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Post by Guest on Dec 24, 2014 9:08:19 GMT -5
So enemy fast affects ALL of them while our fast affects one? Why? [To balance: Our fast affects all(players) at level 99] Enemy slow affects all of us while our slow affects all of them. [To balance: Our slow affects all(enemies) at level 99] Backfire still needs of a counter. The only thing that can be done is simply not attack at all. [To balance: Backfire/Counter-Attacks now reflect 50% instead of 100% maybe?] The damage cap could be much higher, it takes so many 9999s to take down bosses. So raise it to 100000 maybe? That would be perfect.
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Post by DJC on Dec 24, 2014 15:33:22 GMT -5
So enemy fast affects ALL of them while our fast affects one? Why? [To balance: Our fast affects all(players) at level 99] Enemy slow affects all of us while our slow affects all of them. [To balance: Our slow affects all(enemies) at level 99] Backfire still needs of a counter. The only thing that can be done is simply not attack at all. [To balance: Backfire/Counter-Attacks now reflect 50% instead of 100% maybe?] The damage cap could be much higher, it takes so many 9999s to take down bosses. So raise it to 100000 maybe? That would be perfect. Thanks for the feedback! I believe there are both single target and party target Fast and Slow spells that enemies cast, whereas players only have single target. Perhaps I will introduce multiple target versions for players. Speed will be handled quite differently in the next update, however, if I ever finish it. Hero speed values will not increase from level progression. Only equipment will boost or lower base speed by small amounts. Fast and Slow will double or halve speed for a limited amount of time, and have a more dramatic effect. Fast will be seldom used by bosses, who will instead be immune to Slow, removing the speed dominance mechanic which was more annoying than an interesting part of battles. Backfire will be far less prominent, and not used as an automatic counter, but rather a regular pattern attack for select monsters. Another skill will be substituted for counter attacks based on the foe. Boss counter trigger thresholds will either be higher or made more sophisticated. For example, a Water elemental enemy only counter attacks against a Thunder elemental spell or weapon, so you're safe to deal high damage with any other attack. I'm hoping to accomplish this using a DynRPG plugin that can track the ID of the last skill used. I'd love to have the player damage limit go above 9,999 but I'm not aware of a plugin that makes that possible. I thought I found a DynRPG quick patch that accomplished as much, but it doesn't function correctly if you set the maximum damage ceiling above the normal cap. I might lower the total HP for a few enemies and bosses, but some of the battles are meant to be quite long to test endurance and allow the boss to use their full attack pattern numerous times. If you're dealing 9,999 most hits then you're attacking as intended at that level.
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