![]() The table values are multiplicative for example, a hit rate of 80% for two units located 6 spaces apart would become 60% with the used table, or 48% with the unused one. It turns out that there is an additional, unused penalty table located at 0xB737, followed by two duplicates of the no-penalty table: Each weapon can in fact use one of several distance penalty tables melee weapons and Funnel-like weapons have no penalties, whereas other ranged weapons all share the same penalty table. ![]() This game is one of the first among the series to reduce hit rates as the distance between the attacker and the defender increases, even before Alpha. ![]() At least two such curves are unused, at around 0xB918: ![]() Likewise, there are different growth curves used to calculate level-up increments for the HP, Power, Defense, and Speed of every robot, as well as the SP of every pilot. There are in fact 4 different EXP curves present in the game, but all pilots use only the first one, and two of the curves are duplicates, which leaves the following curve at 0xB7D3 unused: In this game, the amount of EXP required at each level-up depends on the pilot's current level, rather than being fixed to 500 like most Super Robot Taisen games.
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