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FF6 Expansion Editor (FF6ExpED)
(04-13-2016, 10:42 PM)Madsiur Wrote: That does look like a nice alternate formula. It's something I can make optional with a simple checkbox in the config menu.
I just noticed that I made a mistake with that formula. It should be:
Code:
(Without Sneak Ring)
StealValue = (Locke's level + 50 - Enemy's level) (as in vanilla)
(With Sneak Ring
StealValue = (Locke's level * 2 + 100 - Enemy's level * 2)
I would argue that the Sneak Ring does need a boost, but that's a discussion that goes beyond fixing bugs and into modification territory. Which brings us to:
(04-13-2016, 10:42 PM)Madsiur Wrote: [...]if anyone has a formula replacement that make sense, I can include it as optional.
One minor modification I'd like to see is to cap StealValue at a minimum of 1, so that there is always at least a chance of Stealing (Sneak Ring or not).
Otherwise, I'm kind of a fan of what FFXII did, and that is simply to do away with a Steal formula altogether. It just checks the probabilities for each slot (there are three; 55%, 10% and 3% without Thief's Cuffs, 80%, 30%, and 6% with them) when a Steal attempt is made. If nothing is stolen, the attempt is unsuccessful and you can try again.
The only thing I'd change with FFXII's approach is to allow you to try indefinitely to get all the items, but that depends on what your model is supposed to simulate. Are all mobs always carrying rare items, and it's just really difficult to get ahold of it by pickpocketing? Or are only a small percentage of enemies you face carrying rare items? I'm leaning towards the latter idea, except in the case of rare steals on bosses because bosses are unique while there's an endless supply of mobs. It'd be nice to have a flag for enemies that allows multiple successful steal attempts.
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