Quinneapolis
2 months ago
[dqv][valor] rambling about something I keep trying to do that isn't worth doing
latest #79
Quinneapolis
2 months ago
for me, part of the DQ Feel
Quinneapolis
2 months ago
is how the scale of numbers in the games remains consistent from DQ1 to DQ11
Quinneapolis
2 months ago
you always start with around 30 HP and end with around 300 HP
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Quinneapolis
2 months ago
and a voice in my head keeps saying
Quinneapolis
2 months ago
hack valor to have a similar HP range for versimilitude
Quinneapolis
2 months ago
but the problems are manyfold
Quinneapolis
2 months ago
one is that this is a lot of work
Quinneapolis
2 months ago
everything that affects damage or HP or maybe even ST needs to be reworked
Quinneapolis
2 months ago
another is that this would make the numbers all jank
Quinneapolis
2 months ago
like if I reduced max HP by 60%, then suddenly different levels of Physical Attacker give different amounts of attack
Quinneapolis
2 months ago
et cetera
Quinneapolis
2 months ago
but the prime problem is that just
Quinneapolis
2 months ago
HP doesn't grow in Valor the same way it grows in dragon quest
Quinneapolis
2 months ago
on multiple levels
Quinneapolis
2 months ago
a typical level 1 valor character has around 140 HP
Quinneapolis
2 months ago
a typical level 20 valor character has around 560 HP
Quinneapolis
2 months ago
that's an increase of x4, whereas dragon quest will see an increase of x10
Quinneapolis
2 months ago
so no matter how I rescale the numbers, it'll feel off either at low levels or at high levels
Quinneapolis
2 months ago
ultimately I'm just gonna deal with the HP scaling being different
Quinneapolis
2 months ago
if I scaled stats down to 25%, then you'd start with ~28 HP and end with ~140 HP... honestly that's not that far off-- dammit I'm doing it again!
Quinneapolis
2 months ago
I want the numbers to feel right!!!
Quinneapolis
2 months ago
if I do that then Physical Attacker adds 1.5 Attack + 0.75 per level!
at the risk of potentially saying something extremely stupid
what if, instead of actually scaling the stats, you kept all the backend math the same, but had a 'divide numbers by 4' thing solely for the display options
so like. if something has 100 hp, they have 100 hp but it shows 25
or if something does 20 damage, it does 20, but shows that it did 5
Quinneapolis
2 months ago
My gut is that it wouldn't work for a dozen reasons but I guess it's possible that it could
Quinneapolis
2 months ago
just let an attack sometimes do 15 damage and sometimes do 16 damage when the stats haven't changed...
Quinneapolis
2 months ago
also I don't think anyone but me cares about getting this right
RobotApocalypse
2 months ago
you can just declare the rounding is always consistent, can't you? like damage always rounds down
RobotApocalypse
2 months ago
i guess dice rolls are d6 so it's possible there'd still be variance
Quinneapolis
2 months ago
not if it's just a display mod
Quinneapolis
2 months ago
if I have 31 true HP and i take 3 damage, then my displayed HP goes from 8 to 7. If I have 32 true HP and I take 3 damage, then my displayed hp goes from 8 to 8.
Quinneapolis
2 months ago
if I'm actually modding all the numbers down, then always rounding down means some levels of skills like iron defense have literally no benefit
RobotApocalypse
2 months ago
hm true. you'd want it rounding down for damage and up for basically everything else i think
Quinneapolis
2 months ago
then physical attacker sometimes has zero benefit
Quinneapolis
2 months ago
and iron defense still has no benefit every other level, but it's the other levles
RobotApocalypse
2 months ago
is physical attacker a passive or an attack ability?
Quinneapolis
2 months ago
passive
Quinneapolis
2 months ago
it's +6 damage with physical attacks, then +3 when upgraded
RobotApocalypse
2 months ago
i was including passives in the "everything else" - when i say damage i mean literally just the damage rolls
RobotApocalypse
2 months ago
but i guess if it's added on the back-end while doing damage then it still applies so nm
Quinneapolis
2 months ago
the context you might be missing is that valor doesn't have variable damage
Gabiluzbad
2 months ago
I’m on team “don’t worry about it at all”
Quinneapolis
2 months ago
if a technique does 47 damage, it does 47 damage
RobotApocalypse
2 months ago
gotcha
Quinneapolis
2 months ago
I think team don't worry about it is the winner
RobotApocalypse
2 months ago
yeah that sounds like the best option
Gabiluzbad
2 months ago
But then im only a DQ fan via Adventures of Dai
Gabiluzbad
2 months ago
Which obviously doesn’t have any damage numbers or hp numbers except for like one scene as a gag
Quinneapolis
2 months ago
the one thing that does have me considering valor alter
Quinneapolis
2 months ago
is having a basic attack
Quinneapolis
2 months ago
that feels very dragon quest
Gabiluzbad
2 months ago
I’d be fine with Alter
Gabiluzbad
2 months ago
Both Alter and Core have things to recommend them
Quinneapolis
2 months ago
not committing to either until I at least have a signup sheet
i think 'don't worry about it is the play, yeah
my big concern about alter is that i dont know if it has support for a summoner build but like
i can figure out other character ideas
Quinneapolis
2 months ago
see that's exactly why I'm not committing yet
Quinneapolis
2 months ago
I don't know the needs of the party
dragon time
2 months ago
I'm also on don't worry about it but also basic attack sounds kinda fun
Quinneapolis
2 months ago
what I think WOULD be fun
Quinneapolis
2 months ago
would be to set up, via roll20's audio tools
misty bloom
2 months ago
idk, valor's health scaling actually seems similar to DQXI 's health scaling specifically for me
misty bloom
2 months ago
maybe they don't start in the same place but they end up about the same
DQ3 Remake's numbers are actually pretty Valor-similar, I know my Hero was pushing 500 health by the end of it
(I fed her every single seed I got which is probably part of it but the others had decent pools too due to all their reclassing)
Quinneapolis
2 months ago
I was around 250-350 with my party
Quinneapolis
2 months ago
but also like, we only very narrowly beat zoma
Yeah I was probably also a bit overleveled hahahaha
Quinneapolis
2 months ago
I just am always pining for the parts of rpgs where you do 4 damage and go "bruh"
And I went into the Remake end game which includes Xenlong and the extra bonus dungeon I ended up not doing because it sounded lame
Quinneapolis
2 months ago
I have heard that the postgame content in the remake is bad
Doge-lover Joja
2 months ago
part of the problem is two of the paths require specific weapon types to be equipped, otherwise you'll be nerfed badly
Doge-lover Joja
2 months ago
two others are just completion checklists
Doge-lover Joja
2 months ago
the last is you running around buying things in sets of four
Doge-lover Joja
2 months ago
all this for a superboss
Doge-lover Joja
2 months ago
which has no runbacks once you beat it
Doge-lover Joja
2 months ago
You're better off playing a new game with a different party composition if you want to keep going with it
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