GOLIATH PATCH & STATS QUESTION [2K3]
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So, I've noticed now that the Goliath Patch caps speed for monsters at 255, yet does not do so for playable characters. I'm wondering what the reasoning is behind this (not that I'm complaining really. If it helps with ATB/Speed issues, then I'm all for it, but that'll leave me with readjusting the playable character's speed values, and that'll just force everyone to reset their games and whatnot...).
The other question I have is is there a suitable way of setting up stats (mainly, ATK/DEF/MAG/SPD, since 2k3 is stupid with its formulas and I have to make everything take 250% from physical attacks for regular attacks to even be remotely useful...).
Thanks to anyone in advance that answers this ^^;
The other question I have is is there a suitable way of setting up stats (mainly, ATK/DEF/MAG/SPD, since 2k3 is stupid with its formulas and I have to make everything take 250% from physical attacks for regular attacks to even be remotely useful...).
Thanks to anyone in advance that answers this ^^;
Well, I read on the page to Goliath was that
That pretty much justifies the entire thing, anything above 255 makes the ATB bar immensely slow.
I think the best way to tackle the ATB bar battle system is via the 255 agility method, because literally, anything above it makes the bar too slow, and the last thing you want in battles are a slow ATB.
The stats are a little dumb, yes. Alas why I would recommend coding a CBS if you're that adamant on the method, I'm sticking with the default battle system until I'm able to code a CBS from scratch suitably.
author=Aten
* Max AGILITY can now go upto 255, because higher values will make the game ATB bars go REALLY SLOW.
That pretty much justifies the entire thing, anything above 255 makes the ATB bar immensely slow.
I think the best way to tackle the ATB bar battle system is via the 255 agility method, because literally, anything above it makes the bar too slow, and the last thing you want in battles are a slow ATB.
The stats are a little dumb, yes. Alas why I would recommend coding a CBS if you're that adamant on the method, I'm sticking with the default battle system until I'm able to code a CBS from scratch suitably.
Yeeeeah probably won't mess with any CBS anytime soon.
I actually never noticed that it made anything to slow above 255. Guess I'll have to force fix my characters speed then and make those increase very slowly or something....hum...
I actually never noticed that it made anything to slow above 255. Guess I'll have to force fix my characters speed then and make those increase very slowly or something....hum...
Aye, that's probably the best. Speed / Agility stats have always been a very low value in games. (Speed in FF12 hardly went over 92, for example) so seeing a slow agility stat isn't very "gamebreaking".
True, though it's a lot harder to manage than with higher stats (makes me wonder why they didn't just cap things at 255 to begin with...oh well). I guess maybe it's best if I set a STATIC speed stat for all playable characters then instead of having it increase at all. Though this also means I'll have to fix up everything that increases speed drastically too (there's an early game accessory I have that gives +20 speed and can be bought first thing, and one more later on that gives +50 speed...so much for THAT...).
In most 2K3 games I make now, I just give every character a base AGL of 10, and then have it SLOWLY increase to about 15 from Lv.1 (AGL 10) to Lv.99 (AGL 15).
Certain weapons, shield, and relics give +1-3 AGL. I find it best to manage it that way.
Certain weapons, shield, and relics give +1-3 AGL. I find it best to manage it that way.
I was thinking of making the "average" speed be about 30-40, so that I have a bit to work with with "slow" and "fast" characters (I honestly don't know HOW big of a difference 10 points make in speed truth be told...I generally try to have enemies and bosses around the same speed that your characters SHOULD be around so...
Also, hello there Ephiam~
Also, hello there Ephiam~
author=Ephiam
In most 2K3 games I make now, I just give every character a base AGL of 10, and then have it SLOWLY increase to about 15 from Lv.1 (AGL 10) to Lv.99 (AGL 15).
Certain weapons, shield, and relics give +1-3 AGL. I find it best to manage it that way.
Yes, this is a very good idea. The job system in my game emphasizes around that kind of system. Depending on jobs (E.G Mage v. Rogue) They have a base stat, and it slowly increases throughout the level curves, along with a few boosts in AGI in terms of equipment.
author=Xenomic
True, though it's a lot harder to manage than with higher stats (makes me wonder why they didn't just cap things at 255 to begin with...oh well). I guess maybe it's best if I set a STATIC speed stat for all playable characters then instead of having it increase at all. Though this also means I'll have to fix up everything that increases speed drastically too (there's an early game accessory I have that gives +20 speed and can be bought first thing, and one more later on that gives +50 speed...so much for THAT...).
It happens, heh. I've recently done a huge stat adjustment in my game as well so I can feel your pain. It also makes me wonder why they don't let you just code the formula for damage / stat algorithms yourself.
I've always wondered that since day 1. Same with EXP and other stuff...would've been so much easier (just like I think it'd be a LOT easier to type in the coding rather than copy/paste/edit coding, especially when you have a huge game. It takes forever that way @_@). I doubt touching any of the other 3 stats is worth doing at this time too (most of those tend to hit up to 400 for characters at level 99 so...).
Guess I have to do trial and error just to see what works and what doesn't...oi vey ;_;
Guess I have to do trial and error just to see what works and what doesn't...oi vey ;_;
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