Kei

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Posts posted by Kei


  1. 6 minutes ago, HeavyC4 said:

    Sorry for double posting but should I just go with the difficulty patch or was the double patch thing was the right move? cause i'm ready to delete this modded file and start again. cause i just beat bruiser.

    Do the colors look like this?

    Screenshot

    If yes, it sounds like you applied this patch https://www.romhacking.net/hacks/80/ , or the rom you got already had that patch applied to it. Try getting a new clean rom with only the translation patch applied


  2. One question about element armor, if I have a weakness to an element and equip the armor/accessory that resists that same element, they cancel each other out and the character becomes neutral to it, right? So if I wanted to take a character that's weak to an element and give him resistance to it, I'd have to equip both the armor and the accessory. Is that how it works? 


  3. Well, I was aware of the savestate problem so I always load an ingame save when starting a session, but I did load state sometimes when wiping to the boss to get back to the action faster, and maybe since that fight had a lot of spells going on, the RAM reached its limit faster? Didn't play for more than 1 hour and a half though...

    Anyway, I'll take extra caution and pay attention to see if it happens again and under which circumstances.


  4. 6 hours ago, smileless said:

    Enemies with death spell will also have the same advantage over you, like those power boulders for example. Tho am not sure if there is any other mob that casts spells like death spell.

    That makes sense, but I think it's only fair (since Gorva doesn't have Death Spell anymore, at least...).

    Aside from that, I was thinking that maybe the scaling patch doesn't just incentivize skipping fights whenever you can, then? That's if bosses scale to player level as well, though.


  5. 1 hour ago, smileless said:

    The enemy trying to cast, all of my characters being on cast mode or trying to use a tech.

    On mispolm for example after Kevin used a lv3 tech right when the animation was about trying to finish the screen froze. On Xan Bie I think I was casting speed down during the animation it froze. On Heath I was casting Mind Up during the spell animation the game froze.

    I see. On my case, it froze right as the ring menu began to open while Kevin was hitting Dangaard repeatedly with Moon saber applied. That fight is also very laggy overall. I don't know if netplay had any influence though, was playing with a friend


  6. If you're going to use his final weapon, probably focus on lv1 techs and countering? Someone correct me if I'm mistaken, but what the Spiral Glove does is leave the enemy in counterable state for a while longer if you hit a successful counter, so the rest of the party can easily counter it as well. Pair him with Hawk (set to use lv1 tech) and Equip fireblaze on them both and go ham I guess? Don't know how well it would work with AI partners, though


  7. 5 hours ago, smileless said:

    Well I managed with the Hawk, Lise, Carlie team just fine without heal light till after second class change, even those parties I played that had heal light I didn't use it that much until after second class change, healing items become very efficient with the right set up. Good if you want to have it but to me it wasn't mandatory till second class change, I think it was manageable just fine.

    It's not really for use in battle per se, more of a convenience for the post-battle auto heal. But yeah, it doesn't take too long from the first class change to the second one in this hack, thankfully, so I guess it's pretty manageable


  8. 6 minutes ago, smileless said:

    She could heal plenty with items with the right built. Does the job fine. Didn't necessary mean just by heal light (my bad if it came that way)

    It's gonna be annoying not having Heal light until the second class change because of the auto-healing after victory though, and you're gonna dump a lot of money on healing items. Still, it's doable if you have the patience


  9. 32 minutes ago, rpschamp said:

    Those level 1 techs are perfect for a counterattack strategy; plus, it's more fun to try to time your counterattacks than just attack away racking up critical hits.

    I also find myself making decisions more on what interests me than what will necessarily work out best, but Dervish also gets Leaf Saber which Ninja Master will love, so not a bad choice at all, good luck! (Also remember for the future that Death Hand's multitarget Lunatic can be flipped with invert armor, leading to the only multitarget Life Booster in the game! I don't know exactly how useful that would be but it sounds kind of awesome.)

    Remember to come back and post your evaluation of Dervish's final weapon once you get a chance to try it!

    Sure, we're doing both counters and crits, it's just a matter of which one we'll be gearing up for. Also nice thinking on the inverted Lunatic, that armor + the targetting option opens up so many strategies it's crazy, I'll keep that in mind for future playthroughs. It'll probably take a while before we get to the final weapons since we don't play that often, but I'll remember to comment about it when we do!


  10. 5 hours ago, praetarius5018 said:

    much more attack than regular wolf form at cost of defenses.

    Interesting, I'll have to see in practice if it's worth it though

     

    7 hours ago, rpschamp said:

    I think I someone said it’s just an attack bonus but I’ve never used it so I’m not sure. You’ve already chosen your final classes, correct? If not, I wonder if Death Hand for Kevin might make more sense since Lord already offers Energy Ball and Dervish’s debuffs are already covered. If you’re still early in the game, you might also consider Kevin’s light path; God Hand gets both Power Up and Counter Magic to cover your magical defense (it does not reflect spells in this game) while keeping access to Saint and Moon Sabers.

    The cool thing about your team that you can try both critical hit and counterattack setups and see which one you prefer. If Duran is your lead character though, the counterattack setup should work well against his sub-bosses who I think require counterattacks to beat them.

    We didn't choose our final classes yet, we're at Ninja/Bashkar/Knight, so no light Kevin. Lead character is Hawk and my friend is playing Kevin. He doesn't like stopping the action all the time so I tried to make a team that revolves mostly around basic attacks and lv1 techs, that's why Dervish seemed the logical choice. Death Hand with Lunatic and elemental sabers seems very appealing, but Dervish does have Moon saber, and I also wanna try out that final weapon so I guess I'm going with Dervish on this one. 


  11. You're right, I didn't even check the Lord's final weapon against the Paladin's...Sure seems a lot more useful, since I was already planning to use Fireblaze along with Ninja Master's final weapon to force counterable state, but the Lord's looks much easier to proc (could always use both though). I was thinking mainly about going crit setups with energy ball+analyse, but this'll make me rethink that...

    By the way, do you/anyone else know what the Dervish's final weapon effect actually do? Just an attack bonus for the wolf form, or? (Surely it doesn't actually turn Kevin berserk/uncontrollable?)


  12. 21 minutes ago, rpschamp said:

    Demon Neckband can only be bought from the cats when you're fighting the God Beasts, so not yet.  With your team, since Duran is a Paladin, I would stick with Protect Up for most situations since that gives a 25% reduction on all physical damage without the extra equipment. But for those heavy melee/tech damage situations when you want the extra defense, your easiest path is through Dark Saber: Duran can wear Swordsman Armor or Demon Neckband, Hawk can wear Demon Neckband, and Kevin, who naturally resists dark, has the option to wear Whitelight Ring if you want to target all enemies.

    Yes, that's what I was thinking on doing, thanks for the heads up.

    Also I'm kinda torn up between Paladin and Lord (we didn't get to the second class change yet); we're going for crit and evade on our guys (Duran with a shield and geared for evade plus the AI evade bonus makes for a very durable tank against random mobs), so MT Speed up (and a second energy ball caster) from Lord would be very nice on this team. However, not choosing Paladin means I don't get Saint Saber/Turn Undead (which are huge on Hawk's route), and also Anti-magic which is expensive at the black market.

    Maybe choosing Lord just for MT Speed up isn't worth it since Ninja Master already has MT debuffs, but I dunno. Thoughts?


  13. On 3/31/2020 at 3:22 PM, rpschamp said:

    The important thing is though that in high damage situations, when you really need it, you can reduce enemy weapon or tech damage by close to 45%. So, when enemy weapon or tech damage is your main source of damage and they are doing a lot of it (werewolves, knights, ninjas, Lugar, Bigieu, etc.), a saber/resist option may be even more useful than Protect Up.

     

    I'm playing with a friend right now a party of Ninja Master, Dervish and Paladin, and that strat intrigues me, but I'd need a Demon Neckband to turn Hawk resistant to dark (and it lowers defenses), so I'm wondering if it'd be worth it. Don't remember if that can be bought before Lugar (I think the cats only appear when you're doing the god beasts?), but I think I'll try it against Bigieu (looking forward to but also fucking scared of that fight)