Difficulty scaling: Difference between revisions

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Detailing probability and effect of each modifier. I calculated these odds from the algorithm and had them verified through in-game testing.
(Marked this version for translation)
(Detailing probability and effect of each modifier. I calculated these odds from the algorithm and had them verified through in-game testing.)
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Note: Weapons that are bought from a shop cannot receive modifiers because they do not fit into any of the above cases.
Note: Weapons that are bought from a shop cannot receive modifiers because they do not fit into any of the above cases.


== Weapon bonuses == <!--T:275-->  
== Weapon modifiers == <!--T:275-->  


<!--T:276-->
<!--T:276-->
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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''.
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 === <!--T:277-->  
=== Modifier types === <!--T:277-->


<!--T:278-->
<!--T:278-->
Weapon bonuses (e.g. Durability Up, Attack Up) are entirely random. Each bonus has equal probability.
Which modifier a weapon receives is random each time Link obtains it. Which modifiers a weapon can possibly have is specific for each in [[ActorParam/GeneralParamList]], and is based on the weapon's type and the modifier tier. Note that certain modifiers can only appear at certain tiers— in particular, this means once a weapon is scaled to yellow modifiers, it can no longer receive the Critical Hit buff.
 
The odds for each type of modifier is determined by an algorithm in actWeapon which depends on the possible modifiers for a given weapon at a given tier. As such, this algorithm yields the following odds for different types of weapons:
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{|class="wikitable" style="text-align: center;"
{|class="wikitable"
! rowspan=2|Weapon !! rowspan=2|Modifier Tier !! AddAtk !! AddLife !! AddCrit !! AddGuard !! AddThrow !! AddSpreadFire !! AddZoomRapid !! AddRapidFire !! AddSurfMaster
! <translate><!--T:279--> Bonus</translate> !! <translate><!--T:280--> Available in bonus tiers</translate>
|-
|-
| <translate><!--T:281--> Attack Up</translate> || <translate><!--T:283--> Durability Up</translate> || <translate><!--T:295--> Critical Hit</translate> || <translate><!--T:293--> Shield Guard Up</translate> || <translate><!--T:285--> Long Throw</translate> || <translate><!--T:287--> 5-Shot Burst</translate> || <translate><!--T:297--> ''Unused''<sup>[[#Notes|[a] ]]</sup></translate> || <translate><!--T:289--> Quick Shot</translate> || ''Unused''<sup>[[#Notes|[b] ]]</sup>
|-
|-
| <translate><!--T:281--> Attack up</translate> || <translate><!--T:282--> Blue/White and Yellow</translate>
| Sword || White/Blue || 25% || 33.3̅3̅%|| 41.6̅6̅% || - || - || - || - || - || -
|-
|-
| <translate><!--T:283--> Durability up</translate> || <translate><!--T:284--> Blue/White and Yellow</translate>
| Sword || Yellow || 25% || 33.3̅3̅% || - || - || 41.6̅6̅% || - || - || - || -
|-
|-
| <translate><!--T:285--> Long throw</translate> || <translate><!--T:286--> Yellow</translate>
| Shield || White/Blue || - || 50% || - || 50%<sup>[[#Notes|[c] ]]</sup> || - || - || - || - || -
|-
|-
| <translate><!--T:287--> Multi-shot burst (bows)</translate> || <translate><!--T:288--> Yellow</translate>
| Shield || Yellow || - || 50% || - || 50%<sup>[c]</sup> || - || - || - || - || -
|-
|-
| <translate><!--T:289--> Quick shot (bows)</translate> || <translate><!--T:290--> Yellow</translate>
| Bow || White/Blue || 50% || 50% || - || - || - || - || - || - || -
|-
|-
| <translate><!--T:291--> AddSurfMaster</translate> || <translate><!--T:292--> Yellow</translate>
| Normal Bow || Yellow || 25% || 33.3̅3̅% || - || - || - || - || - || 41.6̅6̅% || -
|-
|-
| <translate><!--T:293--> Shield guard up</translate> || <translate><!--T:294--> Blue/White and Yellow</translate>
| Multi-Shot Bow<sup>[[#Notes|[d] ]]</sup> || Yellow || 12.5% || 22.2̅2̅% || - || - || - || 29.16̅% || - || 36.1̅1̅% || -
|-
|-
| <translate><!--T:295--> Critical Hit</translate> || <translate><!--T:296--> Blue/White</translate>
|-
| <translate><!--T:297--> ZoomRapid</translate> || <translate><!--T:298--> Yellow</translate>
|}
|}


<translate>
<translate>
<!--T:299-->
==== Notes ==== <!--T:299-->
Notes:
* <small>[a]</small> AddSurfMaster is a bonus that only applies to shields and gives them a lower friction for shield surfing. That bonus type is unused in the game.
* "Critical Hit" can only be selected if weaponCommonSharpWeaponAddCrit is true ''and'' if the weapon modifier tier is Blue/White. This means that it becomes impossible to get a weapon with a Critical Hit bonus after enough enemies have been killed.
* <small>[b]</small> AddZoomRapid is another unused bonus that gives bows a zoom when aimed, similar to the property inherent to the Golden and Phrenic Bows.
* AddSurfMaster is a bonus that only applies to shields and gives them a lower friction for shield surfing. That bonus type is unused in the game.
* <small>[c]</small> Due to a bug, if "Shield Guard Up" is rolled for an amiibo weapon, "Durability Up" will be applied instead.<ref name="amiiboShield">The bugged code is in function {{addr|a=0x71002df7d8|ver=nx-1.5.0}}.</ref>
* <small>[d]</small> These are for bows which can have the 5-Shot Burst modifier, which are the Forest Dweller's Bow, Mighty Lynel Bow, and the Savage Lynel Bow. (Despite shooting 2 arrows, the Duplex Bow cannot have this modifier.)


<!--T:397-->
=== Modifier values === <!--T:300-->  
'''"Shield Guard Up" does not appear for amiibo weapons because of a game bug.'''
 
=== Bonus values === <!--T:300-->  


<!--T:301-->
<!--T:301-->
Bonus values (e.g. the durability or attack power increase) are determined from [[ActorParam/GeneralParamList]] (with a copy of the information in [[ActorInfoData]]). Valid ranges and bonuses for each weapon are configured in the WeaponCommon section.
Bonus values (e.g. the actual durability or attack power increase) are determined from [[ActorParam/GeneralParamList]] (with a copy of the information in [[ActorInfoData]]). Valid ranges and bonuses for each weapon are configured in the WeaponCommon section. The possible values for a bonus are generally higher for a yellow tier.
 
==== amiibo ==== <!--T:302-->
 
<!--T:398-->
Because of a bug in the game code<ref>The bugged code is in function {{addr|a=0x71002df7d8|ver=nx-1.5.0}}.</ref>, any time the game randomly chooses the "Shield Guard Up" bonus, the actual bonus that gets assigned to the weapon and shows up in the user interface is "Durability Up". For this reason, the extra durability value that is used for shields with the "Durability Up" bonus is either addLifeMax or addGuardMax, depending on which bonus was chosen.


==== Non-amiibo weapons ==== <!--T:315-->
</translate>
</translate>
{|class="wikitable"
{|class="wikitable" style="text-align: center;"
! <translate><!--T:303--> Bonus</translate> !! <translate><!--T:304--> Value that is used for the bonus effect</translate>
! <translate><!--T:316--> Modifier chosen</translate> !! Effect if applied !! Bonus Value (White/Blue) !! Bonus Value (Yellow)
|-
| <translate><!--T:318--> None</translate> || - || - || -
|-
|-
| <translate><!--T:305--> None</translate> || -
| <translate><!--T:319--> Attack Up</translate> || Attack value boosted by: || Random integer between [SharpWeaponAddAtkMin, SharpWeaponAddAtkMax] || Random integer between [PoweredSharpAddAtkMin, PoweredSharpAddAtkMax]
|-
|-
| <translate><!--T:306--> Attack up</translate> || addAtkMax
| <translate><!--T:321--> Durability Up</translate> || Durability value boosted by: || Random integer between [SharpWeaponAddLifeMin, SharpWeaponAddLifeMax] || Random integer between [PoweredSharpAddLifeMin, PoweredSharpAddLifeMax]
|-
|-
| <translate><!--T:307--> Durability up</translate> || addLifeMax or addGuardMax
| Critical Hit || Last hit of a chain does double damage/staggers enemies || - || N/A
|-
|-
| <translate><!--T:308--> Long throw</translate> || addThrowMax
| <translate><!--T:331--> Shield Guard Up</translate> || Shield guard value boosted by: || Random integer between [SharpWeaponAddGuardMin, SharpWeaponAddGuardMax] || Random integer between [PoweredSharpWeaponAddGuardMin, PoweredSharpWeaponAddGuardMax]
|-
|-
| <translate><!--T:309--> Multi-shot burst (bows)</translate> || <translate><!--T:310--> 5-shot burst</translate>
| <translate><!--T:323--> Long Throw</translate> || Throw distance multiplied by: || - || Random float between [PoweredSharpAddThrowMin, PoweredSharpAddThrowMax]
|-
|-
| <translate><!--T:311--> Quick shot (bows)</translate> || addRapidFireMin
| <translate><!--T:325--> Multi-Shot Burst</translate> || Bow shoots multiple arrows: || - || 5
|-
|-
| <translate><!--T:312--> AddSurfMaster</translate> || [[bgparamlist#Global|GlobalParameter]]::shieldSurfMasterFrictionRatio
| ''AddZoomRapid'' || Reticle zooms when aiming || - || Unknown {{check}}
|-
|-
| <translate><!--T:313--> Shield guard up</translate> || addGuardMax
| <translate><!--T:327--> Quick Shot</translate> || Firing rate multiplied by: || - || Random float between [PoweredSharpAddRapidFireMin, PoweredSharpAddRapidFireMax]
|-
| <translate><!--T:329--> ''AddSurfMaster''</translate> || Shield surfing friction multiplied by: || - || 0.2 (from [[GlobalParameter]]::ShieldSurfMasterFrictionRatio)
|}
|}


<translate>
<translate>
<!--T:314-->
<!--T:333-->
In summary, for amiibo weapons, an attack up always brings it to the greatest possible attack power.
In summary, for non-amiibo weapons, a modifier bonus results in a randomized additional value in a certain range for each item.
No randomness is involved.
 
==== amiibo weapons ==== <!--T:302-->


==== Non-amiibo ==== <!--T:315-->  
<!--T:398-->
Because of a bug in the game code<ref name="amiiboShield"></ref>, any time the game randomly chooses the "Shield Guard Up" bonus, the actual bonus that gets assigned to the weapon and shows up in the user interface is "Durability Up". For this reason, the extra durability value that is used for shields with the "Durability Up" bonus is either addLifeMax or addGuardMax, depending on which bonus was chosen.
</translate>
</translate>


{|class="wikitable"
{|class="wikitable" style="text-align: center;"
! <translate><!--T:316--> Bonus</translate> !! <translate><!--T:317--> Value that is used for the bonus effect</translate>
! <translate><!--T:303--> Modifier chosen</translate> !! Effect if applied !! Bonus Value (White/Blue) !! Bonus Value (Yellow)
|-
| <translate><!--T:305--> None</translate> || - || - || -
|-
| <translate><!--T:306--> Attack Up</translate> || Attack value boosted by: || SharpWeaponAddAtkMax || PoweredSharpAddAtkMax
|-
|-
| <translate><!--T:318--> None</translate> || -
| <translate><!--T:307--> Durability Up</translate> || Durability value boosted by: || SharpWeaponAddLifeMax || PoweredSharpAddLifeMax
|-
|-
| <translate><!--T:319--> Attack up</translate> || <translate><!--T:320--> Random integer between addAtkMin and addAtkMax</translate>
| Critical Hit || Last hit of a chain does double damage/staggers enemies || - || N/A
|-
|-
| <translate><!--T:321--> Durability up</translate> || <translate><!--T:322--> Random integer between addLifeMin and addLifeMax</translate>
| <translate><!--T:313--> Shield Guard Up</translate> || '''Durability''' value boosted by: || SharpWeaponAddGuardMax || PoweredSharpWeaponAddGuardMax
|-
|-
| <translate><!--T:323--> Long throw</translate> || <translate><!--T:324--> Random float between addThrowMin and addThrowMax</translate>
| <translate><!--T:308--> Long Throw</translate> || Throw distance multiplied by: || - ||  PoweredSharpAddThrowMax
|-
|-
| <translate><!--T:325--> Multi-shot burst (bows)</translate> || <translate><!--T:326--> 5-shot burst</translate>
| <translate><!--T:309--> Multi-Shot Burst</translate> || Bow shoots multiple arrows: || - || 5
|-
|-
| <translate><!--T:327--> Quick shot (bows)</translate> || <translate><!--T:328--> Random float between addRapidFireMin and addRapidFireMax</translate>
| ''AddZoomRapid'' || Reticle zooms when aiming || - || Unknown {{check}}
|-
|-
| <translate><!--T:329--> AddSurfMaster</translate> || <translate><!--T:330--> [[bgparamlist#Global|GlobalParameter]]::shieldSurfMasterFrictionRatio</translate>
| <translate><!--T:311--> Quick Shot</translate> || Firing rate multiplied by: || - || PoweredSharpAddRapidFireMin
|-
|-
| <translate><!--T:331--> Shield guard up</translate> || <translate><!--T:332--> Random integer between addGuardMin and addGuardMax</translate>
| <translate><!--T:312--> ''AddSurfMaster''</translate> || Shield surfing friction multiplied by: || - || 0.2 (from [[GlobalParameter]]::ShieldSurfMasterFrictionRatio)
|}
|}


<translate>
<translate>
<!--T:333-->
<!--T:314-->
In summary, for non-amiibo weapons, an attack up results in a randomized attack power.
In summary, for amiibo weapons, a modifier always yields the highest possible value for that weapon as a bonus, except Quick Shot, which will use the ''lowest'' value.
No randomness is involved, aside from whether the Durability Up bonus comes from the AddLifeMax or AddGuardMax value.


== Enemies == <!--T:334-->  
== Enemies == <!--T:334-->  
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