Cross

Member
  • Content count

    83
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Cross


  1. @blackcat777 for the moment I have some of the starting weapons, but I haven't used them to gain some stats for the weapons themselves. I haven't played again, yet. I'm juggling between; making a game, playing SRW A, and playing this hack.

     

    EDIT: Thank god I got that giant hammer in the locked room. How much HP does this second fucking dragon have? He hits harder than any of the other bosses so far...and damn that tail attack, one shot and I'm dead, if I don't avoid it (which is 90% of the time).


  2. Did you...you know, at least tone down his own cheesiness? (I fucking hate his insta-death normals) Too bad on the evasions tho, well I'll just wait for the day that the modding scene matures for that to happen. Yiazmat is my only gripe, thanks for clearing that out. Oh and I'd like to one shot that a-hole for once, 1 HP isn't that bad. :kappa:

    • Upvote 1

  3. 30 minutes ago, the_E_y_Es_o_0 said:

    No problem. Out of curiosity, are you new to the game or revisiting?

    I'm a returning player, but I got lost in the forest maze...didn't read a guide and just, well...left it.

    30 minutes ago, the_E_y_Es_o_0 said:

    Yes. Agility and Risk determine your % chance to hit something. High AGL and low Risk will increase the %, low AGL and high Risk will diminish it. This applies to the enemy's hit % as well.

    Since you can't boost your AGL through magic yet, just keep your Risk low using Vera Roots, and attach the Braveheart gem to your weapon's grip, if possible. It raises your hit % by 20%. Very useful.

    The distance between Ashley and his target doesn't affect his chance to hit it. Either something is inside your weapon's range or isn't. So you don't have to worry about that.

    I knew about Risk, but had to be sure about Agility. I planned to go with heavy equipment...but I guess boss fights are centered more on rushing DPS than ever. Right, distance isn't an issue...I got Braveheart on my shield tho, but, I'll try to change my grips. I never knew that the grips where the ones with slots.


  4. 2 hours ago, the_E_y_Es_o_0 said:

    The enemies' base damage was increased for the mod, and IIRC those Lizardmen carry 2-handed weapons which are quite powerful. So even if you apply a partial decrease to their STR, their damage multiplier and their arsenal are against you. So don't count on Degenerate for taking less damage, but for dealing more damage to the opponent's weakened defense.

    Oh I see, I thought it only affected the attack strength of enemies. I don't actually know the game inside-out, sorry. Also is agility tied to accuracy? I dunno what to do with my shit accuracy with the body of the golem using my Pink-something (forgot the name of the club), is it just because the body is far above me that I have low accuracy on it -- or is there anything I can do to increase it? Your mod feels Dark Souls-ish, take this as a compliment. :)


  5. Can you give me some tips on the second boss battle? Its like the gargoyle asses in DS1 all over again. only this little shit hits all body parts and kills me in one hit.

    EDIT: Oh god, finally beat him, just had to rush my dps a bit.

    UPDATE:

    Okay I'm at the Golem boss right now, I'm wondering how I'm gonna dish out some damage to this son of a bitch, I just died from him and was dealing 13 damage on his body and 1 on all other body parts...is there a trick here?


  6. 1 hour ago, Windows X said:

    Re-balance jobs (maybe some stat improvements or downgrades) and job tree
    -I recommend trying to re-balance based on original concepts. Some classes may have unusually high or low for some reasons so try to make changes within the same level.

    Yeah, I'm not gonna go crazy on re-balancing the jobs, just a few tweaks to my liking.

    1 hour ago, Windows X said:

    Re-balance enemies (stats, equipment and abilities) -- this is to avoid playing it only in hyper-offensive teams rather than a mix or defensive teams.
    -I found re-balancing enemies is a bit hard to get it done right. I wouldn't recommend changing stats on enemies until you play with your mods for a long while.

    That's the plan. I'd like to have a game where diverse setup is better than sticking to one thing and one thing only.

    1 hour ago, Windows X said:

    Re-balance some of the equipment.
    -That's interesting concepts and I recommend to do with moderation. Check weapon stats carefully and make changes that won't break the game balance.

    Well I mostly want some early game ways to inflict status effects and such.

    1 hour ago, Windows X said:

    Spells will generally be faster as to avoid being not used for the majority of the game.
    -Spells are fast enough. There's a good reason why they have shorten cast time ability. Only the first level of spells are a bit too slow because CT 3 -> 2 won't be awesome so they raised to 4 instead. Reducing CT by 1 should fix it.

    Yeah that, I'll just see what I can do with the things I'm doing right now.

    1 hour ago, Windows X said:

    Make status spells GREAT AGAIN. (Aiming for 60-80% chances, need some insight on this)
    -60-80% is too high. It's almost like you'll mostly guaranteed to hit. I set Rend with 35-45% chance in my mod but they work like 90% chance of breaking gears during tutorial with PA bonus.

    This is before evasion mind you, so yeah, I think this would equate to 50-65% but not sure yet. For the most part I really want to make it hit, so I'll see what happens.

    1 hour ago, Windows X said:

    Get rid of/balance broken shit.
    -Agreed. Please remove Arithmetician spells.

    I don't like broken random things so yeah, I will remove it.

    1 hour ago, Windows X said:

    Cure 3 changed to Nirvana -- sends a poor forgotten soul to heaven (or hell whichever you choose). Damage enemies with holy light. (yeah forget the first part)
    -There's already Holy spell and strong enough to send some to heaven (or hell)

    This is mostly for early game.

    1 hour ago, Windows X said:

    Cure 4 changed to Mana -- giff me 30 mana for 10 mana.
    -Too broken and render Chakra/Ether useless. I wouldn't recommend that.

    Have second thoughts on this as well. But I'll test it out just for the heck of it.

    1 hour ago, Windows X said:

    Cure 2 changed to Sanctuary -- heal in a large area.
    -Large area heal and it'll heal your enemies too. Making it ally only would be too cheap.

    Yeah I'll take your word on this.

    1 hour ago, Windows X said:

    Removed Level 3/4 of black magic -- didn't make sense to have.
    -It does. There's halve MP and shorten cast time making some exceptional strong be more useful.

    I'm planing to have a compressed list rather than repetitive spells that just gives more AoE.

    1 hour ago, Windows X said:

    Fire 2 changed to Firestorm -- same range as explosion bigger AoE.
    -Bigger AoE means you'll have more chance to hit your ally too. Unlike TO:LUCT that have no CT, you'll find undesirable outcome sooner or later.

    I'll see what I can do about it after a few tests.

    1 hour ago, Windows X said:

    Bolt changed to Lightning -- single target spell that inflicts Don't move.
    Bolt 2 changed to Thunder -- small AoE spell that also inflicts Don't move.
    Ice changed to Frost -- small AoE spell that inflicts Don't Act.
    Ice 2 changed to Ice Raid -- medium AoE spell that also inflicts Don't Act. (need a simpler and more creative name for this)
    -Adding status effects with spells is interesting but that'll make Swordskills useless since its strength is being able to add status effects where spells can't.

    I'd like to see more choices. So try first before anything else.

    Thanks for the insight!


  7. For once in my life I want to see something finished by me (well except college, that's a different story). And I hope you guys can help me along the way.

    Here's the rough draft of what I'll be making with the game, hopefully more ideas will come my way:

    • Re-balance jobs (maybe some stat improvements or downgrades) and job tree
    • Re-balance enemies (stats, equipment and abilities) -- this is to avoid playing it only in hyper-offensive teams rather than a mix or defensive teams.
    • Re-balance some of the equipment.
    • Spells will generally be faster as to avoid being not used for the majority of the game.
    • Make status spells GREAT AGAIN. (Aiming for 60-80% chances, need some insight on this)
    • Get rid of/balance broken shit.
    • Make all encounters go on average level with your party. (I think I'll have bosses start with +5 levels or something, thoughts?)
    • Make NPC's controllable.
    • Implement a Exp/JP ASM hack if needed. Credits to Emmy of course.
      Spoiler

      Rather than gaining Exp/JP per action you get it per battle.

       

    EDIT: for now this project is on hiatus, all my focus is currently on an RPG I am making

    • Upvote 2