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Strawberry Bose Translation and Gameplay Changing Patch Center
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Jouhei:
Apocalypse Clocktower and Pandemonium sound good
R. P. Genocraft:
Doomsday Tower and Pandemonic Castle sound simple yet cool
Validon98:
No patch or anything right now, but I'm nearing the end of the game in DoD with testing the half element XP patch. I've realized now that the issue is not with the overall XP requirements, but rather the curve. Upon some analysis and comparing to NoR, I found the reason why.

In NoR, the curve rises sharply after element levels 30 and 40, 30 being roughly the breakpoint of where you'd get all of your endgame skills (which is achievable right as you reach Tower of Babel), and 40 being the breakpoint for most of your postgame skills (achievable in the midst of the expansion).

In DoD however, there are sharp rises at 20, 25, 30, and 40. The sharp rises at 20 and 25 might make sense for the sake of the somewhat sharp rises of element XP gained from Pandemonic Castle enemies (that translation is what I think I'm going with for that, btw), but the increases of element XP from Pandemonic Castle enemies does not match how sharp the increases are at 20 and 25. In short, the curve overcompensates.

Even with half XP requirements, the breakpoints are very noticable. I've just beaten Eirin and Kaguya and I've got 25/26 for element levels on my main physical characters. They have notably swapped their weapons around a tiny bit, so they raised completely different physical elements, and even then I can only estimate them being maybe around 27-28. This doesn't quite match up with the rough level 30 "this is where you should be at the final dungeon" from NoR.

So if I were to spend some more time on this, I'd rebalance the numbers so that the curve is flattened out up to level 30, then only breakpoints at 30 and 40. I'd need to do a lot of number finagling to make a new curve, though I can take the existing curve from 1-20 and extrapolate from there to 30 on a roughly linear curve, and then do a similar thing for levels 31-40 and 41-50.

Lots of words, tl:dr- will need to do a lot of work to fully fix the element XP curve to make sense.

EDIT: Oh, looked at it again, also there's another soft cap I forgot going from element level 9 to 10. There's so many of these, geez.
Validon98:
Making a separate post for this since it's unrelated to the previous, but back to NoR and the potential for making other patches for it, I was curious and looked back in the enchant files, and noted that, huh, the enchants all have a "class" variable, what if I changed all the rare enchants to the same category as one of the other types?



Not only does it work, but I looked a bit more into it and each of those rare enchants, while not having an item associated with it, has an item amount associated with them. Not only that, but there is a dummied out item called "Barrier Stone" which has a description referring to rare enchants. So the thought process is that, if I were to make a drop patch, I think I'd undummy out Barrier Stones and adjust rare enchants to be able to be made with them. Probably only in the Dream Corridors, to make them an appealing place to maybe grind to actually get rare enchants, but not sure yet.

Ironically, the most expensive to make enchants, in terms of Barrier Stone cost, are the normal item drop ones. :V

As for the drop patch in general, there would be a multi-step process in "making it work" since the main issue is "trying to manipulate how much rare drops happen." And that would mainly be by adjusting the effects of the rare drop enchants to be more powerful ("rare drop up" just means "flat chance to make a chest gold when wearer of the rare drop chance up kills an enemy"). And then other than that, just adjusting chest drops rates to be higher, and screw drop rates to be higher to compensate for less screws overall appearing, while also slightly adjusting the screw drop tables to include Barrier Stones as a potential item.

For fun, since I dunno how I'll handle enchants, just going to list the in-game intended amount of Barrier Stones per enchant:

Drop Rate (Small)- 25
Drop Rate (Medium)- 30
Drop Rate (Large)- 35
Rare Drop Rate (Small)- 10
Rare Drop Rate (Medium)- 15
Rare Drop Rate (Large)- 20
MP+- 1
HP Drain- 5
Instant Revival- 25
All Attack- 25
Double Attack- 25
Serela:

--- Quote from: Validon98 on May 10, 2018, 05:00:16 AM ---Lots of words, tl:dr- will need to do a lot of work to fully fix the element XP curve to make sense.

--- End quote ---
Yeah, in play, it didn't seem that bad until you started getting kinda far in and you just don't gain weapon levels anymore. It's mostly just the curves that need to get adjusted (with a minor overall reduction). It's mostly fine before 20, then the curve at 20 was kinda steep but you get there, but the curve at 25 is just insane, and at 30 you just plain stop gaining levels even with end-postgame grind.

However, even with grinding for shikigami you're pretty much always limited by your skill level and not monster levels, so it -does- need somewhat of a global decrease to match NoR.
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