Worlds Collide Wiki

Final Fantasy VI Randomizer

User Tools

Site Tools


Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
flags:enemyabilityscaling [2021/05/17 19:05]
franklin
flags:enemyabilityscaling [2022/11/05 01:31] (current)
franklin
Line 5: Line 5:
 **Vanilla Ability -> Element Class** **Vanilla Ability -> Element Class**
  
-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.+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 Ability ^ Element Class ^ Tier Modifier ^ ^ Original Ability ^ Element Class ^ Tier Modifier ^
Line 87: Line 87:
  
 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** **Element Class Tiers**
Line 118: Line 120:
 Special Original Ability Offset is defined as the following:\\ Special Original Ability Offset is defined as the following:\\
 Vanilla Special tiers 0 to 3: offset is 0\\ Vanilla Special tiers 0 to 3: offset is 0\\
-Vanilla Special tiers 4 to 8: offset is 1\\ +Vanilla Special tiers 4 to 8: offset is +1\\ 
-Vanilla Special tiers 9 or higher: offset is 2\\+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 noted above. Whelk's MegaVolt 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's MegaVolt shell counter, Leader's special, and Piranha specials are given a Tier Modifier of +1.
  
 **Monster Special tiering example**: **Monster Special tiering example**:
-Let's say enemy scaling has put an Iron Fist at level 16.+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. 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.
Line 136: Line 138:
  
 When Iron Fist uses Knee Kick, now there is a:\\ When Iron Fist uses Knee Kick, now there is a:\\
-20% chance the damage is Special tier 2 - 2.5x damage\\ +10% chance the damage is Special tier 2 - 2.5x damage\\ 
-20% chance the damage is Special tier 3 - 3x damage\\ +25% chance the damage is Special tier 3 - 3x damage\\ 
-20% chance the damage is Special tier 4 - 3.5x damage\\ +35% chance the damage is Special tier 4 - 3.5x damage\\ 
-20% chance the damage is Special tier 5 - 4x damage\\ +25% chance the damage is Special tier 5 - 4x damage\\ 
-20% chance the damage is Special tier 6 - 4.5x damage\\+5% chance the damage is Special tier 6 - 4.5x damage\\
  
 **Monster ability tiering example 1:** **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.
Line 162: Line 164:
  
 **Monster ability tiering example 2:** **Monster ability tiering example 2:**
-Let's say enemy scaling has put Doom Gaze at level 19.+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.