Difficulty scaling/en: Difference between revisions

Jump to navigation Jump to search
Updating to match new version of source page
(Updating to match new version of source page)
 
(Updating to match new version of source page)
Line 35: Line 35:


== Weapon bonuses ==
== Weapon bonuses ==
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.
Line 58: Line 62:
| 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 ====
==== Non-amiibo ====
Line 79: Line 86:
| 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 ===
=== Bonus types ===
826

edits

Navigation menu