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flags:enemyabilityscaling [2021/05/17 07:02]
franklin
flags:enemyabilityscaling [2022/11/05 01:31] (current)
franklin
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 ====== Enemy Ability Scaling ====== ====== Enemy Ability Scaling ======
 \\ \\
- 
 Enemy ability scaling is based on two main factors: vanilla abilities and monster level. If you want to know what monster spells and abilities will be scaled into, keep reading. Enemy ability scaling is based on two main factors: vanilla abilities and monster level. If you want to know what monster spells and abilities will be scaled into, keep reading.
  
-First, each vanilla ability that a monster can use is placed into an Element Class. There are 11 Element Classes: Fire, Ice, Bolt, Earth, Wind, Water, Poison, Pearl, Non-elemental, Tek (Magitek), and Cure. Additionally, based on the vanilla power of the ability, a Tier Modifier is applied to the scaling.+**Vanilla Ability -> Element Class** 
 + 
 +First, each vanilla ability that a monster can use listed in the table below is placed into an Element Class. There are 11 Element Classes: Fire, Ice, Bolt, Earth, Wind, Water, Poison, Pearl, Non-elemental, Tek (Magitek), and Cure. Additionally, based on the vanilla power of the ability, a Tier Modifier is applied to the scaling.
  
-^ Original New Category ^ Element Class ^ Tier Modifier ^+^ Original Ability ^ Element Class ^ Tier Modifier ^
 | Fire  | FIRE | 0 | | Fire  | FIRE | 0 |
 | Fire 2 | FIRE | 0 | | Fire 2 | FIRE | 0 |
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 Note that for Enemy Abilities - Scale Random the Tier Modifier is still relevant, but offensive abilities will use the Element Class "Offensive Scale Element" class in the table below. Note that for Enemy Abilities - Scale Random the Tier Modifier is still relevant, but offensive abilities will use the Element Class "Offensive Scale Element" class in the table below.
 +
 +If an enemy ability is not shown in the above table, it is not changed/scaled.
 +
 +**Element Class Tiers**
  
 Next, calculate the Element Class tiers the monster can access. Abilities in each tier are shown in the following table: Next, calculate the Element Class tiers the monster can access. Abilities in each tier are shown in the following table:
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 To create a smoother gradient of difficulty, any given ability base tier is randomized between -2 and +2. -2 = 10%, -1 = 25%, 0 = 35%, +1 = 25%, +2 = 5%. To create a smoother gradient of difficulty, any given ability base tier is randomized between -2 and +2. -2 = 10%, -1 = 25%, 0 = 35%, +1 = 25%, +2 = 5%.
 +
 +**Physical Damage Special Scaling**
 +
 +Several monsters use "special attacks" which in vanilla are treated as standard physical attacks with a bonus damage multiplier. For example, the Guard monster has a special called "Critical" which is 1.5x damage (Special tier of 0). The Dragon monster has a special called "Tail" which is 5x damage (Special tier of 7).
 +
 +These Special abilities are also scaled as well, with 16 (0 to 15) tiers using the following formula: min(enemy level / 4, 11) + (Special Original Ability Offset) = base Special tier. Then, apply a random offset from -2 to +2.
 +
 +Special Original Ability Offset is defined as the following:\\
 +Vanilla Special tiers 0 to 3: offset is 0\\
 +Vanilla Special tiers 4 to 8: offset is +1\\
 +Vanilla Special tiers 9 or higher: offset is +2\\
  
 After determining base tier level (based on level and the randomized tier calculation above), apply any Tier Modifiers* from the first step to determine what possible abilities the monster can use.  After determining base tier level (based on level and the randomized tier calculation above), apply any Tier Modifiers* from the first step to determine what possible abilities the monster can use. 
  
-*Certain monsters have Tier Modifications beyond what is note in the first table on this page. Whelk's shell counter, Leader's special, and Piranha specials are given a Tier Modifier of 1.+*Certain monsters have Tier Modifications beyond what is noted above. Whelk'MegaVolt shell counter, Leader's special, and Piranha specials are given a Tier Modifier of +1. 
 + 
 +**Monster Special tiering example**: 
 +Let's say enemy level scaling has put an Iron Fist at level 16. 
 + 
 +Iron Fist's vanilla special is Knee Kick, which is a Vanilla Special tier of 1 (2x physical damage). Since this is between 0 and 3, Special Original Ability Offset = 0. 
 + 
 +Now, calculate the Special base tier: 
 +min(enemy level / 4, 11) + (Special Original Ability Offset) = min(16/4,11) + 0 = 4
  
-Monster Special abilities are also scaled as well, with 16 damage tiers using the following formula: min(enemy level / 4, 11) + (original ability offset) + (random offset in range [-22])+Then apply the random offset of -2 to +2.
  
 +When Iron Fist uses Knee Kick, now there is a:\\
 +10% chance the damage is Special tier 2 - 2.5x damage\\
 +25% chance the damage is Special tier 3 - 3x damage\\
 +35% chance the damage is Special tier 4 - 3.5x damage\\
 +25% chance the damage is Special tier 5 - 4x damage\\
 +5% chance the damage is Special tier 6 - 4.5x damage\\
  
-Example+**Monster ability tiering example 1:** 
-Let's say enemy scaling has put TunnelArmr at level 20.+Let's say enemy level scaling has put TunnelArmr at level 20.
  
 TunnelArmr uses Bolt, Fire, Poison, and Tek Laser in vanilla. Therefore, it can access abilities in the Bolt, Fire, Poison, and Tek Element Classes, with no Tier Modification. With an Ability Scaling Factor of 2, monster abilities increase in tier every 5 levels. 20 / 5 = base tier of 4. TunnelArmr uses Bolt, Fire, Poison, and Tek Laser in vanilla. Therefore, it can access abilities in the Bolt, Fire, Poison, and Tek Element Classes, with no Tier Modification. With an Ability Scaling Factor of 2, monster abilities increase in tier every 5 levels. 20 / 5 = base tier of 4.
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 5% chance of using a Bolt spell from tier 6 - equal chance of being  Bolt Edge, Plasma, Bolt 3, Giga Volt\\ 5% chance of using a Bolt spell from tier 6 - equal chance of being  Bolt Edge, Plasma, Bolt 3, Giga Volt\\
  
-Another example: +**Monster ability tiering example 2:** 
-Let's say enemy scaling has put Doom Gaze at level 14.+Let's say enemy level scaling has put Doom Gaze at level 19.
  
 Doom Gaze uses Aero, Doom, Ice 3, and L.5 Doom in vanilla. Doom and L.5 Doom are not in the above table, so these abilities are not scaled. Doom Gaze uses Aero, Doom, Ice 3, and L.5 Doom in vanilla. Doom and L.5 Doom are not in the above table, so these abilities are not scaled.