Doomsday31415

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Posts posted by Doomsday31415


  1. 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...


  2. On 11/20/2017 at 6:25 AM, jooeyman said:

    Also.  Out of curiosity..? I downloaded an interesting patch from romhacking.net… where some of the characters name's were changed into their more internationally known ditos - as in Toadstool / Peach for example.  Is there any way to make this patch fit v.9 or actually make a patch that replaces names and certain details for the game with their European versions? 

    Those of you in the know.  Is this compatible with v.8, despite it clearly stating that a clean US rom needs to be used..? 

    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).


  3. Just now, Darkcelestrian said:

    I'm just saying the pokemon should not have abilities that's like meteor, hydro pump, fire blast, shadow force, psychic, solar beam. Even Celebi has psychic and solar beam like wtf XD. These abilities should just do a lot of damage like fissure being more powerful than earthquake and will kill someone if they're hit with def down before it's used.

    All of those moves have been nerfed to no longer randomly insta kill, with the possible exception of Meteor.


  4. 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.

    • Upvote 1

  5. 10 minutes ago, Darkcelestrian said:

    That's kind of a lie because going in with pure defense, m'def gear on either may or dawn with no immunities I'd still get 9999'd almost 90% of the time by any of the pokemon. I mean it's a moot point since v9 is the version to talk about now an days and I'm playing hard mode primarily but atleast when I fight a boss like xion, magus, or shadow queen, and a few others it's mostly reliant on my ability to time block and manage my resources properly. With the pokemon and yes, only the pokemon I've gotten one shotted more times than any other boss with meteor. Not sure if Dk checks the forums now but he really needs to keep his pokemon boner in check lol. Haven't played many pokemon games but I know for a fact that attacks that can one shot you can't do so as often as in the hack. But that's where my no celebi rule ends for v8 cuz for those fights you pretty much need it unless you just get really, really lucky with the 9999's.

    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.


  6. 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.


  7. 1 minute ago, Darkcelestrian said:

    Same but it wasn't really bothersome for me. What did bother me was the master's theme from paper mario not playing during his fight which was a bit disappointing but I know it was probably due to technical reasons too.

    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)


  8. Darkkefka could answer this better than me since this was a change I've only heard him explain a few times in the past, but the battle music was removed for technical reasons.  It's definitely normal and not a bug.

    I liked the music too, but I believe it didn't work right with the revival or something.  I hope you enjoy the game regardless :D