Part 7 : Bombette, Burgling, Bros, “Bowser”, and a Bill-ion Bullets Then the decision to change item costs mostly for the worst, and changing the damage from "just slightly a hair above vanilla, but so do your tools" to "congrats on having a couple bad timed blocks, have a 10 damage blast, hopefully you can prevent a second one from going off. The first couple updates made it seem like they made it interesting. I can't remember if I actually beat Paper Mario, I know I didn't really care for it between the incredibly short music loops, tiny inventory and partner mechanics that they improved on TTYD. So uh, good luck with the pit run! Because that's one option that'll likely be thrown out the window (along with the lack of Superguards.) Where in TTYD, they're a very handy pit stop. So unless they change how level ups work in this hack, this means that level up heals stop being an option for the Master Quest pit of 100 trials. In TTYD, the level cap is 99, and level ups fully heal you in both games. Pit of 100 Trials XP is an attribute exclusive to Pit of 100 Trial enemies in that enemies deep in the pit add on more star points, so you're more likely to get level ups down there.Īlso on that note, a horrifying revelation can come to mind. But it actually rewards you more for clearing out hordes in a battle compared to 64. So basically like in 64, the payout decreases by 1 for every 2 levels a lot of the time. Battle multiplier is 0.5 if the battle starts off with 1 or 2 enemies. It's (Enemy's level - Mario's level) * Battle multiplier + Pit of 100 Trials XP. If you were wondering why star point payouts seemed to be inconsistent from time to time, that's why. Though enemies that get summoned to battle don't have this bonus. And for 4 and more, it's 30% bigger per enemy. If the battle starts off with 2 enemies, the payout is 10% bigger for each enemy. But the amount of enemies in a battle also affect the payout as well. So the payout will more often than not decrease by 1 every 2 levels. (In TTYD, it also gets used to determine the success rate of Flurrie's Gale Force.) Star point payouts follow this formula: (Enemy's level - Mario's level) / 2 = Star point payout. The enemy's level stat, which I don't believe gets used for anything else in 64. Yeah, star point payouts are dependent upon a few things. I think this has been left in, but I'm not sure. Three-enemy battles give 10% more, and four-enemy battles give 30% more. There's apparently a hidden modifier in the original Paper Mario that makes battles with more enemies give more Star Points. The first few updates had me intrigued, and I was gonna try it myself, but I think I'll just follow your let's play instead. Honestly this seems to make the game more tedious than anything else. Depends on what the new enemies have as their payouts. If I ever need to make up the difference, I'll see if I can have any luck in the Pit of 100 Trials.įrom what I've been told, a lot of enemies from the base game have their star point payouts mostly unchanged. But, I end up fighting less because getting into fights is challenging and taxing. Since the battles have more guys, they give more SP and so on. I don't even want to know how much backtracking to the heart blocks you're doing between battles.Īnd yes, as FPzero said: The new update is the last post of the previous page.ĭo battles at least give you boosted Star Points and Coins since you're fighting more guys per battle? Or is it kind of evening out compared to the original since the original would have you fighting more, easier fights where this hack has you fighting less, harder fights? Those Cherry Bob-ombs (great name honestly) are absolutely ridiculous for what they are and where they're placed in the game! Plus it seems like every enemy encounter here is 3-4 enemies. I feel like even with the small damage increases on things like Hammer Throw and Kooper's attack, this is all a little bit much for what the battle engine is capable of.
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