Difficulty scaling: Difference between revisions

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== Weapon bonuses == <!--T:9-->
== Weapon bonuses == <!--T:9-->
Scaling of weapons are divided into three steps: Does the weapon get replaced by a different (better weapon)?
Which of the stats (among attack, guard, durability etc) is increased?
And how much is it increased.
=== Bonus values ===
=== Bonus values ===
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 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.
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| Shield guard up || addGuardMax
| Shield guard up || addGuardMax
|}
|}
In summary, for amiibo weapons, an attack up always brings it to the greatest possible attack.
No randomness is involved.


==== Non-amiibo ==== <!--T:11-->
==== Non-amiibo ==== <!--T:11-->
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| Shield guard up || Random integer between addGuardMin and addGuardMax
| Shield guard up || Random integer between addGuardMin and addGuardMax
|}
|}
In summary, for non-amiibo weapons, an attack up results in a randomized attack.


=== Bonus types === <!--T:12-->
=== Bonus types === <!--T:12-->
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