> JRPG
> The level cap is 99
JRPG
>J
>e
>w
sometimes you guys are alright
>Cap is 255
name one game
>Final Boss is somewhere around level 50-70
>literally no reason to level higher aside from being crazy with too much free time
>JRPG
>level cap is 255
>WRPG
>level cap is 35
Based chinks, now they can show their power level with legal validity
>hey girl, have you ever hang out with a social score level 99? Just mu sucking me off you get exp 5x
>bosses can have 10s of thousands of health, or 100s of thousands of health
>your character only ever has like 2k health or something
>your hits max out in damage at 9999
>boss hits for 1k damage often
Why not just normalize the HP and damage across the board? Am I supposed to feel stronger when I hit for 9999 and only take 1k of damage? But that 9999 is a tiny fraction of the boss's HP when 1k is a substantial portion of mine...
>wrpg
>level cap is 7
>8 with the expansion pack
There is a reason why damage numbers in jrpgs are so high, and it has to do with how jrpg developers don't really understand the tabletop rpg/wrpg systems they copied.
Take the role of RNG. In wrpgs and tabletop rpgs attacks can often miss, and damaging attacks have a range (like 2d6) rather than dealing a fixed amount of damage. This is actually a good thing, because it means status-inflicting spells are very useful by comparison, since they don't inherently have a lower chance of success than damaging attacks.
By contrast, in jrpgs damaging attacks always hit for the same amount of damage and practically never miss. So to compensate, jrpg developers have to inflate damage and health pools to absurd levels, so you end up with shit like attacks dealing 9999 damage and bosses having millions of hitpoints, which makes it impossible to balance the game to make it challenging. Whereas wrpgs have a more sensible progression, often including a level cap or handing out xp for quests rather than kills and having a finite amount of non-respawning enemies to prevent the player from overleveling
At the same time, status effects in jrpgs do miss, in fact they have an extremely low chance of success, and bosses are outright immune. This means damaging attacks are almost always superior, since those never miss and always deal the same amount of damage. So you end up with an entire genre where a large part of the arsenal of abilities (anything that inflicts a status effect) is effectively useless. This is horrible design.
And jrpgs still have those issues despite not even possession a fraction of the variety in spells and abilities wrpgs have.
In jrpgs you also get a billion abilities that quickly become outclassed by stronger versions. Almost every jrpg follows a linear progression along the lines of Fire1/2/3/4. Wrpgs have fewer abilities, but they tend to remain useful throughout the entire game
>JRPG
>level cap isn't 130
>the final boss is only 50
>all the extra content requires you to be 99
>you have to grind for just as much time as you spent playing the game normally up to that point to get to max level
have sex
>strongest enemy in the game can be comfortably beaten at level 30-40
>still have level cap to 99
>still design unique stat gains for each level up to 99 that are different for each party member
really well explained, it's a shame JRPGs rarely take advange of status effects. A notable exception off the top of my head is Etrian Odyssey and also SaGa games, which ironically borrow a lot of stuff from WRPGs.
>in jrpgs damaging attacks always hit for the same amount of damage and practically never miss
Based retard
How is that wrong? Outside of a few rare examples like Fire Emblem, most jrpg attacks have something like a 95% hit chance (and even Fire Emblem fakes the dice rolls to make them hit more often and miss less than the % indicates). The damage variance in jrpgs is also meaningless because the damage numbers are so high to begin with. Dealing 310-315 damage isn't meaningful variance. Dealing something like 2-12 damage (a typical damage roll in a tabletop game) is. Do you not see the difference?
>level cap is 200
>it was 999 in the first game for some reason
Star Ocean
FF3 has an abysmal hit rate for a good chunk of the game
Don't reply to beep
>JRPG
>Level cap's 99
>still can get stat increases via level ups despite it not moving past 99
>Level cap is 99
>Final boss is level 100
Fucking hated this about the Kingdom Hearts games
I was able to beat Ice Titan at a pretty low level but everything else was horrible
That's why you play them on PC and cheat engine your way to max level when entering the bullshit phase.
Status inflictions like sleep, shrink and ZA WARUDO are actually quite useful in the first two Paper Mario games, though not to the extent and variety as EO with bind stacking and variety.
I prefer double digits, or 100 at most. Unless it's a multi-installment series in which your stats carry over, there's no reason to go higher.
Anything beyond just becomes numbers porn.
Based
>You reach the level cap half way through the game
>but the enemies keep getting stronger
>JRPG
>There are no levels
>you actually hit level 99 by the end of the game through normal play (no grinding)
>the final boss (not some fuckhard hidden superboss) is still very tough to beat
why don't more JRPGs do this?
>final boss is the hardest boss
name 10 jrpgs that do this
Because it means there's no postgame content
Where do I start with Saga? I got Saga Frontier 1 and 2 emulated, but haven't tried them yet.
P4G does this. You gain about 10 levels per dungeon so you're around level 85-90 for the final boss playing normally. Can go straight in or still grind a bit to make the fight easier.
Because of the time schedule system, there is no ebin 'aftergame' at all.
I was talking about SMT4 Apocalypse here , but it did actually have a jewish DLC to let you level past 99.
Start with Frontier 1, it's a good introduction to the series since it's one of the easiest entries.
Romancing SaGa 3 is also good for the same reason.