A Dummy

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Everything posted by A Dummy

  1. I know it's just brainstorming, but I'm honestly not too keen on the idea of nerfing the Gem/Soul boxes mp reduction when it's already a late game item that you only get one of, especially if it's only for the sake of trying to make Chakra more appealing. Though if too much MP is really a problem I guess nerfing the Circlet to +25% mp could work to also make the Magic Cube a little more special, but then that creates a problem of why would you use the Circlet over the Red Cap in many instances. Another thing I wanna comment on is that I notice items are being considered as a factor of how MP self sustaining a character is, but many casual players including myself are going to prefer the free option when possible even by KT at least for randoms, so that right there is why I would consider using Chakra with someone like Terra or Celes so that way I could save my supply of items for the bosses. (And totally not also because I end up forgetting to stock up on items before going to KT and I'm already half-way through so I don't wanna have to go back, nope. ) I think the main issue is it's just that Chakra and Mantra are all Stamina Sabin really have to offer with an added bonus of being able to decently hit a Holy weakness with Aura Bolt which can be nice. Maybe if Mantra leaned more heavily on Stamina instead of HP that would probably help, as it sounds like part of the problem is that Terrato Sabin steals some of Stam Sabin's thunder by being better at using Mantra, maybe change the its formula to 1/10 (Users Current HP + ((Stamina * 2) * Level))? Another thing that could indirectly buff Stam Sabin is maybe buffing Sonic Boom to more appropriate end game power levels to like 42 or even 45, about the same power as Setzer's pre-nerf Airship Slots, which I think is fair considering even with Magic gear on and the Nirvana Band Sabin ends up with around a whopping 39 magic and doesn't get it until level 30 besides, while Setzer has access to a +2 Mag esper and starts with his Def Ignoring wave clear option that also sets Sap and doesn't have to level up for it so it made sense there why 45 power was too much.
  2. If possible, perhaps have it still respect resist if you only resist a single element and neutral the other, only going to neutral damage if you resist one/ weak the other. And maybe also keep Null one/Resist other to null the damage rather than resist. Or I guess maybe a more direct way of putting it, maybe have it be: Fire Resist + Wind Neutral = Resist Fire Null + Wind Resist = Null
  3. If you keep this up you're going to have a bad time, and basically ruin the hack for yourself most likely, even level 10 is pretty high that early on in the game and that's about what level you're expected to be at when you return with Banon. Basically any issues you run into at this point are going to be on you, as the hack is designed that you can just go through the game fighting randoms along the way and you will always be around the level that's fair with room to grind for an extra 2 or 3 levels if you feel like things are a bit too hard for yourself.
  4. Actually there is an ultimate evasion armor if that's what you're looking for, the Mirage Vest, but it's at the Colosseum so you have to give up some other powerful gear in order to get one.
  5. This is a really bad attitude to put towards any game, not just limited to here. Assuming your strategy is already perfect when you're clearly having trouble and putting it at the fault of the encounter or the balance, rather than analyzing your approach and looking for ways to improve, is going to make things hard for you whether the game is something like Dark Souls, something more PvP oriented like Overwatch, or even a simple platformer like Mario. (Kind of a silly example I know, but the same philosophy can apply.)
  6. Are you setting Sap and Slowing him? Every time he pops a Slim Jim he gains Regen and Haste, so you wanna make sure to counter those with Slow and something like Drill or Pummel or you're going to have a bad time.
  7. I feel like we're partially losing sight here of what Stamina is even about, and asking it to be a better DPS stat is kinda missing the point of what it's even for in the first place, which is as a tanking stat against magic damage and statuses, while also offering some character specific utility. (Like Mog stumbling on Dance less.) Like for me, the reason I enjoy Stamina Strago is because it lets me put him in the front row without having to worry about him dying letting him get full damage from his Rod hits, combine that with a Black Belt and he throws out a decent amount of free counters besides while I have him do other things. I think part of the point of Unicorn Edgar is that he can be a good team tank, and with the newer inherent Cover bonus spears give he still gets both of his relic slots while other party members have to give up a slot for a Knight Cape or Hero Ring in order to do so, and besides that he gets the Gungnir which also gives him +50% hp at no downside, with the only other source of of +50% hp in the game having obvious big downsides that you have to build around to make it work. Also remember part of the point in this hack is you can never have your cake and eat it too, being immortal is going to come at a cost if you go all in on it, and in this case that cost is doing rather mediocre damage, in fact it could be argued trying to attack with your tank should feel like a wasted turn, because you did that instead of using any of his utility options so someone else who does have the better damage doesn't have to do it and can attack instead. Like have Edgar set slow instead of someone else, or have him open fights with Noiseblaster or Mute, that sort of thing, and leave the damage dealing to others that don't have to do the "Status Chores" because Edgar can already take care of them. I'm going to say something crazy here and actually state that Unicorn Edgar's low damage might really be a good thing, see I notice Edgar has this huge amount of status utility that doesn't rely on any of his stats that I don't think is really getting fully capitalized upon because he's usually regulated to a damage role of some kind. (In fact in BTB's own utility list Edgar has the highest total amount of utility available out of anyone.) Like suddenly what tool you use doesn't really have to do with trying to get out more damage anymore, you use Flash because you want to Blind enemies or Bio Blaster for the AoE Poison, not because of the damage itself. So yeah crazy rant over, now I really feel like I wanna try out Unicorn Edgar on my next playthrough. (Along with a front row Stam/Speed Relm that focuses on Brush healing. lol)
  8. Would it work to just give the Gungnir +7 Stamina to give Edgar some more Stamina, or would Mog gain too much benefit from that as well? edit: Just taking this idea a little further, what are the thoughts on giving all spears some amount of Stamina? Like +2 to the Mythril Pike, +3 to the ele spears (Trident, Fire Lance, Longinus) +5 to the non-ele spears (Stout Spear, Partisan) and +7 to the Gungnir as I already mentioned above. Would this help defensive spear set-ups without being too much of a buff to Dragooning, or would this end up more under the territory of buffing something "just because" and not really serve any purpose?
  9. Thanks for the quick update. Sorry things aren't going so well for you right now, I understand life has to come first before anything else here.
  10. I'm amused that this quick and dirty stat hack that was made as a joke is starting to slowly take off as more and more people keep trying it, and then it keeps getting small tweaks to make it more "fair". Maybe one of these days I should give it a shot as well since I have a problem of over exploring areas and getting a bit too much exp anyway.
  11. Speed sorta has a soft cap now in terms of its raw effectiveness, with the example used being: Strago (31 speed) == 4 turns Terra (48 speed) == 5 turns Celes (71 speed) == 6 turns Shadow (126 speed) == 8.4 turns So I guess as far as speed is concerned you could try and aim for around 90~ as just a general min-max amount. (Though looking at the example it looks like you consistently get about 2 more turns for every +40 speed over 30, so it's not falling off too hard even if you commit to it.) Also keep in mind equipment makes a big difference in stats as well, a good example here being Shadow, as just putting 20 levels into Fenrir puts him at 82 speed so then if you feel like you don't need more speed than that you can equip him with Genji Armor to boost his Vigor and Stamina more and just ignore speed boosting gear. In short, you have to really go all in with both EL and equipment in order to hit numbers over 100 on a single stat, it's not like some games where the soft cap is something you can trip over easily just because you're investing in a preferred stat, and even if you do reach into the "soft cap" you're still getting about 90% effectiveness from it as opposed to something like only 50% effectiveness for investing past the soft cap. (Dark Souls comes to mind in this regard with how its stat soft caps hit hard once you get past them.) The Readme already covers much of this, but Stamina is in a somewhat similar boat, though some of its defensive benefits have a soft cap of around 90-96 for some like lowering Magic Damage variance and lowing the damage taken penalty that Morph suffers from, other things like the chance to Cover or the damage of special attacks that use Stamina such as Aura Bolt or the Atma Weapon will continue to get stronger as you put in more Stamina. But again though you have to really push your whole setup to break past 100 Stamina, as most Stamina setups will hit around 80-90 anyway because of certain pieces of gear you might want to use like a Black Belt that benefit from Stamina, but don't necessarily give Stamina themselves. So I guess the quick and dirty TL:DR of it is the soft cap for Stamina and Speed is about 90-96, but most setups won't break far past that unless you purposefully put all your gear into maxing out a specific stat.
  12. He doesn't use Elixirs when you play to his elemental gimmick, or at least he's not supposed to at any rate. If you're not sure about what his current weakness is when he does a barrier change you can always just use Scan to check it, but even if you do throw a "wrong" spell at him the worst that should happen is it just does no damage. (Or does it absorb? I don't quite remember at the moment.) I could be wrong on this, but I think you can also technically use non-elemental magic without him using an Elixir, but he does counter stuff like that with a strong attack (Overkill I think?) since it's circumventing his gimmick, so don't use stuff like that too much or you'll die from all the counters. (Though maybe he does still use an Elixir? I don't quite remember in this case.)
  13. There's one in the Unlockme as part of the Printme in there that contains some extra hidden information. (Though it doesn't tell you everything ) Try stealing stuff from the Dahling type enemies, like in Ozer's Mansion if you haven't been through there already. (Can be easy to miss those as I don't think any more appear in that area besides the ones in the forced chest encounters the first time through.) Also Witches in the Phoenix Cave give what I'd consider an actually important item if you're a fan of using Gau. Bringing Locke to Cyan's Dream is a good idea too if you want some more chances at stuff before the final dungeon. (Though nothing is really missable there since you can find some cousins of the enemies there in other locations.) It's also worth mentioning that in general enemies of the same type will have the same kind of steals on them. (Except for Gum Pods ) edit: Oh and as an extra note to avoid confusion, the Fanatic's Tower enemies are their own group as far as steals go, even if they share sprites of enemies found elsewhere.
  14. I believe that's actually precisely why the Warring Tried bosses don't drop anything, as after them there's just Kefka himself, so anything they would drop would end up giving out very little mileage and would be more superfluous than anything.
  15. I haven't gotten it yet, but I did hear the multiplayer was quite fun, it was just the singleplayer that was rather mediocre from what I hear even glitches aside. I might end up getting it on PS4 myself at some point though, but it's not exactly at the top of my list.
  16. Thanks for the update, I was wondering why you weren't showing up sooner, but I just chalked it up to being busy with your Youtube channel/Real life stuff. Glad to have you back on board.
  17. Thank you, it's simple yet also sweet, like getting a Christmas card in video form. (and Final fantasy/Mario RPG themed to boot!) That's a relief, I was getting a little anxious when making it that it might not be something relevant to your interests, so I'm glad that it worked out after all.
  18. Might as well put my thing out since I finished it, plus I'll be busy tomorrow as well. I made a Mega Man level with the free fan-made Mega Maker for @ronlyn , which I admit I actually have no idea if he likes Mega Man or not but it was the idea I came up with so I rolled with it. Hopefully it doesn't feel too amateurish, I tried to at least make sure it's not too difficult, but even if certain parts do end up being more difficult than I realize you still get some tools like the Magnet Beam and Rush Coil to help. (Or you can also just run through the whole thing using only the Mega Buster, that works too.) Download link for the level. https://mega.nz/#!4Qx3hSpa!liF2ewLBUpQ8mHP3ygMwzZrsMe--mMrUuufEepqIEHc (I think it can just be placed directly into the Mega Maker Levels folder found in Appdata>Local and it should show up, but I don't actually know from experience) If you'd rather get it from the in game servers themselves the level ID is 176954 Mega Maker itself can be downloaded from here https://megamanmaker.com/ I'm sorry about there being some assembly required for my gift, but as I said before it was what I came up with to do so I rolled with it. I'm also additionally sorry if this is bending the rules a bit, as I myself didn't make Mega Maker of course, but I figured it would be okay since it's completely free and all. (And the level itself is still all me putting it together)
  19. I suppose I could actually try to participate in the community after 2+ years of lurking around you guys. Though as a warning I don't really have much creative skills beyond "I can play video games" so I'm not sure what I can do exactly, but to my understanding part of the point is doing something past what I'm used to doing. (Even if it doesn't end being very outstanding.) Plus, hearing that even some of the regulars around here didn't always finish their Secret Santa does make me feel a little better. So yeah, I can give this a try and throw my name in the hat, even though I don't have a lot of confidence in my ability to contribute.
  20. Your complaints against the random 9999 attacks are valid, but I feel like you kinda just glossed over the part where Doomsday already mentioned that there is going to be way less of them in v9, with Ozma being the exception since that was his gimmick back in FF9. As for the amount of healing getting out of hand, it kinda really was when you could just put Regen on someone which would heal them fully when their turn came up, so if an attack didn't kill them outright it basically didn't matter, so someone can just stock up on Mighty Guards to apply a full party Regen and stat buffs in one turn, combined with getting full elemental resist and status resist through equipment. But again, I agree it was getting out of hand with all these things piling up in v8, but just from what I've heard many of these issue are already being addressed for v9, including the removal of the Invulnerability buff so it's not even a balance concern. If I heard right I think it was getting changed to a 50% damage resist that stacks with defense up, but I'm not sure, info is kinda scattered all about and not really consolidated very well, so I'm sure there's a lot I am missing.
  21. Glad to have you aboard now Darkkefka, was wondering when you'd finally find your way over here. As for why ID is gone, the short version is the site was getting overrun with bots so badly that registration itself had to be disabled just to stop it. (We're talking literal hundreds of bots showing up every day.) So in response to the decaying state of ID and the absence of the site's owner Archael, Newgame Plus was created as a sort of sister site to host some of the hacks from ID that were still being actively developed so the community could actually grow with new members. (Hacks like Brave New World for example.) And it was also made with a broader vision in mind of being the place to host "Well designed hacks" rather than simply "Challenging Hacks" that ID was more aimed toward. (Though you can still make hard hacks here, it's just not the sole focus of this site.) A few months pass, ID is still being watched over by the admins, and lo and behold Archael himself shows up out of nowhere...And then immediately kicks both Advent (Kyrios) and Ninjasdf from their admin positions and proceeds to blame them for ID being dead because of shutting down registration, and basically says the bots weren't that big of a deal and they should have been able to just comb through and delete them manually. (And just overall being a jerk to those who would have been willing to work with him had he not acted up this way.) So he reactivates registration, and ID pretty quickly gains over a hundred new members in less than 5 minutes...Members who were not shy about letting everyone know what their favorite sports team is or what their preferred brand of cigarette was or where to get "male enhancement" pills. (Spoilers, they were all bots.) So between that and Archael basically taking a dump on some of his most loyal community members, not to mention he came in with illusions of grandeur basically saying "Your lord and savior has returned, I will fix all the problems" but no one bought it, the community backed him into a corner and called him out on his trash, forcing him to apologize to save face at all. But the damage was already done at this point, and most of the main members of the community jumped ship entirely to NG+, leaving Archael with his sinking ship that was ID. And then ID was just gone. There isn't really much to say at this point beyond speculation, did Archael delete ID just to save face from his own misgivings, or maybe he did it because he saw that ID was dead now and this was his way of acknowledging that NG+ is the one to carry the torch now? (I mean I doubt it, but it sure makes for good poetry.) But whatever his reasons, one things for sure, the biggest loss from ID disappearing so suddenly is the storm that happened when Archael returned, we can only tell tales of the fireworks that flew that day as the community saw him for the garbage he really was, any respect people may have had for him before he showed up was completely gone by that point. And that about sums up what happened to ID
  22. If I recall right Stamina actually was a full tank stat covering both physical and magical damage back in version 1.6 making it more of the catch all resist stat. But I have to agree overall it is better to have Vigor be the physical stat for both attack and defense so Vigor builds can stand up better in the front, keeping Stamina as more of the utility stat.
  23. smrpg:a

    Oh my mistake. For some reason I thought I remembered seeing some discussion that concluded that the double turns were too difficult to really balance and were probably going to be removed, cool to hear that something was figured out for keeping them in though. (Late response is late.) Maybe I was getting it confused with the Invulnerability effect being replaced with a damage resistance effect?
  24. smrpg:a

    I don't know if this is still a problem, but I think there was a missable hidden chest in Nimbus Palace that actually changes into a different hidden chest in the same spot after you beat Valentina. (Game glitches can be weird at times.) The hidden chest in the Mushroom Kingdom that was missable in the vanilla game was moved to a different spot in the room so you can still reach it later on.
  25. smrpg:a

    It's also worth mentioning that there are some features in this version that are actually going to be cut from the final release, such as double-turns being removed since you could attack and defend on the same turn and was generally bad for balance. As a whole, I'd say for someone wanting to play the hack for the first time they should stick with version 8 on the "easy" mode. (The hard mode should really be called "Kaizo mode" and the easy mode labeled as "Standard mode" so people don't get the wrong idea.) And only to play this version if you want a bit of a sneak-peak at what's coming up in the new version, knowing ahead of time that there are parts of it that are broken and have to be fixed in an editor to get past them.