Quote Originally Posted by Zdenka View Post
That's wrong, the maximum HP is based on the amount of space they allot to that stat.

For HP it would be 32767 which is 2^15 or displayed in binary as 111 1111 1111 1111 (i believe that's correct, long time since i typed anything out in binary).

They could increase it to 2^16 and allow the maximum mob HP to go to 65535 but they would need to update every mob in the game. That extra space requires more memory and is not ideal but its the only solution.


Also its shown through Guardians of the Grove that def/mdef values are high enough to make us do 0 damage. Altering those is a much better option than either increasing memory usage or regen.

Regen is a very unbalanced stat, as it is difficult to balance. You may have a perfect balance ratio but better players than the "target balance" will have a tremendously easier time with the fight, and players that are slightly worse will have a very difficult time. (due the changing effective HP, a 5m fight it has 40000HP but a 10m fight it has 70000HP for instance penalizing poorer players to great magnitude)
We're not in the 90's anymore, do you REALLY think that the HP variable is stored on 15 bits just to save a little bit of memory?

This isn't Star Ocean 3.

Little story about SO3 JP, one of the mightiest boss on the game, Etheral Queen (when fought in 4D mode) had a very high amount of HP and MP. You can either defeat monsters by depleting their MP or HP in SO3.

By equipping the item "Gutsy Bunny" which make enemy encountered more powerful, the amount of MP of Etheral Queen would be above a certain threshold, creating an overflow issue. In the end, the boosted MP value would be dramatically lower than the base MP value without using the Gutsy Bunny.

All you had to do is deal MP damage to defeat Etheral Queen quickly. This overflow bug was then fixed on the non-JP version of the game. But that was a long time ago, and we are talking BIG numbers, so memory limitations made sense on PS2.