praetarius5018

Final Fantasy V: Void Divergence - Discussion

231 posts in this topic

Been loving this, approaching the end of it now.

I can't help but have a few questions, though:

1. Are ninja's throws any more powerful than the base games? I feel like having a cooldown has made them weaker otherwise.

2. How EXACTLY does sineshot work? I don't really understand it fully by its description.

3. Assassin seems a bit lackluster because of all the time you need to set up an attack compared to other classes, are there any plans to change that or are there better uses for the class i'm not seeing, like combinations and the like?

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10 hours ago, TauzentBlitz said:

Thought I'd give this mod another shot... Right now I'm sitting outside the wind temple trying to figure out who should get what classes. I didn't see any mention of what the green squares mean in the classes file - what are they?

just a leftover from how I distributed the jobs, you can ignore that

10 hours ago, TauzentBlitz said:

Also, this is probably nit-picky but the blue (purple?) guy in the beginner house still claims that passives equipped are replaced with certain actives in battle even though passives are equipped separately now

I knew I forgot something... thx

7 hours ago, booman77 said:

1. Are ninja's throws any more powerful than the base games? I feel like having a cooldown has made them weaker otherwise.

weaker actually; you can throw your legendary or other one of a kind weapons all you want without losing them.

7 hours ago, booman77 said:

2. How EXACTLY does sineshot work? I don't really understand it fully by its description.

Underlying you still have an atb system here; you need X amount of atb ticks (based on AGL, weight, haste/slow,...) until your next action can get selected.
At 0 (+x times 1024) ATB ticks since battle starts SineShot has 85 power.
At 256 (+x times 1024) ATB ticks since battle starts SineShot has 145 power.
At 512 (+x times 1024) ATB ticks since battle starts SineShot has 85 power again.
At 768 (+x times 1024) ATB ticks since battle starts SineShot has 25 power.
And ofc the fractions inbetween roughly like a sine curve.
A player unit needs about 100 ATB per turn at 30 AGL and 30% weight.

7 hours ago, booman77 said:

3. Assassin seems a bit lackluster because of all the time you need to set up an attack compared to other classes, are there any plans to change that or are there better uses for the class i'm not seeing, like combinations and the like?

Aside from being the strongest attack - especially considering mp costs - and the protection gained from using !hide it has nothing else going for it currently.
Also why I may add more options to the skill the fundamental mechanic will remain the same.

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Hey started playing this yesterday up to the water tower having a good time had a heck of a time with siren and the poison she kept using but fun.  That brings up my first point the Pure spell does not seem to cure any status effect i have gotten so far it didn't cure poison for instance, sleep, paralysis those are basically all the stat's i think i have come across so far but i haven't seen it cure anything yet.

 

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pure cures HP leak and status damage not status effects directly.
status damage is what you take when it status spell or skill hits but does not yet inflict a status effect - it makes follow up status attacks more likely to succeed.

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So i can only use items to cure status effects until i get the heal spell way later. Ouch! lol that makes that Siren fight even rougher with her casting poison all the time.  

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well, you can defend, equip relics with poison element resistance, put fire element icons on the field, etc. to lower poison status chance and then cast pure before too much status damage piles up and the chance gets up to 100% anyway.

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