needed. I'm just surprised at how low damage is now but it makes a lot of sense. I'm not sure if I'm ready to tackle this...my adaptation to the original physical damage formula in my hack is already pretty good even tho damage scales too slowly at low level and too quickly at very high lvl in comparison to magic, it can be offset with proper monster defense/m.def for their level. This new formula is much better in the long term that's for sure. |