Difficulty scaling/en: Difference between revisions

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Weapon scaling results in weapons being replaced by a different weapon (e.g. a Soldier's Bow which becomes a Royal Bow), or weapons gaining a random, bonus stat boost (e.g. Attack Up, Durability Up, etc.). The range of those boosts is also affected by weapon scaling.
Weapon scaling results in weapons being replaced by a different weapon (e.g. a Soldier's Bow which becomes a Royal Bow), or weapons gaining a random, bonus stat boost (e.g. Attack Up, Durability Up, etc.). The range of those boosts is also affected by weapon scaling.
There are two bonus tiers in the game: one for low-level types (which appear in blue/white in the game UI) and another for high-level types (yellow). Those that belong to the Yellow tier are usually superior to the other ones. For instance, ''Attack Up +'' is the superior variant of ''Attack Up'' and it typically grants a higher attack power boost compared to ''Attack Up''.


=== Bonus types ===  
=== Bonus types ===  
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{|class="wikitable"
{|class="wikitable"
! Bonus !! Available in modifier tiers
! Bonus !! Available in bonus tiers
|-
|-
|-
|-
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Illusory Realm blights possess the <code>EnemySiteBoss_R</code> actor tag. This causes flag 8 to be set. So they will always have 500+4×250 = 1500 HP.
Illusory Realm blights possess the <code>EnemySiteBoss_R</code> actor tag. This causes flag 8 to be set. So they will always have 500+4×250 = 1500 HP.


Interestingly, the Windblight AI function relies doesn't check the actor tag but the actor name instead. For flag 8 to be set, the actor name must be <code>Enemy_SiteBoss_Bow_R</code>.
Interestingly, the Windblight AI function doesn't check the actor tag but the actor name instead. For flag 8 to be set, the actor name must be <code>Enemy_SiteBoss_Bow_R</code>.




<references />
<references />
[[Category:Internals]]
[[Category:Internals{{#translation:}}]]
[[Category:Game mechanics]]
[[Category:Game mechanics{{#translation:}}]]