JeffCross
Shadow of the Night
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jul 25, 2016 9:57:11 GMT -6
Congratulations LeoLeWolferoux on reaching level 99. Now we just have to wait until the beta until the level grinding can start again, to see if they have changed anything As an added note I really believe they will put in pattern changes in the final version game after certain levels since only CON got a pattern change in the demo. I think it's really odd for only one stat to go through this kind of process, there is still a long time until release so there will most likely be made changes. It's kind of sad the demo will disappear in a few weeks. So it's good we have found out so much from it before it is gone forever. This is new to me, this is really sad I thought we would have the demo til the game came out can you link where you heard this, not that I doubt you, I just want to know
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Viftech
Connoisseur of Wall Meat
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Post by Viftech on Jul 25, 2016 17:17:33 GMT -6
Congratulations LeoLeWolferoux on reaching level 99. Now we just have to wait until the beta until the level grinding can start again, to see if they have changed anything As an added note I really believe they will put in pattern changes in the final version game after certain levels since only CON got a pattern change in the demo. I think it's really odd for only one stat to go through this kind of process, there is still a long time until release so there will most likely be made changes. It's kind of sad the demo will disappear in a few weeks. So it's good we have found out so much from it before it is gone forever. This is new to me, this is really sad I thought we would have the demo til the game came out can you link where you heard this, not that I doubt you, I just want to know It's said in update #40 in the third paragraph in Message From IGA "Now: We are finally able to send the demo to backers who pledged $60 or more. It will remain playable for approximately three months, but if we run into a big problem with the demo or its distribution, we may need to make some further adjustments as things arise." We have had the demo for almost 1 month, so we got the demo for 2 months more at least.
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JeffCross
Shadow of the Night
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[TI0] Die monster!!!!!!
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Post by JeffCross on Jul 25, 2016 17:49:15 GMT -6
I really only skimmed that... so I didn't catch it. oh well. Thank you for the info.
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Galamoth
Ancient Legion
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Jul 26, 2016 2:58:59 GMT -6
So what's next for the demo, then?
Is someone going to try finding all the glitches in it? :3
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Post by A Man in Flames on Jul 26, 2016 11:41:21 GMT -6
So what's next for the demo, then? Is someone going to try finding all the glitches in it? :3 Someone should farm x99 of recovery items. There's only 2 different drops to go after, won't take long, right? I would suggest x99 of all the shards but shards are not quantified in the menu, unless I'm sorely mistaken.
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LeoLeWolferoux
Wielder of Emptiness
Fifty Storms
[TI0] ...an intellectual with no room for feelings...
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Post by LeoLeWolferoux on Jul 26, 2016 12:06:49 GMT -6
So what's next for the demo, then? Is someone going to try finding all the glitches in it? :3 Someone should farm x99 of recovery items. There's only 2 different drops to go after, won't take long, right? I would suggest x99 of all the shards but shards are not quantified in the menu, unless I'm sorely mistaken. Shards don't stack, you aren't mistaken. If you notice there's a 'level' by each of the shards, in the description. And I'm sure it'll function just like Dos where acquiring more increases the power, and slightly changes the animation of said shard. :p
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LeoLeWolferoux
Wielder of Emptiness
Fifty Storms
[TI0] ...an intellectual with no room for feelings...
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Post by LeoLeWolferoux on Aug 13, 2016 15:07:44 GMT -6
Just to keep the thread alive, and due to my excitement in the inclusion, just wanted to make a quick post. So Viftech and I are gunna be working on some guides when the beta comes out. Some of the things we were thinking about were: -Equipment Analysis/Location Guide, -Monster Compendium, -Miriam's Parameter Post-Beta. Also suggestions are welcome as well. :) And just another note, we'll probably just stick to posting Miriam's parameter post-beta on this thread, should A Man in Flames be OK with that. :D
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BloodyTears92
Loyal Familiar
[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on Aug 13, 2016 15:57:46 GMT -6
It's hard to make additional suggestions beyond the most basic things listed until we actually know what all will actually be contained in the Beta, but if there's enough variation on what's available I'd love the analysis to include some gimmick/build experimentation to see how viable different playstyles might be: such as movement speed/ranged builds focusing on guns and summons, or bruiser builds with the highest defense and biggest ax on hand. Stuff like that.
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LeoLeWolferoux
Wielder of Emptiness
Fifty Storms
[TI0] ...an intellectual with no room for feelings...
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Post by LeoLeWolferoux on Aug 13, 2016 16:16:45 GMT -6
It's hard to make additional suggestions beyond the most basic things listed until we actually know what all will actually be contained in the Beta, but if there's enough variation on what's available I'd love the analysis to include some gimmick/build experimentation to see how viable different playstyles might be: such as movement speed/ranged builds focusing on guns and summons, or bruiser builds with the highest defense and biggest ax on hand. Stuff like that. Lol Sooo...a competitive play guide then. Could be fun. :) Also I hope the familiars are bad@$$. I'm really looking forward to those. :p
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BloodyTears92
Loyal Familiar
[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on Aug 13, 2016 16:32:27 GMT -6
It's hard to make additional suggestions beyond the most basic things listed until we actually know what all will actually be contained in the Beta, but if there's enough variation on what's available I'd love the analysis to include some gimmick/build experimentation to see how viable different playstyles might be: such as movement speed/ranged builds focusing on guns and summons, or bruiser builds with the highest defense and biggest ax on hand. Stuff like that. Lol Sooo...a competitive play guide then. Could be fun. Also I hope the familiars are bad@$$. I'm really looking forward to those. While there is online, and competitive modes will certainly encourage things like what I'm suggesting, I'm also interested in it from a replayability standpoint. Portrait is one of my favorites because between the Vampire Killer, Alucard Spear and Holy Claymore (probably something else I'm forgetting too), there are several strong weapons that are also fun and feel different. It makes replaying the game more interesting for me than, say, Aria of Sorrow, which is the better game in nearly every aspect, but in Aria you ALWAYS gun for the Claihm Solais, which makes NG+ replays a little less interesting. I'd just love to know there are good, endgame options for at least half the weapons, that way replays can be nice and varied: whip runs, sword runs, gun runs etc.
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LeoLeWolferoux
Wielder of Emptiness
Fifty Storms
[TI0] ...an intellectual with no room for feelings...
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Post by LeoLeWolferoux on Aug 13, 2016 16:55:41 GMT -6
Lol Sooo...a competitive play guide then. Could be fun. :) Also I hope the familiars are bad@$$. I'm really looking forward to those. :p While there is online, and competitive modes will certainly encourage things like what I'm suggesting, I'm also interested in it from a replayability standpoint. Portrait is one of my favorites because between the Vampire Killer, Alucard Spear and Holy Claymore (probably something else I'm forgetting too), there are several strong weapons that are also fun and feel different. It makes replaying the game more interesting for me than, say, Aria of Sorrow, which is the better game in nearly every aspect, but in Aria you ALWAYS gun for the Claihm Solais, which makes NG+ replays a little less interesting. I'd just love to know there are good, endgame options for at least half the weapons, that way replays can be nice and varied: whip runs, sword runs, gun runs etc. Ah. Replay value. Hehe, I'm sure that won't be an issue in Bloodstained. :) Also one thing I liked about PoR was that there were two main characters to choose from. I loved how Jonathan had classic Castlevania sub-weapons, like the Holy Water, Daggers, Bible, etc. I also adored Charlotte, and her 'blue' magic. (Summon Skeleton, Stone Circle, Acidic Bubbles, etc.) Both characters had their own unique charm, and contributed greatly to my overall experience with the game. :D
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Post by LordKaiser on Aug 13, 2016 21:49:45 GMT -6
I wish it stayed at Lv.99 at least on hard because I want myself and all players to suffer by being killed by very strong monsters over and over.
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LeoLeWolferoux
Wielder of Emptiness
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[TI0] ...an intellectual with no room for feelings...
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Post by LeoLeWolferoux on Aug 13, 2016 22:14:06 GMT -6
I wish it stayed at Lv.99 at least on hard because I want myself and all players to suffer by being killed by very strong monsters over and over. :p T-thats...a very strange thing to be hopeful for...you have...reserved tastes in gaming. ^-^;
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Post by allooutrick on Aug 14, 2016 22:12:44 GMT -6
Despite the demo capping at 99, the evidence produced by LeoLeWolferoux highly suggests we will be able to go past 99 in the full game! If the max level ends up being 255, that'll be a nod to Order of Ecclesia =) Or like, they just programmed level to be an integer instead of a float or double or whatever they call such things in unreal4 script. Your terminology is correct but integer, float, and double have varying characteristics but all of them exceed 255 in their maximum values significantly. what's more likely is that when we look at binary values the max is 255. As for why that number has been chosen in Order of Ecclessia and several JRPGs I'm not sure.
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Kale
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Post by Kale on Aug 15, 2016 5:59:43 GMT -6
A byte is 8 bits. A bit has 2 values. 0 and 1. so 2^8 is 256. Take account for 0, so 256-1. 255.
Another common number is 65536 which is 2 bytes. or 2^16. I think a short is 2^64, and int is usually 2^128, but I'm not sure on those.
Which by the way only really matters way back when, since a lot of games needed to keep things in a certain amount of storage space. Like cartridges of old. Today, games are 50 gbs. So a byte or an int is negligible for the most part, I think people might take it into consideration to help load faster but I doubt people even go that far for optimizing.
EDIT: Just checked to refresh my memory. Short is 2^16 and Int is 32 but int64 is 64, which is also a long. I never used shorts or longs, so I never cared.
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Post by A Man in Flames on Aug 15, 2016 12:09:05 GMT -6
Just to keep the thread alive, and due to my excitement in the inclusion, just wanted to make a quick post. So Viftech and I are gunna be working on some guides when the beta comes out. Some of the things we were thinking about were: -Equipment Analysis/Location Guide, -Monster Compendium, -Miriam's Parameter Post-Beta. Also suggestions are welcome as well. And just another note, we'll probably just stick to posting Miriam's parameter post-beta on this thread, should A Man in Flames be OK with that. Absolutely, will be honored and more than happy to keep this thread going for when we can sink our teeth into the beta. At that point, I'll update the thread title. As for you and Viftech collaborating on a guide, if you are both so inclined, I support the idea and would also love to contribute if I can.
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Post by ghaleon on Aug 15, 2016 20:03:09 GMT -6
Or like, they just programmed level to be an integer instead of a float or double or whatever they call such things in unreal4 script. Your terminology is correct but integer, float, and double have varying characteristics but all of them exceed 255 in their maximum values significantly. what's more likely is that when we look at binary values the max is 255. As for why that number has been chosen in Order of Ecclessia and several JRPGs I'm not sure. Yeah I have no idea how many bits unreal4 script assigns their numeric variables. I'm pretty sure the maximum size of an int kinda grew over time though. I mean back during the 70s using cobal or pascal or something that they were as large (no idea if those languages even use 'int' in the syntax, but hopefully you get the gist of what my point is). I wouldn't be surprised if the level cap was 255 for that kind of reason moreso than some hinda homage to some particular game though. That former game could have been 255 simply because 256 was the 'int' or ''short' on that particular hardware as well.
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Post by azzara on Sept 25, 2016 14:28:56 GMT -6
Amazing job! I only ever got to level 6.
By the way the formula for total EXP is 4N³ + 30N where N is the previous level.
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Post by Ariamaki on Mar 28, 2017 21:27:23 GMT -6
I'm pretty stoked to see the compiled total results and the guides that occur from them: The community has managed to farm a lot of intriguing content out of a fairly short and self-contained demo.
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Post by A Man in Flames on Mar 29, 2017 12:17:47 GMT -6
Just wanted to leave a little congratulatory note for our dear friend, LeoLeWolferoux . Congratulations for getting noticed by Senpai! Also, another shout out and thank you to Viftech for compiling the raw data. Thanks everybody!
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