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Found 8 results

  1. Hello, I just got into fire emblem rom hacking, and had an idea for a rom hack but there is something I can't find the solution to. I wanted to make the game into a dungeon crawler style game. For this I am using FEbuilder, and using a base of Fire Emblem The Sacred Stones. In order to begin actually turning my idea into a rom hack, I first needed to make sure that every concept that makes up my idea actually works. Pretty much the only thing that is really blocking me is finding a way for the end of a chapter to lead to another chapter selected at random. I know there is a way for the next chapter to be selected by something happening in the game, since that is essentially what the Eirika-Ephraim split is. It also seems rather simple to generate a random number and have a certain event happen or not based on the value of that number, but I simply haven't found a way to do that. I also tried seeing how the game makes the Eirika-Ephraim split by analyzing the events but it was confusing and I figured asking here would be better, since even knowing how the game does it wouldn't solve the problem. So, does anyone know how I could put a condition on a "Go to next Chapter" event and have that condition be determined by RNG? I also have 2 other, less important questions that I didn't find an answer to while researching: Can I preserve the health of characters through chapters? Can the Chapter list be extended?
  2. A characters growth rates generally give an idea as to what a character will become as that is the most likely outcome for these characters when they level up correct? Well having random growth rates at all can lead to some interesting character stats. I wanted to make this topic so as to share some of my neat little character stats and hear about interesting levels other people got for their units while they played the game. Me some of them include RES going up on various characters multiple times, cleric faye having the second highest defense in my army, python having not terrible hit rates, and Forsyth becoming rather equal if not better than Lukas.
  3. The Title is pretty self-explanatory, I guess. But anyway, I'm just having a really bad RNG-Day and was curious about other people bad RNG-Days. So, any stories you want to share? (Btw, it doesn't need to be from Fire Emblem)
  4. Quick note: In the future I'll eventually move these topics to the fan-game discussion forum. But for now, the ideas are broad and general enough that I think it makes more sense to discuss them in the context of the FE games we already know. Once I get to discussing more specific ideas that are further divorced from the context of any previous FE game, I'll swap over to fan-game discussion. Last time, I floated an idea for making skill and luck more valuable by tying them to a meter system instead of an RNG chance of crits/misses. It wasn't popular. Let's try the opposite approach. Instead of a system that removes most RNG, what if we actually increased the random factor, but reduce the punishment factor? But first, why do I want to change these aspects at all? Here are a couple reasons: I think 3X damage crits are horrendous. There's strategic merit in needing to have a backup plan. But 300% damage crits don't create those sorts of situations. They're more likely to be instant resets. It's certainly not a common problem, but that doesn't make it good design. Skill and luck feel underwhelming. That isn't to say they aren't important stats, but most units have, in a word “enough”. Individually, each point into one of these stats feels less important. There are a series of changes here, feel free to voice your opinion on all of them, or just each individually: Change 1: Make luck, not speed, the primary factor in dodging attacks. The formula changes in most games, but speed is always more important than luck. Sometimes by a factor of 2, or 1.5, or even 3. I think this needs to be reversed, so that luck is 75% of your dodge rate, with speed being only 25%. I was also considering making speed 0% of the formula. I think this is totally fair balance-wise, as even with the changes to doubling I proposed in the other topic, speed is still an insanely useful stat on its ability to let you double, at all. I'm also admittedly drawn to the simplicity of binding each stat to one purpose, instead of having formulas become complicated blends of stats in various proportions. But despite all this, it would also make speed a totally worthless stat to gain for someone already fast enough to meet relevant doubling thresholds. Luck's role in evading crits and your own hit rate remains unchanged. Change 2: Reduce critical damage. I've got 2 separate ideas on how to do this: First, we could reduce the 300% damage rate to a flat 150%. The only problem I have with this is the potential for confusion on if that extra 50% rounds up or down on odd damage numbers. Second, we could change the formula entirely. Getting a crit now adds the unit's skill stat directly to their strength/magic. This will mean lower crit damage across the board in many cases, but will be more notable for enemies as they typically have lower skill stats anyway. However, enemies might also do more damage with crits under this system, too. An enemy that would've done 0X3 damage off a crit may now deal actual damage. If this change were implemented, I'd include a “Crit Damage” number in the battle preview, so that players could see at a glance how much total damage they could take in the worst-case scenario. Change 3: Double the effect of skill on the critical hit rate formula. This means that players and foes alike will now have a greater chance of scoring a critical hit. Seeing a crit rate won't be rare, even on an enemy with a good chance to miss. This makes skill more desirable, since each single point gain is basically worth twice as much now, in terms of crit chance. It will mean enemy crits will be something you see far more of, but due to the above changes, you're far less likely to instantly die to one. Perhaps counter-intuitively, I think this will also make luck more valuable, despite being comparatively less effective at reducing crit rate now. A point in luck will seem more valuable when it's reducing the crit rate of a dozen enemies from 4% to 3%, instead of the 0% to 0% “change” we usually see. The enemies with crit rates in FE games are usually the ones with Killer weapons, where oftentimes no amount of luck will reduce their crit rate by an appreciable margin. This isn't an entirely novel idea – Thracia 776 and Fates both halved the effect of luck in reducing crit rates. While not quite the same as doubling the effect of skill, changes have been made in the formula to increase crit rates before. Still, if this becomes too much, and it very well might scale too drastically for higher levels and lategame maps, here are a few simple tweaks: Make skill 1.5X as important for crit rate instead of 2X. Make luck 2X as important at stopping crit rate. So essentially, if the attacker's skill = the defender's luck, no change. But each point of excess skill now has twice the implications on crit rate. Again, I think this makes both crit and luck more valuable. TL;DR: Make luck, not speed, the primary stat in the evasion formula. Make critical hits more likely for both the player and the enemy, but reduce critical damage. As they say “Crit happens” but now an unplanned crit is more likely to put a player onto the back foot, forcing them to come up with an emergency strat, instead of outright killing a unit. More chaos, but also more control.
  5. Was playing Path of Radiance. Decided to use Mia. Suddenly she starts getting defense growths. At this point she looks like this. The only stat-booster she's needed is an energy drop because she's a bit below average in strength. Despite all odds, she's easily one of my best units for tanking between vantage, the frequent crits (meaning one shotting enemies before they hit her), inability to be doubled the decent resistance, and the beautiful defense. This is the first time I ever used her, and it's easily been an experience I loved. Anyone else got similar stories of character you had turn out amazing in a stat they really should not have? Or multiple stats. Or in general. Hell even a bad unit turning out decent. https://imgur.com/a/i6aXEWZ
  6. And people still say the one RN system makes the game more difficult for the player...
  7. Hi, i started playing path of radiance, i just ended 11 chapt, my ike is 3 exp short to 20 lvl (don't ask anything, i just like him) And his stats look like this... 31 HP 7 Str 7 Mag (Amazing) 16 Skill 16 Speed 12 Luck 13 Def 8 Res ...should i be worried about him?? Of course i'll give him at least one energy drop but do you think that is enough xd?
  8. So... Ephraim died of overexposition on ch 15, from an unlucky javelin (he had around 15~20% chance of death on the whole turn). Well, bad RNG is no excuse, and moments like this happen in every run I guess. But what should I do with my save now? When starting my run, I planned to do no resets at all (which I didnt do), and to delete my save should a game over occur. Now the thing is... I really dont wanna delete my save and start all over. On the one hand, the point of my run was to do something a little more realistic and dramatic than your everyday "reset-whenever-someone-dies" run, and to spare myself the task of restarting some maps because of silly mistakes. On the other, resetting from the beginning would be exactly that : doing the same maps all over again, just because of one blunder (and bad luck) . To be honest, I'd keep playing without Ephraim if I could, but you gotta respect plot armor, amirite? So there it is. What would you do in my situation? What do you guys think I should do? Its my first time getting a game over in ironman, so i'd be interested to know what's your opinion on this. EDIT : after careful consideration, I decided to delete my save and restart completely. I didnt want to restart ch 15 just to bench Ephraim.After all, its only 14 chapters to redo, and it fits better the spirit of ironman imo ; thats what "game over" means originally, right?
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