Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by Master Knight DH


Master Knight DH
Posted on 06-06-11 07:03 PM, in LAZY SHELL v3.5 BETA released *REPORT BUGS HERE* Link | Quote | ID: 143371

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Let me quote myself real quick from RHN's forum.

Posted by "MKDH"
*No monster regular attacks listed
*Monsters do not need equipment
*The defense changes for the attacker or attack changes for the defender are currently pointless
*PATK Down, MATK Down, and the defender's status changes do nothing
*No sign of traits like Jump Power

Another bug, one that has been around in 3.4: the shops list doesn't change until you change items.


You seem to have fixed all this already though. I'm mainly here so as to be able to know where the damage formula is so as to modify it to have weaknesses (Fire VS Goomba, Jump VS Paratroopas, etc.) double just P/MATK instead of the base damage. Although it'd probably be a quick job for you to begin with, but hey, I'm even providing the idea and I'd be wanting to show the idea off on YouTube along with my ASM hacking job on another game.

The reason? Allow elemental attacks to not need Jump Power to damage high MDEF baddies. It sucks when Fireball and even Super Flame have trouble keeping up with Jump in damaging Hidon in Revolution. Let's see:
-Mario has 37 MATK at L13 assuming no magic boosts. It'd be 39 at L15.
-Hidon has 50 MDEF and Fire weakness but no Jump weakness on Revolution.
-Jump has 25 MPWR and Jump Power = 100 effective MPWR, which is not even unreasonable at that point.
--Jump base damage: Likely to be timed correctly; total damage of 108.
-Fireball has 30 MPWR.
--Fireball base damage:
---To match Jump base damage, at least 53 / 2 ~= 27 timing presses are required. And yes, the base bonus damage is rounded down BEFORE it's multiplied by the number of timing button presses.
--Fireball base damage under the proposed formula change: +5 per press. MUCH better.
-Super Flame has 45 MPWR. It's not availaable at L13.
--Super Flame base damage:
---To match Jump base damage at that level, at least 21 / 4 ~= 6 timing presses are required. Nearly double the amount is required for matching the correct timing Jump damage, which is a problem because you're expending more FP on Super Flame as opposed to Jump. Really, I doubt you'd want to expend ONE FP extra on a measly 20 extra damage, let alone 3.
--Super Flame base damage under the proposed formula change: +7 per press. A good deal better at least.

Main - Posts by Master Knight DH

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