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Description |
Most attack Specials in Super Mario RPG already have to worry about Flower Points being shared between party members, which makes healing more powerful as a result of accommodating physical attacks. What particularly undermines most attack Specials, though, is that their bonuses for timing aren't as big as the ones that physical attacks get, generally clocking in at a maximum addition of half the damage, with the exception of Bowser's and Geno's general attacks being capable of doubling damage, which would be the same bonus as a physical attack with perfect timing. Bowser particularly suffers from having this intended advantage to his name be unremarkable.
This patch doubles the timing bonuses for Specials, granting improved reward for managing the timing of the FP-costing actions. This will inevitably improve both the catharsis factor of the harder to use Specials such as Shocker, and the reason to use easier timing Specials including Poison Gas. There's also an option of including the add-on of the Healing Timing Dependence Patch for challenge factor by reducing the power of healing.
Please note that Super Jump and Ultra Jump have both been intentionally left alone to avoid making them more powerful, and that Jump has had its bonus cap reduced from 125 to 75 to avoid letting Jump grinding milk this. Geno Whirl and non-damaging Specials, by design, have also been left alone with nothing available to do with this.
Enjoy. |
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