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[Patch] Fair Damage
(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:
f1 = vigor if physic attack, magic power if magic attack
f2 = weapon power if physic attack, spell power if magic attack
min = (f1 + f2) / 2
damage = (level * level * min / 64) + min
- In the back row, received physic damage is cut in half and inflicted physic
damage in enemies is cut in half as well. It isn't noticeable in the default
game because physic damage was too low. Now, you should consider whoever you put
in the front or back row.
- Pincer attacks does more than just force everyone in the front row. It adds
extra damage against everyone in the pincer. They will receive more damage when
compared with the the front row.
- Because the algorithm is designed to avoid higher damage, lower healing
spells won't full heal one or all allies at full hp when compared with the
default game. If relative lower healing bugs you, you can try to edit the
healing spells for higher values.
- Because the damage inflicted in monsters is generally lower when compared
with the default game, they can survive enough time to try to fight back at you.
It won't make bad designed monsters more attractive, but at least they should be
able to execute their full script.
- If physic damage does poor damage, try magic damage and vice-versa.
- It is expected that the player update their equipment and items regularly.
Don't neglect your stock of healing items like tonics, potions and fenix downs,
specially in the start of the game.
- The patch changes the damage made with the following relics. The damage is
multiplied for the specified factor if the relic effect is active.
- gauntlet: 1.5
- offering: 0.5
- genji glove: 0.75
- The test patch has the following alterations in the game data:
- allies: Terra, Vicks and Edge has the initial hp of 200.
- specific enemies:
- whelk head: hp = 256
- marshal: hp = 256, bat. power = 16
- all enemies: for each enemy, physic power and magic power was multiplied
by 4.0.
- spells (all 256): in the following priority, each spell with no null
power was multiplied by a factor:
- fractal damage: 1.0
- healing: 4.0
- pierce and physic: 0.25
- pierce and magic: 0.5
- physic: 1.0
- magic: 2.0
- tools items: all items power was multiplied by 0.25
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