Nowea

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Posts posted by Nowea


  1. It was a common agreement that speed was too strong. Of course, BTB can move it to the download section (I didn't know that was a thing) and he helped with measuring the number of turns after talking about how much weaker speed should be. A lot of algebra happened and my incessant rambling proceeded to eventually have the patch made.


  2. Obligatory plug of a reflect graphic patch that needs testing

    For an updated patch and code, click here!

    So after much discussion, algebra, spreadsheet work, and help/advice from many others we've made a patch that changes the ATB formulas. These are very tiny patches that simply tweak the formula used to fill ATB gauges.

    Current BNW formula: (1.5 * (75 * (SPD + 20)) / 16)
    New Formula: (1 * (75 * (SPD + 51)) / 16)

    (Slow changes the 75 to 60 and Haste changes the 75 to 90, those numbers are unchanged)

    This results in ATB gauge fill times, for both enemies and party members, being "pushed" toward a base value of 42. Characters with a speed of 42 would remain unchanged. Characters with speed below 42 should play faster than before (without actually being faster than a 42 speed character) and characters with speed above 42 should play slower than before, with higher speeds being heavily affected.

    This does not do any of the following:

    • Change status timers
    • Change the effect of haste or slow
    • Put a cap on speed in any way
    • Change enemy scripts or stats at all


    Seibaby's patch below remedies this.

    This last point is very important point. Enemies that use global timers risk having scripts that don't work properly anymore, as the global timers are not adjusted to account for the enemy's new attack rate. In addition, there are potential balance issues for enemies with more extreme speeds being notably stronger (in the case of low-speed enemies) or weaker (in the case of high-speed enemies).

    These notes (enemy balance and enemy scripts breaking) are a major reason why these patches would need to be tested before being fully implemented. While status timers are unchanged, it's worth looking and seeing if Sap, Regen, Poison, or any other status that is based on a timer is made too significantly stronger or weaker thanks to the relative changes in speed.

    Credit to Seibaby for actually making the patch (My contribution was algebra and testing to find a formula that doesn't make speed TOO weak)

    For a quick idea of how this would look. Each character was timed for how many turns they'd get compared to 31 speed Strago's 4 turns. 

    VANILLA BNW
    ---
    Strago (31 speed) == 4 turns
    Terra (48 speed) == 5.33 turns
    Celes (71 speed) == 7 turns
    Shadow (126 speed) == 10.66 turns

    REBALANCED PATCH
    ---
    Strago (31 speed) == 4 turns
    Terra (48 speed) == 5 turns
    Celes (71 speed) == 6 turns
    Shadow (126 speed) == 8.4 turns 

    • Upvote 2

  3. So many people already know this, but I run a little morning twitch stream that you can find here. It's pretty relaxed and just for hanging out. It doesn't put stuff up to cover the gameplay. it's just chat, the game, and myself. I stream every day I'm able to starting at 9am (GMT-8).

    Each time I beat a game I open a poll to vote for what the next game I play will be. You can find the current one here (at least until i forget to update this post) or by typing !poll into the twitch channel.

    There, shilling done for the day.

    • Upvote 1

  4. I'm Nowea, also pronounced Nowea. I used to own a server, now I'm a lowly member...

    'Member when Nowea owned a server?

    My contributions here consist of breaking things on accident and submitting a couple of the background images. Along with a horrible temp logo that was disposed of before the site launched.