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I tried it when i gave my melee options higher movement speed, and it worked really well especially if you decreased the level requirements for guardian force, so knights can get it sub lvl 10ish. it really shines as they can get into position and protect your backlines or front tank. A lot of the problems i have with the knight in my playthroughs is that early on their high RT and bad movement speed early on really makes them useless, unless they have healing since they are unable to hit stuff all the time, but by moving guardian force up, at least it serves and gives em a better purpose early on
I think its more important to give them movement earlier. cos by the time you get around to even have swiftfoot I it is already about chapter 4 at least. A lot of the game's early terrain really screws up the melee frontliners, and they just bunch around doing nothing much. Besides it will also increase the game's challenge in a way, since enemies do not have access to Swiftfoot II, and it will make defending your archers/mages more important since the enemy can also get to them easier now too
Ever considered giving +1 Movement range to melee classes? They currently have the same mobility as Archers and Wizards and other Long range classes and most of the time they just sit around being unable to hit anything while ranged/casters just nukes everything down.
I got an idea tho in regards to the scaling of mages in general late game. how about making spellcraft available to them?
I mean the problem of physical vs magicial was always that physical damage gets a huge boost from getting better weapons but the int gained from these weapons is uusally just abysmal. So either have "mage" weapons that greatly boost int and reduce the physical attack powers of these weapons, or give spellcraft back to mages so they scale better late game?
Specifically, i would like to learn how to edit the original ISO so that the lord is able to use all equipment as well as being able change his ranged attack to shuriken. How difficult is this in order of execution for a total newbie?
Hey, i would like to change some stuff about the game myself, but im a lot newbie to hex editing this game in general. May i know which programns u are using to hex edit the iso?
Roughly when is the ETA for 0.84?
Yes i am unfortunately. Its actually not so bad with some of the other beasts like gyrphons and cockatrice and what not. Those stats are perfectly well balanced and still very doable. The octopus and the golems and the dragons are just too much to be quite honest at that level. I even cwcheat in a full ogre set and my highest dps has 870 slashing and they sitll do a whooping 150-170 damage agaisnt dragons or golems with over a 300+ attack difference. The only thing that really puts a dent into them is the jygala set, but its 875 attack stats vs 500odd armor stat and it still only do 200+ odd damage against golems and dragons without dragoncology. Its pretty insane actually.
Dragons being offensive is fine. I have just outfitted my Knight with the highest available tier of non exlcusive gear and this defense still falls short of the golem or dragons, while having 100 HP or so lesser.
Dragons are simply WAY too good. Im in the PotD now, and the only way i can fight dragons is if i use dragons myself with draconology, and its not really a very fun experience to say the least. WAY too much hp, extremely hard to burst them down even my whole human team wails on them, and they can usually get 2 AoE 100 TP moves off whoich deals 200-300 damage.
Its actually fine. TBQH. you just have to balance the stats of the monsters to roughly the stats gained by the highest gear available for purchase, like the wyrm series. I actually think its okay for high end gear to be just high end gear. you want to reward the player for getting those gear too for feeling powerful and all. Monsters just get it too easy for too little. and thats not fair
You can just think of it like beasts as an easy option. Or maybe you can introduce monster specific gear and accessories to help them scale.
Dragons should have 600-700 HP at most with defense and resist somewhere in the range of 400-450 for physical and magical they need to be around 200-250.
For golems they have to have around 500-600 HP. They can have a much higher defense stats somewhere around 500-550, but they got to have a much bigger magical weakness. I would say around 150-200 would be a fair amount.
Right now these monsters just have too much durablity and damage and HP
I believe you need to more or less tweak the stats to be somewhere around the level of a knight or terror knight in terms of defense for golems, and make dragon's stats more in line with others.
Please do remember too that most dragons come with 45-50 flats stats all round too, and hydra have a whopping 50-55 strength, which is way more than humans.
I believe they need both a HP reduction as well as a DEF/RES reduction in order for em specifically golems and dragons to be somewaht even balanced.
Their TP attack does wayyy too much damage for its good too. Nothing wrong with dragons being slightly better than knights, but when they are rocking 650+ attack which is even more thans my ninja with top 1h katanas, its a problem really, and that they are way too durable too.
Either that or the magic resist and physical damage resist of dragons and golems need to be dropped a quite a bit. at least put it around the 400-450 range for physical, and 200-250 range for magical, so at least magical damage actually do something to them
I played through this quite a bit... and i think battles between humans and humans are actually quite balanced which is good. But against beasts and monsters, specifically golems and dragons, i dont think the balance is that good. these dragons and golems are wayyyy too good. Physcial damage doesnt even do much to them even with points in dragcology and golemy, so it has to be magical. But since there is no spellcraft in this game and general lack of magic boosting attack items, magic has been left very very much to be desired. Since my highest magic user has a whooping 350 magic attack stat compared to their 300+ odd magci resist at lvl 50. WTF?
I might have a possible solution to that is for equipment like cudgels, and spellbooks, you add an INT/MIND stat to it and maybe lower the innate damage a little. That way magic damage can scale well into the late game too as opposed to physical.
Yeah, i dont think they should get the same healing kit as clerics, but i think them have heal 1-3 or even 1-2 should be enough, while not allowing them to have the Major healing spells.
I dont think white knights will be TOO good with healing. They already have a heavy restriction on MP due to restrictions in channeling and expand mind( not really skill slots they wanna equip) Dont really think that giving them heal will be too much.
Hmm would it be too much to give the White Knight the basic healing 1-3 healing spells? Since they are a fairly unique class by itself, since the additional healing is nice. Makes them a bit more different than being a more offensive knight.
The dark elemental 1h katana has the wrong text description as well as the skill associated with it. THe one that has under 100 attack.
Theres also a small error with the dark 1H katana. it seems to be using the description text from the Ice or Water Katana, as well having the wrong item skill attached to it.
White/Holy knights are fairly unique classes. I think it would actually be nice/decent for them to have a lower class healing spell? Maybe just the basic 1-3 healing, and no major healing. It will probably differientiate themselves from the Knight too.