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Everything posted by Doomsday31415
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Please help experienced players
Doomsday31415 replied to Xainn's topic in Super Mario RPG: Armageddon
In that case, you should find a different enemy set. -
Please help experienced players
Doomsday31415 replied to Xainn's topic in Super Mario RPG: Armageddon
Lazy Shell is all secret chests. Bowser's #2 weapon is the Hurly Gloves (there's also the Fire Claws in Bowser's Keep). Groudon is in Barrel Volcano, south of the opening area (not counting the spring room). Jump in the lava to reach him. The seed won't drop if your inventory is full. -
Please help experienced players
Doomsday31415 replied to Xainn's topic in Super Mario RPG: Armageddon
Let's see here... Via Infinito is located in Land's End, under the Sky Bridge. Boss Rush/FF Boss Rush is located beyond Boomer in Bowser's Castle. Lazy Shell and Celebi are really good. Also, I'm pretty sure the elemental dragons have the same drop rate. Do you have room for the equipment? -
It's actually much more complicated than just changing a single sprite. The damage output was modified to display ##.#K if the damage is greater than 9999.
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The answer to the Super Bosses in v8 is basically Celebi.
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I don't remember which one is which, but at some point, there's a pokemon where the Shy Away originally was on the invisible path. The other location is at the end of Nimbus Castle, where Mario jumps into the abyss.
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The pokemon are in the same location as v8. Celebi's in the Forest Maze and Arceus is around in Nimbus Land.
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Probably the most technically demanding change is the addition of Absorption. The entire damage calculation was rewritten for this. To put it simply, every attack has a single element (or no element). The target can either be neutral (100% damage taken), weak (200%), resistant (50%), or super-resistant. If the target is a player character, super resistance is 25% damage taken. If it's an enemy, however, they'll heal for 100% instead! Also, debuffs that are absorbed won't have any effect. You can imagine how this will affect some of the boss fights...
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There are tons of new mechanics in v9. For example, certain enemies will now target their attacker when countering. Items were added that increase your max HP (up to a certain amount). Mario no longer needs to be in the party. The list goes on.
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You just described three new mechanics. What do you mean?
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If you're talking about v8, I believe it had a bug that made it so you can't reobtain it.
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Considering v9 hasn't been released yet, I'm not sure what to say...
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You might find this useful: http://ngplus.net/InsaneDifficultyArchive/www.insanedifficulty.com/board/indexab10.html?/topic/7319-the-ultimate-game-content-spoiler-q-a-thread-v80/
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To answer this question, the patch is not compatible. Like others have said, however, many of the changes in it have already been made (or are irrelevant).
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Oh, don't worry. There are attacks that can do well over 10k damage if you have the wrong elements equipped.
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All of those moves have been nerfed to no longer randomly insta kill, with the possible exception of Meteor.
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To be fair, I said less because I don't remember if anyone still has Meteor besides Ozma, and I don't remember if Meteor was nerfed.
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Let me preface this by saying v8 is the first version I played, so I don't know what healing was like before. I did play through v7.9 eventually, but it just wasn't as interesting. First, some theorycrafting. There are three general states a player will be in during an RPG boss battle: Offensive, Defensive, and Critical. Offensive means that the player can ignore the actions of the boss and just do the same thing every turn. For example, if all the damage the boss deals can be healed by the healer every turn and the other two can attack freely to beat the boss. Defensive means the player has to pay attention to the the boss's actions and react accordingly. They can still deal damage and potentially defeat the boss, but any mistakes can result going into Critical or even an outright Game Over. Critical means the player is backed into a corner, and unable to deal any significant damage to the boss without facing a Game Over. When this happens, the player needs to work to get back to Defensive. Ideally, the player will spend most of their time in Defensive, with occasional jumps to Critical from minor mistakes and certain, infrequent attacks. Being in Offensive for brief periods is fine, but beyond that will just be boring. The problem with the healing in v8 is that it's almost impossible to be in Defensive. If the boss doesn't deal enough damage to outright kill a character, Peach, Regen, or Kerocola can fully heal them every turn. Furthermore, equipment is overloaded with too much status and element protection, meaning there's no threat from those either. This necessitates that bosses use very absurd attacks, such as constant insta-kills, just to remain a threat. Sure, sometimes a character will die and you'll have to deal with it, but until that happens, you can just ignore the boss's attacks. Celebi then compounds this problem even further, since invincibility counters not just insta-kill, but everything in general. It's why the hardest bosses have "Celebi counters": it's the only way to remain relevant. To be clear, I'm not saying v9 will completely address the healing creep. In some ways, it makes it worse: there are now items that fully heal and revive, or don't even cost a turn to use. This will result in an item creep where the player will either have to grind for items or fight at a severe handicap. Fortunately, invincibility is now only 50% reduction, status efffects are harder to block, and equipment in general has more weaknesses.
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What's a lie? The fact is that healing became so effective that the only way to threaten the player is to insta-kill them with something that can't be blocked without invincibility. Even THAT gets countered by some of the end game fights, leaving an unblockable, random insta-kill. And yeah, I can't imagine beating the trio without Celebi's invincibility. The only thing able to counter their broken attack pattern is Celebi's broken invincibility.
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The 9999 power creep is what happens when you overload the player with gear that blocks too many things at once. Fortunately, it's been scaled back considerably in v9. I think only Ozma still has it, although I don't remember at this point. P.S. The pokemon battle is what I was thinking of as the "hardest" fight, although Rosalina and Terra are close seconds.
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That's simply not true. There's no difference in the boo logic there between early game and later.
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What do you mean "nothing happens"? The Ultima Weapon should be there unless you beat it already.
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Stats of Valentina(the 2nd encounter)
Doomsday31415 replied to Rykon-V73's topic in Super Mario RPG: Armageddon
She's infinitely strong. That is, there's a bug that causes her to have infinite HP. See -
Question about version 8.
Doomsday31415 replied to FireBlaze420's topic in Super Mario RPG: Armageddon
While it's true that there's very limited space for music, I'd sooner attribute that one to laziness... (to be fair, DK adds all these songs manually, and it's really impressive how good they come out)