FANDOM

A FANDOM user
  Loading editor
  • I fail to see the point of creating two wikis on the same series.

      Loading editor
    • While the setting lore may be the same between multiple games in a series, it is not at all guaranteed that the game mechanics are the same, so serious errors could result from making similarity the default assumption. In addition, with many other wikis for game series (say, Record of Agarest War) endless confusion has resulted from edit wars due to people disagreeing over which series should have primacy and which ones should be relegated to footnotes. Sometimes there are also honest mistakes stemming from people remembering things wrong: for example, an item is obtained via one path in the 1st game but a different path in the 2nd and 3rd, and many people going off their impressions just fill in that "X path is how you get this item" for all 3 games. The more similar the games in the series are, the more common this type of error is.


      From the viewpoint of being sure to give readers correct information (and to avoid wasting anyone's time by sending them down the wrong path to complete an item or quest), the best practice is to have separate wikis for each individual game, and populate each one with details exactly specific to that game.

        Loading editor
    • A FANDOM user
        Loading editor
  • WIP Holy shit. I understand why Emmanuel didn't want to do this himself. There are many moving parts (though I really like the way he modularized everything. He has very clean coding style. I think much of the annoying code is due to the decompiler). I'm writing a script that will help handle much of this logic for me. It'll take some time to complete. Once it's done, though, chapters 2-6 will be much faster.

    Please note: if you've got the "lucky" status, for steals, these values are doubled, I believe (I dunno, it looks like there's logic written where instead of your chances doubling, you get a flat 20 percentage point addition to your steal rate, but it seems this part never executes). Further, when you use the steal skill, the game checks on the most probable steals first (so, in order from greatest to least). That means, if you have "lucky" status and face an enemy that holds a Health Potion I with steal chance 90% and Slug with steal chance 50%, you will ALWAYS steal the HPot first (note how even though both have an effective 100% steal rate, you still get the HPot first).
    As for loots, you get a 4, 7, 9, or 10 percentage point bonus to your loot roll for having 1, 2, 3, or 4 heroes in your party with the "lucky" status, respectively. So, if you have three champs with lucky, and you beat two monsters with a 5% chance of dropping some item, then you have a 24.08% chance of looting one, and a 1.96% chance of getting two. Also, you can only loot a maximum of 1 item from each enemy; so, if I list two lootables, no matter how lucky you are, you can only get one of them in one battle. Like steals, checks are executed in order of drop rate, from greatest to least. You don't seriously get screwed, though, because no enemy has a lootable with even a 90% loot rate.

    • Earth Slime:
      1. Loots:
        • Heal Potion I (10%)
        • Slug (5%)
      2. Steals:
        • Heal Potion I (100%/90%) <- (chance item is stealable/base steal success rate)
        • Slug (50%/50%)
    • Gargantuan (boss)
      1. Loots:
        • Plate I (100%)
      2. Steals:
        • [None]
    • King Slime
      1. Loots:
      2. Steals:
        • form 1:
        • form 2:
    • Goblin
      1. Loots:
      2. Steals:
    • Ent
      1. Loots:
      2. Steals:
    • Rock
      1. Loots:
      2. Steals:
        • form 1:
        • form 2:
    • Bat
      1. Loots:
      2. Steals:
    • Helper Wisp
      1. Loots:
      2. Steals:
    • Zombie
      1. Loots:
      2. Steals:
    • Skeleton Armor
      1. Loots:
      2. Steals:
    • Dargon
      1. Loots:
      2. Steals:
        • form 1:
        • form 2:
    • Crab
      1. Loots:
      2. Steals:
    • Frog
      1. Loots:
      2. Steals:
    • Giant Turtle
      1. Loots:
      2. Steals:
    • Orc
      1. Loots:
      2. Steals:
    • Orc Master
      1. Loots:
      2. Steals:
    • Frog King
      1. Loots:
      2. Steals:
        • form 1:
        • form 2:
    • Crab King
      1. Loots:
      2. Steals:
        • form 1:
        • form 2:
    • Maka
      1. Loots:
      2. Steals:
    • Bop
      1. Loots:
      2. Steals:
        • form 1:
        • form 2:
    • Kay-9
      1. Loots:
      2. Steals:
    • Bolt
      1. Loots:
      2. Steals:
    • Buggy
      1. Loots:
      2. Steals:
    • Seedling
      1. Loots:
      2. Steals:
    • Gargantuan
      1. Loots:
      2. Steals:
    • Earth Golem
      1. Loots:
      2. Steals:
      Loading editor
    • A FANDOM user
        Loading editor
  • I've been playing around with skills like heal, trying to figure out the math behind them. I'm not sure where to put them, though.

    For example, the heal equation is based on magic power, healing for a value x, where 1.00*MAG <= x < 1.25*MAG.

    This is, of course, rather verbose. Okay--really verbose. The skills page, however, looks really compact and clean, so I'd hate to gunk it up by shoving this in. The equation itself can be terse (we could even do something super terse like, [MAG, 1.25MAG) at the cost of being super noob unfriendly), but it'd need some context. Any thoughts?

      Loading editor
    • View all 6 replies
    • I forgot weapon skills! These actually scale on either ATK/MAG, whichever is higher.

      Dragon's Roar: Mag 3.5/Var 0.4
      Dragon's Breath: Mag 5.0/Var 0.4
      Dragon's Rage: Mag 1.0/Var 0.4 (7 times)

      Cursed Dagger: Mag 1.0/Var 1.0 (poison/confuse duration: 5 ticks)
      Lucky Strike: Mag 1.0/Var 9.0 (more like hail mary strike)
      Cyclone Dance: Mag 1.0/Var 2.0 (5 times)

      Snipe: Mag 3.5/Var 1.0
      Magic Bullet: Mag 6.0/Var 0.4
      Trigger Happy: Mag 1.6/Var 0.2 (5 times)

      Rend: Mag 2.7/Var 0.4 (Poison duration: 8 ticks)
      Hurricane: Mag 4.0/Var 0.4
      Death's Gate: Mag 8.0/Var 0.6

      Also, I didn't realize that the Poison spell did damage (I don't have a trickster yet, nor do I have weapon specials):

      Poison: Mag 0.5/Var 0.1 (Poison duration: 10 ticks)

      WHAT IS A TICK? It's an internal measurement of time that the game uses during battles. I'm not sure how to convey it in practical/concrete terms. You can see how fast it goes by testing how fast you regen/take damage from poison/etc..




      Addendums:
      Bash stuns for 1 tick
      Barrage stuns for 1 tick on each hit
      Shockwave stuns for 2 ticks

      Btw: the way statuses are calculated, you only have a slight percentage chance of status-ing a healthy resistant enemy; but, once they have the status you're trying to apply, additional status is added without a check. So, if you magically stunned a boss, you can add duration by repeatedly using, say, barrage. Jk, I lied. >.>

      Note that only some statuses have their durations calculated by tick (poison, stun, sleep, regen, DEF/MDEF/SPD up/down). Others have duration measured by turns (silence, confuse, blind, guard, ATK/MAG up/down). So huh! Blind and silence are OP.

      ABOUT POISON/REGEN: I believe these scale on the caster's stat. Poison scales at 1/6, and regen 1/8. Now, I THINK (I'd be super nice for someone to test for me) that, while usually this ends up being MAG, that in the case of the weapon specials, the damage from poison would scale with the greater value between ATK/MAG. The decompiled code is really obfuscated on this part, though, so I'd be nice for someone to check--even on the assertion about the caster's stat being the one that mattered. Cast Regen on an ally as see if the heal/tick scales with your MAG or the recipient's MAG. Poison someone with Rend and see if it scales with your ATK or MAG (make sure ATK > MAG, or the test is not as helpful).

      I should also do a bit on buff/nerf durations:

      The average buff/nerf lasts 6 ticks/turns. Below are some exceptions:
      Poison(/All): 10 ticks
      Stun(/All): 1 tick
      Petrify: forever
      Regen(/All): 10 ticks
      Auto-life: forever

      Now, since they're interesting, here are monster spells too:
      Lullaby: 2 turns
      Pollen/Spores: 4 turns
      Poison Tentacles: forever
      Sting: forever
      Large Talon: forever
      Horrify: 5 ticks
      Wrap: 4 turns
      Web: 4 ticks
      Entomb: 2 ticks
      Lick: 4 turns
      Roar: 5 ticks
      Flame Eater: 4 ticks
      Frost Nova: 4 ticks
      Lovesick: 5 turns
      Dargon's Claw: forever
      Rend (monster's version): 5 ticks

      PHEW!

      K, I really have to do work, now. This weekend, I'll do steals/loots.

        Loading editor
    • I also forgot thief skills and other nerf spells (haha, I just used one in game and was like, "WHAT. This does damage??"

      Attack/Armor/Magic/Spirit Down: Mag 0.2/Var 0.1
      Slow/Silence/Confuse/Blind (/All): Mag 0.2/Var 0.1 (yes, the same. It just felt weird putting them together).

      The thief skills scale with ATK, btw.

      Quick Attack: Mag 1.0/Var 0.1
      Lvl 1 Burst: Mag 1.2/Var 1.0
      Lvl 2 Burst: Mag 1.4/Var 1.0
      Lvl 3 Burst: Mag 1.0/Var 1.0 (5 times)
      Pilfer: Mag 1.0/Var 0.1

      Guard (Guard Plus weapon equipped): Mag 0.75/Var 0.0

      Note about guard: it gives you 20% damage reduction on the attack you absorb. This buffs to 50% when you have guard plus. It stacks multiplicatively with damage reduction from armor.

        Loading editor
    • A FANDOM user
        Loading editor
  • Okay so I decided to mess around with this game and pulled the flash off of kongregate and decompiled it... where should I dump all the images? I know you guys can use them ;)

      Loading editor
  • I wasn't quite sure if I should ask you this or not, but how do you properly reel in a fish? I have tried with no success.

      Loading editor
  • I started pages for the consumables and the pet. Can you please add consumables and maybe pet to the nav bar so it gets content.

      Loading editor
  • Updated D's section of the weapon page with sorting and a little better organization (I'll do the other sections later). I also created a weapons infobox template and weapons page template that can be used if we want to link the weapons in the table to individual pages to give additional info (i.e. acquisition, upgrade requirements, later stats, charge skills and skill info, pictures) instead of trying to jam everything in one table.

      Loading editor
    • I like the reorganization on the weapons table. 

      It appears that weapon crafting is still being ironed out in game. Separate pages could be helpful after that is done.

        Loading editor
    • A FANDOM user
        Loading editor
  • I think I found a way to handle different monsters with the same name but different versions. After you've put the EnemyList Template in following the guide you can put

    <tabber>
    Normal={{Enemy|}}
    |-|
    Elite={{Enemy}}
    |-|
    </tabber>

    at the beginning which will create a second tab keeping the same info, but changing the Enemy Template to insert for the second version. Of course you can change elite for boss forms 1 and 2 etc...

    If necessary you can do the same thing for the drops/steals section copying the table instead of the Enemy infobox. I made an example template which we might be able to use Template:MultiVersTester. Unfortunately tabs can only be edited in source mode so this isn't the most user friendly choice. I also used the method on Frog King page if you want to see what the page would look like live.

      Loading editor
  • Thanks for the invitation! I'd be glad to help out.

    I'm very good with coding and page layout design. I'll try making a few good changes to the wiki. But please let me know if there is anything specific that you would like me to work on.

      Loading editor
  • Not sure how to go about labeling items that can only inconsistently be stolen...should gear that can be stolen on rare occassion even be mentioned at all? and if ingredients aren't stealable everytime should it be labeled by degree of rarity or just that it's inconsistent/luck based?

    (also not sure if there is a better spot to discuss this or if i should be asking someone else)

      Loading editor
    • View all 5 replies
    • Another issue---the stats and steals of the Elite versions (after beating story line boss) are different--probably best to make a seperate place to post those

        Loading editor
    • I'm spending more time on the wiki than in game so far :P 

      Still working on Chapter 5. I'm guessing the Elite versions have more HP/stats than the regular monsters. 

      Right now tho I'm working on the format for the regular Bestiary. Once that is figured out, let's make an Elite Bestiary.

      Xavion3, I meant to respond earlier. The drops/steals tables in the template have been changed to a rare yes/no instead of %. 

        Loading editor
    • A FANDOM user
        Loading editor
Give Kudos to this message
You've given this message Kudos!
See who gave Kudos to this message

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.