K
I don't have time to currently test it but does Def and MDf both get doubled by engine? Or only Df?a section was added to halve the defense (since both games apparently double enemy defense before even the pre-battle ai takes place (likely a core thing), and my ai now halves it, making the defense change more relative, and allowing it to be raised/lowered as desired in an enemy stat editor). once i know how to change the engine to not double the defense anymore i can shrink the size, and if i kept the original direct defense setting
I would have complete controll over it's normall stats.meaning that if i used your way, this is how things would be min/max:
1st - def = 0/510, mdef = 0/510
2nd - def = 215/725, mdef (+128) = 128/638, mdef (x1.5) = 0/765
well it is a problem with too low hp/def/mdef, I defeated red dragon without it even getting one attack on me, so you could give red dragon very high attack stats and a brilliant AI but it means nothing if it doesnt get a move in, this red dragon I defeated in one move had triple HP over the default, as I triple HP'd most bosses in my game due to fights that way too short, generally speaking I can finish most non boss fights (before modding) without them even getting a turn and most boss fights within 2-3 turns which was just ridiculous, the game seemed to be designed that the player would just rush through it on low level weapons and with no levelling up whatsoever.both def and mdef are doubled by the engine, and yes it is true that enemies would need less room to have their def to go up to 510, since it is doubled initially. but, the thing is, enemies shouldn't need to almost null damage (255, the base max for the defenses halves all damage, except def ignoring things, and 510, the doubled max, would take the damage to pretty much nothing, around 1-100 for powerful attacks, since the damage done is damage = damage * (512 - def) / 512, making 10000 damage taken down to ~40 damage dealt, a really big decrease. if an enemy had that much defense, then it is likely that they wouldn't have much life, or the fight would be really unnecessarily long, especially since hp can go pretty damn high.
yes, an enemy with 400 defense (200 base) would still take plenty of damage, but if you had a good ai, great moves, and ample hp on it, then that high of defense wouldn't really be needed. the main problem with most of the vii fights, is that the enemy ai is too simple, and their moves too weak. many enemies are too low level to be doing a ton of damage, and some at very high levels would still be very easy since their ai sucks. if you balance out the game well, and make it hard from there, then mass def boosting isn't really necessary, just overkill, and making the fights much longer than needed to be.
i guess that the def doubling is good for now, and will still be needed when my first compressed ai scene.bin is done, since the enemies will still be essentially the same, but when i make my REAL difficulty hack (want this done so that i have plenty of breathing room, and so that psx version users can still enjoy my hack, since it should still fit into the original iso easily), i am hoping that i will have a way to stop the initial doubling, even though it is likely many enemies late-game will be hitting the higher stat marks, and the end game optional bosses will definitely be taking roids, so only a few enemies should need past 255 defense, if they even really need it at all. usually, if you know the enemy ai very well, and have a very nice setup, you should eventually win anyway, but my hack is going to be cruel to the users, so massive defense would just be too much.
I started my balance/hard mod from completely different perspective. Average EXP/AP is multiplied by 2 and boss EXP/AP by 5. This way player is about lvl 90 when they reach The Northern Crater and difficulty isn't completely ruined for those who wish to max their levels.So the solution could be to make enemies give way less exp so levelling up is slower and the time you meet bosses you are much lower level but this would then mean getting to the magical level 99 and level 60 points much harder and less likely in a normal game, I do agree enemy AI's need to be improved especially on bosses and of course stronger attacks ones that hurt enough so that you do actually have to heal in battles and even consider fighting on the back row/use sadness, but doing this alone is useless if the enemy gets no attacks in, and the best way to ensure they get attacks in is to boost their hp/dexterity and defenses.
i was trying to... i even made my own thread and posted the link to it, but it seems that people like to crowd your topicsREQUEST FROM AUTHOR:
Can we keep this topic solely on PrC and its fixes/bugs please? It would be ever so helpful to me in finding issues that need to be resolved. Any AI Editing-related comment should be in a different thread. Please only post in here if you have a problem with PrC or would like to see something added. It is getting too crowded in here.
Thank you.