MCRT wrote:Thanks for the hint SirHedge, I found the same topic yesterday morning after browsing some old topics (I somehow overlooked that it is linked in the hack library )
After some thinking about it, I came to the conclusion that changing the agility level cap from 100 to 82 would actually be no good solution, as:
- a lot of character would end up at 82 Agility, making the turn order a little bit messy
- with boost and quick ring you could still break the 127, making the quick ring still useless outside of early fairy stage levelling.
After reading Nightshade's explanation and Lord Kane's calculation in this topic (viewtopic.php?f=5&t=21118&p=600420&hilit=agility+skip#p600420), I nevertheless decided to revive my hexing skills.
But Nightshade stated that changing the boost cap could also turn out a little bit messy in regards to double turns.
Therefore I spend the whole afternoon yesterday with some in game testing and came to the conclusion that the best solution is to just change the boost/equipped agility cap to 112 while leaving the level stat cap untouched.
- the characters will have their natural agility order but also never skip a turn
- you can make use of the quick ring (to make sure that your boost caster has a higher change to get his turn before the other agi 100 chars)
-and it has no effect on the double turns of the enemy
I also created a patch for those who are not into hex editing. So here it is:
EDIT: added the patch to the post. It is a regular ips patch, I just had to put it into a rar as ips cannot be attached to posts.
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