The second hit does half the initial hit’s damage, and subsequent hits do a quarter of the initial hit’s damage, both rounded up. Similar to the way SMRPG’s Super Jump works, I believe. Method 1d: Half, Quarter-Repeating Damage (e.g. Problem is, a geometric series with a factor of 1/2 results in a sum of exactly 2x (barring rounding / the trailing 1-1-1’s), which makes Power Bounce a fairly pointless upgrade over a standard Jump, especially if your ATK has a lot of factors of 2. In theory, you could use geometric series to bind the total ATK multiplier to whatever you want, but any multiplier other than 50% would be pretty hard for the player to calculate in advance. Method 1c: Geometric Series (50% rounded up, e.g. 8, 7, 6, 5, 4…) Jump + 3 5 10 ATKĭefinitely an improvement for ATK up to 5 (which is fairly reasonable, as all supermulti-hit attacks have a base ATK no more than 3), but gets way out of hand if you go all-out on attack power. Obviously this scheme scales way too much with high ATK, so it’s no surprise this wasn’t used for most multi-hit attacks (except Mini-Egg, which I’ll address separately later). Let’s look at various formulas that could be used instead, seeing how they compare in damage, expressed in as a difference from a normal Jump-like attack (2*ATK + N) or as a multiple of ATK, for some specific numbers for ATK and hits: Yoshi’s Stampede takes this to an even more ridiculous extreme, raising your damage dealt by 1 per hit per enemy for each additional ATK point. Despite the damage dealt dropping by 1 on each subsequent hit, with sufficient base ATK, you’re raising your damage dealt by 1 per hit for each additional ATK point you add - far more than with any other attacks on a single enemy, Jumps and Hammers alike. Lots of math to follow in this section in particular.Īsk any seasoned Paper Mario veteran what the most broken (non-Special) move in TTYD is, and the vast majority’ll probably say Power Bounce / Multibonk. Imbalance Point 1: “Super-multihit” (3+ hit) attacks With that out of the way, let’s start off with the big one. (As a side note, I might intersperse more in-depth analysis at a later date, but I think the reasoning stated now should be sufficient to get an idea of my thoughts on what in the vanilla game is and is not well-balanced.) I’ll approach this for the most part by taking a look at some of the least balanced aspects in the original TTYD mechanics, and making minor adjustments to bring options on all sides to (better) viability. Rather than continuing to list my opinions on various cross-sections of the game’s mechanics individually, I thought I’d come up with a somewhat off-the-cuff series of suggestions of how the various mechanical systems in The Thousand Year Door might be tweaked, retaining the current variety of options, but with a more thoughtful application of systems imbalance (see Extra Credits‘ excellent videos on perfect imbalance and marginal mechanics for why some degree of “imbalance” is not only inevitable but desirable), aiming particularly toward challenge runners. As the Glitz Pit Discord debuts its “Glitz Pit Ranking Board”, a place for the masses to evaluate Paper Mario and its sequel’s badges, partners, and Star Powers, I want to expound on my opinions on the matter, continuing off my TTYD badge tier list from earlier this year.
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