Difficulty scaling/en: Difference between revisions

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(Updating to match new version of source page)
(Updating to match new version of source page)
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Scaling of weapons are divided into three steps: Does the weapon get replaced by a different (better weapon)?
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?
Which of the stats (among attack, guard, durability etc) is increased?
And how much is it increased.
And how much it is increased.
 
=== Bonus types ===
 
Weapon bonuses (e.g. Durability Up, Attack Up) are entirely random. Each bonus has equal probability.
 
<!--T:13-->
{|class="wikitable"
! Bonus !! Available in modifier tiers
|-
|-
| Attack up || Blue/White and Yellow
|-
| Durability up || Blue/White and Yellow
|-
| Long throw || Yellow
|-
| Multi-shot burst (bows) || Yellow
|-
| Quick shot (bows) || Yellow
|-
| AddSurfMaster || Yellow
|-
| Shield guard up || Blue/White and Yellow
|-
| Critical Hit || Blue/White
|-
| ZoomRapid || Yellow
|}
 
Notes:
* "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.
* 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.


=== Bonus values ===
=== Bonus values ===
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In summary, for amiibo weapons, an attack up always brings it to the greatest possible attack.
In summary, for amiibo weapons, an attack up always brings it to the greatest possible attack power.
No randomness is involved.
No randomness is involved.


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In summary, for non-amiibo weapons, an attack up results in a randomized attack.
In summary, for non-amiibo weapons, an attack up results in a randomized attack power.
 
=== Bonus types ===
 
Weapon bonuses (e.g. Durability Up, Attack Up) are entirely random. Each bonus has equal probability.
 
<!--T:13-->
{|class="wikitable"
! Bonus !! Available in modifier tiers
|-
|-
| Attack up || Blue/White and Yellow
|-
| Durability up || Blue/White and Yellow
|-
| Long throw || Yellow
|-
| Multi-shot burst (bows) || Yellow
|-
| Quick shot (bows) || Yellow
|-
| AddSurfMaster || Yellow
|-
| Shield guard up || Blue/White and Yellow
|-
| Critical Hit || Blue/White
|-
| ZoomRapid || Yellow
|}
 
Note that "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.


== Enemies ==
== Enemies ==
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