Serafie1999AD

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Posts posted by Serafie1999AD


  1. 4 hours ago, Nesouk said:

    -Nightblade, Star Lancer, Gran Divina : This team get everything you want, Nightblade get Deadly Weapon for Max Hp Reduction, with Star Lancer's Aura Wave you can take full advantage of Nightblade's LV3 FST, Star Lancer also provide Marduke and once she get the good gear and stat she can cast him almost instantly, Grand Divina provide Heal Light, Elemental damage for the 6 main elements and with her Final Weapon all 6 Main Sabers, only downside are no Anti-Magic (tough this shouldn't be an issue here) and Debuff are ST only.

    -Ninja Master, Vanadis, Rune Master : The healing is provided by Vanadis who is on a more support role here, Rune Master bring Elemental spells and Sabers for the 4 main elements, and the LV3 Spells which can be great for crowd control with the statut effect attach to them, Ninja Master means all Debuff MT so he can help Rune Master's with AoE cleaning, and with Counter strat and Fireblaze he can be a pretty good physical damage dealer when you need it.

     

    1 hour ago, rpschamp said:

    Ninja Master, Star Lancer, Grand Divina - Kongo Rakan and Fireblaze against bosses, Analyze and Energy Ball for critical hits against bosses, MT stat downs, Marduk, and Grand Divina for random enemies. Nightblade has fewer advantages: Grand Divina can apply Curse faster with Evil Gate, MT Fire Jutsu will out-damage Black Rain by boosting Marduk and Grand Divina's magic by 25%, you already have MT Silence with Marduk, and Ninja Master's final weapon is much more useful. MT Water Jutsu is also useful for reducing damage from those tech-heavy werewolves you can't silence. Deadly Weapon? Moon Coins are common enough; just pick a bunch up in Jadd Castle. Save Nightblade for those groups where there's not much MT damage magic to boost or you need a Curse or Silence caster. But I think maybe Nesouk was just trying to include Nightblade for variety.

    @rpschamp Ninja Master doesn't have ways to reduce enemies' max HP, which is what I wanted in my listing. Having NM and SL also means you won't have any level 3 FST. As for Moon Coins, I'm personally against my strategy being dependent on farming items, since that's against two of my gameplay principles: 1) I don't want to rely on luck (which is the case when farming rare drops), and 2) I'd rather rely on the party's skills as much as possible, and minimize replacing missing abilities with consumable items (which is why I don't like using Byzel in the vanilla game, as the Black Market items can replace entire classes).

    @Nesouk SL/NB/GD definitely sounds like an option. How would the following teams work:
    Star Lancer, Nightblade, Bishop/Sage
    Vanadis, Nightblade, Duelist/Swordmaster
    Vanadis, Ninja Master, Death Hand

     

    24 minutes ago, praetarius5018 said:

    Duran, stop talking to yourself!

    So you actually went to test having the same character in the party multiple times? :D I suppose he'll free his stunt doubles from prison after FMH.


  2. I'm starting to consider my next playthrough. There's one combo I'd like to try, which I haven't tried for 15+ years since it was so OP in the vanilla game: Light Lise and Dark Hawk (or alternatively Dark Lise with invert armor). In addition to that, I'd like to have healing, sabers, some elemental spells, and possibly a debuff to lower enemies' max HP. Who should I pick as the third character, and which classes would you recommend?


  3. 24 minutes ago, immxalan said:

    One other question: are accessories universal? I noticed in the spreadsheets that certain accessories were specified for certain characters; but I've had no trouble equipping say for example, a Vambrace meant for Lise onto both Duran and Hawks.

    Yes, they are. Duran's shields can also be worn by both Duran and Lise. It's said in the equipment guide (i.e. the file armor_elements_stats.xls), under the rings tab: "all accessoires can be equipped by any character". Since the equipment contain special effects that aren't told by the game in any way due to technical reasons, you should keep the equipment guide open whenever you play the game.


  4. On 16.1.2020 at 5:50 PM, rpschamp said:

    - Ninja Master, Star Lancer, Grand Divina

    This team lacks Anti-Magic, which is especially problematic for this team, considering Hawk's debuffs are elemental-based. If an enemy absorbs certain elements, the jutsus of those elements won't be able to debuff the enemy.

    By the way, if you have Grand Divina cast elemental spells at your party and she has her final weapon, how much damage do her spells usually cause, i.e. how risky is it to cast spells at your own team?


  5. On 31.12.2019 at 11:06 PM, rpschamp said:

    Back at this game after a small break with a Ninja Master, Dragon Master, Grand Divina team. Definitely my favorite team so far. With the final weapons, empowered Antimagic gives my Ninja Master a nasty justu/counter combo to quickly whittle away physical defense with Fireblaze, as long as the enemy has any weakness (true for almost all bosses, with the notable exception of Dolan). All buffs/debuffs with invert armor, Lise provides a shield, Grand Divina provides sabers, healing, and a ton of magical damage, and this team feels nigh unstoppable. God Beasts are falling in half the time they took in previous runs.

    This sounds like a nice party, especially since I've been trying to find teams where Grand Divina is useful. For weaknesses, the group is physically quite weak, and doesn't have very good options for physical AoE, except for Lise's level 2 FST. Do you think the team would work better with Hawk as a Nightblade instead? With Grand Divina providing Dark Saber via Evil Gate, Nightblade can use a boosted Black Rain for AoE damage. Blow Needles is useful for silencing spell-casters, and Deadly Weapon lets you reduce enemies' max HP. Sure, Dragon Master also has Lunatic, but if you give her the invert armor, her Lunatic will increase the target's max HP instead.


  6. The Spiral Moon effect is a puzzle. Notice that Dolan begins the fight by casting Spiral Moon, which doesn't kill you, so it doesn't automatically kill you. You'll need to figure out a certain method to make Spiral Moon deal less damage.

    Hint 1: the method is available for every party.

    Hint 2:

    Spoiler

    Star Lancer has a perfect spell for making it easier to prevent Spiral Moon's damage.

     


  7. On 27.8.2019 at 8:32 PM, Nesouk said:

    Actually between Archdemon and Dragon Emperor, Dragon Emperor was IMO the hardest route, Dragon Hole is waaay harder than Dark Castle, it is fill with the most annoying ennemies in the game, and my god that last room before Korren where the game goes God of War mode giving you dozens of ennemis to fight with no break is a nightmare on hard.

    It would be nice if a save point was added in the room between the marathon battle and Koren. It's just cheap to make the player fight two really tough battles on a row with no chance of saving between them, especially if Koren cheeses you with MT Death Spell.


  8. I'd like to hear some strategic views about physical attacks: when is it better to use normal hits, and when should you use heavy hits? In case you're wondering, I'm talking about this (from the readme file):

     

    Quote

    The regular attack is freely available, does little damage but generates tech points with each hit.
    ...
    A stronger version of the regular attack is available by holding the attack button but no direction button;
    attack power is increased based on strength, miss chance and crit chance is reduced and delay before next attack is increased.

     

     


  9. Spoiler

    I've beat Archdemon on Hard before, and I really wonder what you are doing wrong, since I was never taking 999 damage. The normal spells were probably below 500 damage, and Jutsu-style spells were usually something that will kill you unless you're on full HP, since they did 700-800 damage or more. What is your SPR stat? Some tips for the fight:

    • Use the armor that removes weaknesses. Otherwise Archdemon's Anti-Magic II makes you weak to all elements, and his spells will be even stronger.
    • Note that you won't need Specter's Eyes to cancel his buffs. Casting Fire Jutsu twice will remove his magic buff and debuff him. You should only need one Specter's Eye in the battle, to remove his elemental absorption, so that you can successfully use Fire Jutsu against him (it does only half damage after removing the absorption, though).
    • Use Red Moon Horn or two to lower his level.
    • Archdemon has a ridiculous physical defence. Spam magic against him. Bishop's Holy Ball/Saint Beam works wonders, especially since Bishop can power it up with a Saint Saber (and Lise's Mind Up). Have Hawk spam Water Jutsu, since Archmage doesn't absorb/resist it, and Lise can use either Marduke or level 3 techs.

     


  10. On 5.1.2019 at 0:12 PM, praetarius5018 said:

    hmmm... maybe try Vanadise (the final weapon is supposed to go with her summon spell, actually Swordmaster should be a perfect match to give her full elemental coverage) and Necromancer (black curse, tinkle rain and saber-boostable spells)

    This team is otherwise amazing, but it doesn't have Anti-Magic. Therefore, rather than taking Necromancer, you may consider taking Archmage or Evil Shaman instead. The former gets multitargettable level 2 elemental spells, Anti-Magic, Mind Down, Power Down and Aura Wave, while the latter gets level ~2 summons, Anti-Magic, Ghost Road (MT Power Down), Demon Breath (MT Mind Down), Lunatic (max HP down), Transshape and an additional Protect Up.


  11. I'd like to know which difficulty people are using when playing this Sin of Mana hardtype hack for SD3. So far, I don't think I've heard anyone saying they've actually beat this hack on the hardest difficulty, and almost all playthroughs on YouTube are on Normal (or Tough?) difficulty. I think I've seen one playthrough on Hard difficulty, and it never got further than the battle of Rolante.


  12. I've got some questions about your mod's mechanics:
    1) If you cast Sleep on enemies, will it lower their aggro?
    2) Lord's ultimate weapon (Sigmund) has a description, "Lv2/3 tech gets attack bonus based on target's attack and enables counterable state." What does the note "enables counterable state" mean?
    3) Will Evil Shaman's ultimate weapon (Juggernaut) and the Red Moon Horn accessory lower even bosses' stats?


  13. 5 hours ago, praetarius5018 said:

    Duelist (saber, anti-magic, aura wave), Necromancer (debuffs), Vanadise (buff, heal)

     

    This sounds pretty good. Just to add options, are Energy Ball (self), Saint Saber and Moon Saber worth giving up Anti-Magic and Aura Wave (i.e. taking Swordmaster instead of Duelist)? Alternatively, I could take Evil Shaman instead of Necromancer, so I won't get Black Curse, but I get Power Down (via Ghost Road), Anti-Magic (to compensate for Swordmaster not having it), Demon Breath, Lunatic and Transshape.

     

    5 hours ago, praetarius5018 said:

    Lord (heal, def/speed up, life booster, energy ball), Bishop (heal, def up, magic shield, saber), DragonMaster (debuffs, anti-magic, lunatic, sleep)

     

    This doesn't sound bad, either. For buffs, you get all of them, except Power Up (Energy Ball and Sabers somewhat make up for it). A combination of Life Booster and Lunatic is also nice. I still haven't found much use for Sleep Flower, but Anti-Magic is nice, especially with the Dragon Master's ultimate weapon. Unfortunately, the party has very limited physical AoE (only Lise's level 2 tech), and while the party has Sabers, the only elemental spells to benefit from the Sabers are Holy Ball and Saint Beam.


  14. I think the most important thing would be to ensure that the players won't end up soft-locking the game. If you end up in a situation that you're unable to proceed until you spend several hours to grind for gold to restock your healing items, and even after that, if you're not able to proceed until you can afford some the of the newer equipment, that's just weak game design in my eyes. I've never encountered this problem on the Normal difficulty level, since you usually won't use so many healing items during dungeons that you'll have to spend all your money to restock them (also, I never buy Angel's Grails until late-game, and I don't buy equipment that I don't need). However, I'm not sure how badly resource management becomes an issue in early/mid-game on the hardest difficulty.


  15. 1 hour ago, wazzur1 said:

    Is there a list of spells affected by whitelight ring? Trying to decide on 2nd class changes and this info might affect my decision. Basic sabers and stat magic seems to be affected by it but not the elemental jutsus.

    Also, what does it mean by the curse mod on spells. "Additional weapon damage is always shared with 100%"?

    Check the skills_consumables_traps.xls file, spells tab, the F column. If the spell has multi-target as a possible upgrade, it means it is affected by the Whitelight Ring.


  16. 58 minutes ago, wazzur1 said:

    I stopped getting new spells for some reason. My duran has 11 int on gladiator but only learned the first 2 sabers. Same for lise. Hawk got 17 agi but only learned the first 3 spells. According to the text file, they should all have gotten all their spells by now. I even leveled up a few more times after that but still no spells. Im kind of frustrated with the hack in general though. Its basically just a matter of grinding gold to stockpile on healing items and just spamming heals all day on bosses. The equipment balance part is a nice idea but you pretty much have to go back to the excel file everytime you change equip or buy gear.

    You need the corresponding spirits to learn the spells: water spirit for Ice Saber, Mind Up and Water Jutsu, and fire spirit for Fire Saber, Power Up and Fire Jutsu. It was that way in the original game too, though for balance reasons, there are a few spells that are exceptions. The spells tab in the skills_consumables_traps.xls mentions the element of each spell.


  17. 14 hours ago, praetarius5018 said:

    Alternatively: Ninja Master, Star Lancer, Bishop

    This combination lacks Anti-Magic, though. This means if an enemy nullifies, absorbs or reflects a certain element, the Ninja Master will be unable to debuff the enemy with the Jutsu of that element. For bosses, you can buy a few Specter's Eyes from Byzel's Black Market, but they're awfully expensive, so there's not much you can regularly do against monsters like Gremlins or Power Builders. Some monsters also nullify physical attacks, so without Anti-Magic, the best you can do against them is a Saber-powered Jutsu (or Saint Beam).


  18. 21 hours ago, Caliber70 said:

     :P  omg

    Seiken Densetsu 3 (Japan) [En by LNF+Neill Corlett+SoM2Freak v1.01].000.png

    Death Hand, Duelist and Bishop? It sounds like there's quite a lot of redundancy with the Sabers. I'd probably have used Dervish instead, to get Protect Down and Speed Down. Protect Up and Magic Shield as your only buffs, too. Tell me, on which difficulty did you play, and how was it to play with such limited buffs/debuffs, and next to no elemental spells?

     

    6 hours ago, praetarius5018 said:

    2) Completely new, a counter attack by the player;

    if you hit an enemy with a lv1 tech during their attack animation or shortly after (I think up to 3 secs after), you deal increased damage (how much more depends largely on weapon and to a minor degree on enemy type) and reset the aggro of enemy's counter.
    Certain weapons or accessoires give additional benefits to this, like permanently reducing defense (stackable even) or healing the party.

    I have two questions about this counter mechanic:
    1) can you counter enemy spells and techs too, not just physical attacks?
    2) can you counter non-sprite bosses too (e.g. Full Metal Hagger, GBs, final bosses)?


  19. How necessary is Anti-Magic in the latest version? In some of the earlier versions (around v0.5), it was practically compulsory, as Specter's Eyes cost way too much in the Black Market, some enemies were immune to physical attacks, and some bosses were just almost impossible to damage without Anti-Magic

    Spoiler

    (such as Lugar being immune to physical attacks and countering every spell with techs).

    In the latest versions, though, there are weapons that bypass the physical immunity, the hate mechanics work in a different manner, and the boss designs have been completely changed. Praetarius, would you have a list of bosses where Anti-Magic is needed, so I can consider if it's worth it having a party without Anti-Magic, the answer depending on how many Specter's Eyes I need to buy/farm?