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| Cjd2524:
Livedoor JP wiki translation of DoD Festival (note most of these docs date from 2016, open in notepad if text is garbled): 1 - Collectibles 2 - Bestiary (Ability LV & EXP Points) 3 - Skills (Magic), 4 - Skills (Physical) 5 - Damage (Level Dependent Skill Table) 6 - Damage (Physical & Magic Correction Table) 7 - Element Strength STR Correction 8 - Shikigami Skills + Passive (Part 1) 9 - Shikigami Skills + Passive (Part 2) 10 - Element Damage Enhancement 11 - Element Resistance 12 - Slayer Strength 13 - Final Slayer Strength 14 - Formations 15 - Hit Determination 16 - Statuses (Permanent) 17 - Statuses (Variety) 18 - Statuses (Quick) 19 - Statuses (Field) 20 - Status Attribute Flags 21 - Status Enhancement 22 - Status Enemy Resistance 23 - Status Resistance 24 - Status Success Formula 25 - Spectacle of Destiny Effect ( you're supposed to train exactly like this -> LQ video) These cover 33/41 pages of the wiki, left out are: 5 regarding damage (including Formula), Surprise Chance %, Turn Order (has the weight table), and the Remarks page partially. The rest of the old docs can be found here (LINK). It's very likely I introduced a few inconsistencies, the name mechanics used for Hit Determination aren't used in game as far as I remember, however I know they don't match NoR translation ( Certain Hit / Reverse Certain Hit ). |
| Validon98:
Certain Hit/Reverse Certain Hit probably should be Direct Hit/Reverse Direct Hit. The concept in NoR is that Certain Hit activating will make an attack ignore all evasion and all other accuracy checks, similar to a crit, just that it doesn't then do 1.5x the hits. EDIT: Reading through the Hit Determination notes, right, yeah Sure-Hit is basically that. Same concept, just with NoR specifically it means all hits go through, not just one. SECOND EDIT: So I had a thought just now regarding the DoD SEXP curve, because it's something I'm constantly thinking about how to nail down. I'm somewhat uncertain at this point about the curve I put in. I'm thinking of doing an alternate patch that involves completely restructuring not only the curve, but the amount of SEXP monsters give. The thought I'm having I did try before but had issues with because I made the mistake of trying to do it with monsters giving single digit SEXP with small SEXP requirements, but the internal math for that tended to truncate those single numbers into decimals that got floored to zero, making enemies basically drop no SEXP. The solution to that, I realize now, is to just multiply by ten and having "a single point" be internally 10 SEXP. The idea from there is to try to roughly structure the curve to be roughly attainable in a certain number of battles, then having soft caps at points about where it would be time to go to the next stratum, with those soft caps multiplying the required amount of SEXP by about ten times, while similarly increasing SEXP from monsters in that stratum accordingly to make it so that if you want to level, you either grind heavily in the previous stratum, or just fight normally in the next stratum. As a practical example, in the prologue players should be getting to about level 3 in their element. From 0 to 1 should be about 15 battles, 1 to 2 in 20 battles, and 2 to 3 in 25 battles, which should make everyone about level 3 by the end of Forest of Magic. Then the required SEXP should be increased heavily, so that it'd take a long time to get to level 4, but once first stratum starts, there would take about 10 battles for 3 to 4, 15 for 4 to 5, 20 to 5 for 6, etc. Level 12 is expected for end of first stratum, so 6 to 7 would be 21, 7 to 8 22, 8 to 9 23, 9 to 10 24, 10 to 11 25, and 11 to 12 25, before once again a major jump in SEXP. I would have to fine tune this, but I have a good idea as to how to do so. The long and short of it is that it'll be set up more like AP is in FFV or something, at least in general scaling, to make figuring out the numbering and curves easier to figure out. The ultimate goal would to make it that to go from level 49 to 50, it would require killing one of the minibosses in the last part of Black Sanctuary about 20ish times, rather than the hundreds it would take normally. The general benefit to this too is that characters trying to play catch up will be able to do so extremely easily, making trying new characters much less of a hassle. |
| Cjd2524:
You mean the Sub-Hit system which is unique to NoR, not to be confused with Multi-Hit (e.g.: Agincourt) and Multi-Strike / Multi-Action (Weapon/DoD's Triple-Action), or whatever their proper names are. EDIT: Thanks for going through the trouble of tuning Element LV EXP, it was one of the weakest points of DoD/NoR, everything else was a breeze to max in comparison. On second look, the Quick table is missing descriptions for some of the more common statuses, and the F.Slayer Strenght table might not be complete (?). Minor (but useful) gameplay Status tables from NoR: 1 - Damage Amplification, 2 - Damage Reduction, 3 - Enemy Status Success Rate Anyone remembers what are the rare spawns in NoR's expansion on main central warp just before the mid-boss (Spoiler: Demon Lord), graveyard area. I saw Darkonium Marisa and Unpolished Mirror, this last is very rare like 1%, but I wanted to know if there are others sub-doppels before proceeding. |
| Validon98:
I'm wondering if it's more worth it just to decouple weapon skill learning from element levels altogether, even if that breaks the SaGa spirit of the game. In that case I'd say it'd be better to have weapon skill learning be entirely dependent on enemy level. The big thing that's a problem with going and trying to fix the element leveling curve is that the weapon skills tied to each tier have wildly varying levels at which they are learned. Standardizing that might be a way to make it simpler to do, and decoupling it from element levels would be another (and that in and of itself is also real easy to do, just set required element level for each skill to 0 while retaining the enemy level requirement). This also doesn't nullify the whole weapon skill learning type thing since that affects base chance to learn a move, so different characters will still have different chances at learning. EDIT: I've decided to just make this as a patch, if people figure it might be a good alternate option. It uses the adjusted element XP curve as a basis, so earning levels is still faster, but now sparking skills is entirely decoupled from element levels (they're just set as 0 in the file). You do need to still match enemy level. I may or may not adjust this to make the ultimate, rarest skill of each type (like Flying Wheel) require to match very high levels, like those of the minibosses in the Black Sanctuary, but for now the RNG serves as the lock to those, since otherwise sparking them is extremely hard to do anyhow, even without the level requirement for it. |
| Validon98:
Seperate post to notice that uh, oops, I accidentally left in something in the NoR drop patch that I shouldn't have from my messing around. I forgot I had made it so that you can just spend 5000 points to get any of the rare enchants. I wanted to do something with that to make it so you can set those at a very high price but I never got around to it so uh, oops, fixing that now and updating the drop patch. :'D EDIT: And there. Same link, without giving access to enchants you shouldn't. :'D |
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