Forums Kemco Games Exe Create Dragon Sinker Parameter Progression

This topic contains 4 replies, has 3 voices, and was last updated by  Slartifer 8 months ago.

  • #17448
    Luciole
    Participant

    Hello 🙂

    I’ve been really enjoying Dragon Sinker and I was wondering if anyone took the time to try and understand the rules concerning parameter progression. What I mean is: the STR, INT, VIT and SPD parameters are influenced by what factors? Character level is an obvious one, but what about the current job, the present and the past job levels? Does each character have a different base?

    For example I wonder if a character with mastery in some physical classes would still perform decently with a magical class or if it will retain a low INT and a high STR.

    If there’s no info yet on the subject and if anyone’s interested I’ll post my findings.

    #17466
    MSG Commander
    Keymaster

    Hi Luciole,

    Welcome to the forums!

    I would “think” that each character probably has their own pre-set parameters. Those parameters are probably influenced by the current job class, and possibly by any jobs that are previously mastered. But, I didn’t pay too close attention when I was playing the game, so if you find out anything different please let us know.

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    #17480
    Luciole
    Participant

    Hi Commander,

    Thanks, that’s a really neat community you’ve got here! Makes me curious about Kemco games in general.

    I’ve ran a few tests yesterday night and that’s what I’ve found out so far (you seem to be pretty on the spot):

    • Job change radically redistributes parameters. I made a lvl. 10 thief / lvl. 7 warrior into a wizard and its parameters compared to my dedicated magic users.
    • Getting a new job level does nothing to parameters.
    • Obviously, an increase in character level produces a parameter increase. The parameter increase is tied to the current job and adjusts with job change.
    • Parameters are not just a function of character level and current job. Here’s something I tried out:
      • I made two male elves (Titus and Cromwell) knights.
      • They both had no prior experience as a knight.
      • They both had the same character level (~lvl. 40).
      • They had mastered different jobs.
      • Result: they had different parameters, although marginally. I don’t have the precise number on hand, but parameters were around 100 and the difference between characters were no more than 3 in STR, SPD and INT. VIT was the exception, with Titus (the more physical type character) enjoying a +10 advantage. The differences were coherent with their roles.

    So current job and current character level are two major factors but they don’t amount to everything. Race and gender don’t seem to explain it either. Other factors could be previous job mastery, different base parameters per character (or some other obscure shenanigan). Next time I have a character mastering a job I’ll try something.

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    #25096
    Slartifer
    Participant

    Hi all,

    I just found this game recently and have been doing some testing re parameters (and other stuff — more info in other threads as I solidify it). Here’s what I’ve found (plus some relevant observations from Luciole that I can confirm):

    Base Parameters are affected by:

    • Level (not sure if progression is fixed (from a formula or lookup table) or mildly random (a la DQ 3/4))
    • Current Job (Percentage Increase/Decrease)
    • Innate Character Modifier (Smaller Percentage Increase/Decrease)

    Base parameters are not directly affected by race or gender, and are not affected at all by current job level or previously mastered jobs.

    Base Parameters include:

    • HP, MP, STR, VIT, SPD, and INT (for everybody)
    • Weapon and Armor value (for followers only)

    All Parameters are affected by all three of the above factors.

    • The potential range for job-related increase/decrease appears to be approximately -25% to +25% (or alternately, +0% to +67%), though I haven’t seen the full range for any one stat (note: also have not finished the game so have not tested all jobs or extremely high levels). My current data suggests there are seven different points jobs can be at on this continuum, for each stat.
    • The potential range for character-innate increase/decrease is much smaller — it appears to be approximately -6.5% to +6.5% (or alternately, +0% to +15%).
    • In general, Male characters and Dwarves have higher HP and STR modifiers, while Female characters and Elves have higher MP and possibly INT modifiers.
    • The three leaders have relatively different stats (especially Mia) since they combine unique classes with unique character-innates. Bowen has higher HP, STR, and VIT; lower INT; and rather lower SPD. Mia has higher MP, SPD, and rather higher INT; and rather lower HP, STR, and VIT.

    So far, class modifiers have basically zero surprises — the classes with good attack skills also have higher STR, and so on.

    • This reply was modified 8 months ago by  Slartifer.
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    #25135
    Slartifer
    Participant

    UPDATE!

    The following formula decisively describes what happens with parameters:

    ( (Base stat by level) + (Specific character’s bonus) ) * (Class Multiplier)

    Basically, all characters gain the exact same stat progression as they go up in levels, but each character has a unique set of flat (additive) bonuses that do not change. This means that characters have more meaningful stat differences at low levels than at high levels.

    The class multiplier value is applied after the additive bonuses, so changing a character’s class will affect their stats in the same way, percentage-wise, no matter who they are.

    I believe this works the same way for leaders and animals, but that is a little harder to track since they all have unique, static classes.

    Tables coming later.

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