Difficulty scaling/en: Difference between revisions

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* and WorldMgr::sInstance->isAocField (current map is Trial of the Sword)
* and WorldMgr::sInstance->isAocField (current map is Trial of the Sword)
* and WorldMgr::sInstance->disableScaling (set to true when entering Trial of the Sword)
* and WorldMgr::sInstance->disableScaling (set to true when entering Trial of the Sword)
This means that scaling is always disabled in the Trial of the Sword.
Scaling will also be skipped if the current [[map area]] is 28. This corresponds to "HateruSea", which is the Eventide Island area.
Scaling will also be skipped if the current [[map area]] is 28. This corresponds to "HateruSea", which is the Eventide Island area.


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== Weapon bonuses ==  
== Weapon bonuses ==  


Scaling of weapons are divided into three steps: Does the weapon get replaced by a different (better weapon)?
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.
Which of the stats (among attack, guard, durability etc) is increased?
 
And how much it is increased.
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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Note that this doesn't apply to weapons that are attached to a Hinox's necklace, because Hinoxes use a different underlying enemy actor which overrides the 'on weapon dropped' function and ignores 'LevelSensorMode'.
Note that this doesn't apply to weapons that are attached to a Hinox's necklace, because Hinoxes use a different underlying enemy actor which overrides the 'on weapon dropped' function and ignores 'LevelSensorMode'.


=== <code>SharpWeaponJudgeType</code> ===  
=== <code>SharpWeaponJudgeType</code> ===
This actor property controls the ''minimum'' modifier tier that a weapon can receive.
This actor property controls the ''minimum'' modifier tier that a weapon can receive.


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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:}}]]
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