GamingFiend

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  1. Oh I apologize if I struck a nerve with my Stamina attack fetish! I think I see where you're coming from where it's meant to be a defensive build option sacrificing some damage/healing output for increased longevity. What do you think about Fenrir change?
  2. Hello BNW fans. In anticipation for 1.10 I made my own personal edit of BNW 1.9 using FF3UsMe. The changes I made are mostly for personal taste and for the excitement of making your own personalized experience. I have no skills outside of using FF3UsMe for editing and I don't even know how to make a Patch and upload it so others can try this edit, if there is interest and someone can explain how to do that I'd be glad to share it. Here are the changes I made with respect to 1.9 MP changes for Ramuh/Shiva and Ifrit from 48>>32 and MP cost of status spells reduced as per version 1.10. Also switched the spell list around to reflect Version 1.10 and buffed the strength of respective summon like Maduin/Bismarck and the made changes to Sap/Bio/Dark to reflect version 10. I didn't edit all the spells (like Quake and Break for instance) because I am not sure what their spell powers were changed to following the MP changes. Also Crusader learning Demi/Quarter and Celes learning Life naturally was done. Ice and Bolt special reduced MP. Ice now costs 5-18-54 (From 6-20-60) and Bolt 6-20-60 (From 8-24-72). It is now proportional with MP>Spell Power and frankly it never made sense to me why Bolt was so much more expensive than Fire but was only 20% stronger. Terra: Buffed by the changes in Ice/Bolt cost but otherwise the same. Celes: Holy now STAMINA damage and is buffed to the power of Flare ( now 45mp with a power of 60). For consistency, Alexander is also Stamina Based now and casts Imp on all enemies. While Stamina Celes didn't necessarily need Holy, it does synergize well with the AoE special ability. This change was more for Cyan which i'll explain in his section Due to this being a nerf to Magic Celes, she gets a buff to Merton. Merton now boosted from 120>>150 base power and the HIT ALL gimmick now removed, enemies only. It also causes Sap. Magic Celes may have lost Holy but Ice/Bolt magic have the MP reduced too. Locke: Drain is now STAMINA based, which synergizes extremely well with Kirin's Hp+30/Stam bonus and Atma weapon HP mechanic, making the build even more viable. Edgar: Warp is replaced with Wind a new spell on Palidor that is essentially a stronger version of Break at 36 MP, spell power 48, defense ignoring, but also STAMINA based. Now Stamina Edgar isn't completely defenseless. Edgar base Stamina also boosted from 24>>30 to make it so that Wind spell can actually out damage spears. Note Warp Whistles still function identically to WARP despite the spell no longer existing meaning the item essentially replaces the spell entirely. I'd like to give Edgar a spear that functions like Atma weapon for Stamina damage or make Bio Blaster a Stamina based Tool for dmg, but it is beyond what I can do in FF3UsMe. Unicorn is an incredibly silly and gimmicky build at this point in time for Edgar Cyan: Holy being Stamina based now means Cyan actually has a reason to use this over Dragon, and with the power boost can out damage Dragon. Alexander mixed with Empowerer gives him even more random clearing potential and a reason to utilize that summon over Eclipse. Kirin also changed back to Stamina making it a one time RegenX cast. These changes do serve to further buff the Kirin Cyan who was probably already the superior build. Cyan Vigor boosted from 42>>48 to tie him with Sabin and his Swords buffed in Battle Power Kazekiri 150>>160 Murasame 160>>180 Masamune 180>>200 Mutsunokami 210>>240 Sabin: For quality of life, I made his Blitz all 1-2 button inputs on the direction pad. The Drain change being Stamina greatly benefits him, especially with Terrato levels I incorporated some of 1.10 changes to his Blitzes that I could: Aurabolt-30>>36 Sonic Boom 36>>50 Stamina Based no longer ignore defense Suplex sets Stop Gau: Starts with the Magic Bone equipped. I never could find it normally anyway. Fenrir changed from Spd+2 to Mag+1/Spd+1. Meant as nerf to the stupidly simple speed Gau and to diversify him a bit. Gau's base magic dropped from 30>>24 and base Vigor from 36>>42 to help compensate for speed loss and mitigate early game weakness of attack damage with him. Magic Gau potential to be an absolute monster if used properly. Shadow: Fenrir now Mag+1/Spd+1 instead of Spd+2 actually gives Shadow 2 REAL builds, and a Hybrid build. Shadow Base magic reduced from 36>>30. Phantom Shadow also benefits from the buffs to Katanas. As an aside, I am not a big fan of piling on speed, it feels like wasted levels most of the time. I understand the value of it when characters have a lot of Espers to choose from, but with Shadow/Gau only having 2 to choose from and one of them being Spd+2 it felt very limiting. Relm: Perhaps the biggest change. The spell Slow is completely removed from the game, and is replaced with SlowX in every instance in the Esper list and Terra/Celes natural magic list. This opened up a spell slot for Comet, a STAMINA based spell that hits 4x (like Flurry and Tempest )at a magic power of 20 (x4) at a cost of 60mp. Hits random targets . The spell is learned on Bahamut. Gives Relm a possible reason to build Stamina. Strago: Dark boosted to 72>>90 as per 1.10 and now Raze is STAMINA based. Quality of life change: Strago starts with all Lores EXCEPT Black Omen. I was never a fan of going through the effort to find and learn them all. Did not edit Lore MP and power values to 1.10 values yet. Mog: Only really affected by addition of Wind of Palidor which doesn't change him much. Setzer: Blackjack/Trifecta and Solitaire changed to reflect 1.10 Blackjack 36>>45 no SAP Trifecta 75>>90 and causes Sap (no longer stop) Solitaire 90>>75 Overall the characters received buffs, which I admittedly did not off-balance with any difficulty increases. You can self-impose difficulty with NO EXP or limiting Esper levels anyway, or use the Nowea Hard Type. The main theme here was definitely introducing more Stamina uses, especially for Relm and Edgar whose Stamina builds were not very good or interesting. Fenrir change should make Shadow/Gau more interesting, even with the nerfs to their base magic end game Fenrir builds on them may be devastating. Comet on Relm having random nature makes it less reliable than Flare/Meteor but it would likely outdamage those spells when hitting single targets like bosses. I may possibly nerf it down a bit so Stamina Relm doesn't become the clear way to go. Anyway, hopefully some of these ideas were interesting to you guys. I haven't given this "version" a playthrough yet, and wanted to make a few more edits based on feedback and adding some more 1.10 stuff in where I am able to with FF3UsMe.
  3. Are Relm/Edgar getting anything in 1.10 to make their Stamina builds more than just a gimmick? I remember reading somewhere Relm was getting a staff that proced a Stamina magic attack
  4. Christmas Break at last. I wanted to chime in with a build for Celes. I recently did a playthrough of Seraph 5 levels in WOB and continued it with all Alexander in WOR. It was actually my favorite build on Celes I ever tried. Her Stamina special was plenty strong enough without Stam investment to make her an asset for random encounters, and I never had any qualms about placing her in the front row with a Vigor oriented build or with double long-ranged weapons in the back, whereas I had to constantly worry about her dying before with Ramuh heavy builds. With a heavy Alexander investment Celes is the tankiest character in the game, in large part cause Cyan/Sabin can't equip shields. Want a magic Celes, keep her in the back with magic equipment, her Mag is powerful enough to perform reliable heals and do consistent damage to bosses especially hitting weaknesses. Going Berzerk with a Crusader +25% boost is no longer such a high risk proposition with her sky high HP. I'd often switch to a Mag build during a boss battle to make her an unkillable Red-Mage, and use Stamina equipment during the dungeon to ease through random encounters. She essentially never died during the playthrough barring instant death spells. With 5 Seraph levels and using the Soul Box MP is hardly concern.
  5. Where is Daisy? In Seaside Town? I can't find her
  6. Got it! An in game hint is probably not a bad idea there cause it comes out of no where with no warning Content mode so far, truly amazing the years of work are showing in spades. I love the renewed emphasis on elemental attacks and the appearances of the Axem Rangers in early parts of the game. The renewed focus on elemental weaknesses is also great to see. I also love the creative use of the unique items within the game now. I made it to Yardovich now and the dude is kicking my ass. Mario: I kind of wish I had invested in his Magic at level up rather than attack. He has very affordable magic attack and a variety of elemental attacks to choose from. Mallow: I have to admit losing early game thunderbolt made things a lot tougher early on, ESPECIALLY the Kero Sewers. I'm not sure if it made for a more enjoyable experience tbqh. Shocker is nice though for consistent boss damage and killing tough random enemies. His renewed focus as a mage is good to see. Geno: His timings are difficult, and his Geno Beam is very weak for the cost, with his standard attack outdamaging it consistently. Finally got Genoboost which helps a lot, but I'm not digging him much this time Bowser: Fantastic tank, high damage, very simple character. His Fire Breath is low damage but has a Burn effect that works on bosses. Peach: Her starting War Fan is her main damage which is very low, and she only has Group Hug and Wishing Star now at level 55? Without an endless supply of Froggiedrinks though, she is really important for bosses with the Group Hug deal. ------------------------------------------------------------------------------------------------- A few constructive criticisms so far from an admittedly novice player to this hack My minor complaints are Timings. Especially Geno, I can't seem to get him to do good damage cause I mess up the timings and don't know what to aim for. A quickie guide to the timing even with just text would be very helpful and appreciated. Sooner access to vital spells, especially for Peach Bowser and Geno would be nice. Their spell list is very poor for a long time. The only AoE you have access to is Snowy which leaves you a bit locked in a corner against water/ice elemental enemies. With enemies being much tougher now, more emphasis on status spells that were largely ignored in the original game would be GREAT, like Peach's sleep spell and Bowser's Terrorize.
  7. In that case, there really is no way to get past this besides overleveling to break the HP cap you need ( Or boosting magic defense up enough?). If that's the case this should be addressed in the next patch. I may need to use a cheat code to get past this
  8. I tried defending this but failed. Any hints on the timing? I want to get past this boss and continue with the game. I have it save stated right before the arrow rain so I can keep attempting it
  9. How are you supposed to survive this? Content mode here. I am stuck at this boss can't get past it
  10. Thank you so much, I did indeed patch it correctly. Much easier than I expected. Can't wait to try it. I played the original a little bit and I remember getting the Terror Knight and becoming frustrating with him being so weak and quit playing.
  11. Dumb question, I have not played the original and have no idea if I patched it correctly, I followed the readme instructions. How do I know if I am playing the patched version of the game at the start?
  12. Any chance on the addition or replacement of a spell? Through testing I found that the Warp Whistle retains its effect without the Warp Spell being present in the spell list (both in and outside of battle), so the Warp Spell is unnecessary and can be reworked into something else. I posted a couple of ideas in the Experimental magic build thread for possible Stamina options for Relm and Edgar since atm their Stamina builds are more gimmicky than useful, at least in 1.9.
  13. So I was messing around with FF3UsMe with BNW mostly to figure out what the mystery egg did and experimented with some magic edits. Specifically, I removed some redundant spells to make room for new spells. Warp: I discovered that the Warp Whistle works independently of this Spell's existence in the spell list, and as such the spell Warp isn't really needed as long as you have a few warp whistles on stand by. 1 Spell slot freed. Slow and Scan: I combined these 2 spells together into a spell called "Slocan" that both slows and scans the enemy. Might be annoying for random encounters but honestly, who uses "Slow" on random encounters? If slow misses, the scan effect still works! The new spells I created with the freed up slots were: Comet: A STAMINA Non-Elemental Magic spell on Bahamut that hits 4x like Cyan's Tempest meant to give Stamina Relm some MUCH needed offense. The specs I chose were 60 MP and 20 base power ( which is 4 individual attacks at 20 BP) Defense Ignoring. Aero: Stamina Based Wind spell on Palidor for Mog and Edgar, acting as a Offensive option for Stamina Edgar and an Upgrade to Break for Mog Still sorting out what the 3rd additional spell may be, or just keeping SlowX in the game. Been playing through the game for the 2nd time using Stam Edgar and Stam Relm with these edits and I must say it has been a lot more fun!
  14. I saw that actually! A weapon proc spell I believe?
  15. Same one used on the Behemoths for Meteo
  16. If that's all it does then how is FF6 T edition possible? That mod has many more additions than just enemy AI bank
  17. Celes does have a Stamina Attack too with her special hidden relic. I don't see the uniqueness issue, as it's kind of ubiquitous. Only Relm, Strago, Locke and Edgar don't have one. Locke and Edgar can through Omega Weapon. Relm has Regen X but a massive burst heal from that isn't a big deal considering she can burst heal with Cure 3 in a Magic Build. It's a bit hard to justify the use of Stamina Relm and when I did my Tier List on this page. Strago has Odin Summon, which is MP intensive but viable with heavy carbuncle investment, and gives him a 1 turn burst damage during a boss fight. http://ngplus.net/index.php?/forums/topic/53-whos-your-mvp/&page=2 This Tier list was for 1.8, and the new stamina additions likely affect it. Unicorn Edgar probably jumps up to C Tier, but because the Cover mechanic is anti-synergistic with Stamina it's very limited. I could see him being a respectable team member if holding Omega Weapon and Nirvana Band so that his heals and damage output can at least be effective enough to not feel like a wasted turn. Stamina Relm is frankly not tanky enough for the Counter mechanic to be useful and as I said earlier the stronger Regen X is irrelevant because Cure 3 exists for Burst heal. The trade off for Mag+ which is so powerful on her with Flare/Meteor/Osmose is too much. Next to Umaro, she is easily the worst character/build in my opinion, Umaro might actually be better. You could I suppose use Stamina Relm in the capacity of Regen X healer but even with high stamina her HP is so low that she can die easily. I struggle to see the upside. Even with Intercepter it's very underwhelming, and losing Shadow for that purpose is just plain silly. Tier List Synopsis: A Tier A+ : Stamina Terra A: Phoenix Locke A-: Maduin Terra, Kirin Locke, Magic Edgar, Magic Celes, Magic Setzer B Tier B+: Vigor Edgar, Terrato Sabin, Crusader Celes, Vigor Cyan, Shadow, Gogo (infinite versatlity poor stats), Zoneseek Relm, Magic Strago, Stamina Setzer, Magic Mog B: Vigor Locke, Vigor Celes, Maduin Mog, Vigor Mog, Speed Relm B-: Bismarck Terra, Golem Sabin, Speed Gau C Tier C+: Stamina Cyan (late game), Stamina Gau (late game) C: Stamina Strago C-: Stamina Sabin D Tier D+:Unicorn Edgar D:Stamina Relm D-: Umaro (Uncontrollable almost no utility)
  18. If you had your heart set on unicorn Edgar Omega Weapon is a good idea. what about a Stamina Based Bio Blaster? Basically a weaker and slower Flash? That would help his atrocious offense option. He can rely on Remedy and Unicorn Summpn for healing
  19. Better solution would be to make a spear that is Stamina damage based like Atma/Omega weapon
  20. True, to be fair Locke will have to choose between Bolt and Fire too, and may use it fairly regularly if going for a Phoenix build of him Unicorn Edgar is odd and mostly compares to Golem Edgar. For simplicity sake, compare a pure 20 EL Golem Edgar to a pure 20 EL Unicorn Edgar. The Golem Edgar sacrifices 200 HP and 20 Stamina in exchange for 20 Vigor, which gives Edgar a marginal defense boost and a considerably higher offensive presence with Jump and physical tools. The 20 Stamina granted by Unicorn does not benefit any of Edgar's tools or his healing capabilities with magic, thus his offense and Cure 2 are at an all time low. The main benefit is he will have tremendous staying power, particularly since unlike Cyan and Sabin he can equip shields and has a better armor selection. But Cyan and Sabin offer superior options that Stamina can fuel, Cyan with Dragon and Eclipse and Sabin with Mantra and Chakra. A Unicorn Edgar just feels like a tank with no cannon. He can give good ST heals with Remedy and a one time MT heal with Unicorn but that's as far as Stamina will benefit his skill set. Counter/Cover has poor synergy with Jump, since Edgar cannot C/C if he is in the air jumping most of the time, so you will probably want him in the front row using Chainsaw/Drill during bosses, trying to benefit from his C/C and counting on him being alive to Defibrillate downed members and heal/purge with Remedy. It's the poor synergy with Stamina that makes it feels like a niche for Edgar when compared to Cyan and Sabin especially.
  21. I doubt players are sitting there with a pen and paper and looking at the enemy HP stats and calulating the damage of Fire vs Bolt on Locke deciding which one to use, especially when the random factor to damage
  22. Here's something that always perplexed me. Why are Ice and Bolt so much more expensive than Fire to cast? Fire costs 4 and Bolt costs 8, but the power is 27 versus 33. It doesn't seem to make much sense economically to use Bolt over Fire unless you're hitting a weakness?
  23. Your ideas for the Espers are especially intriguing!
  24. In my personal opinion I'd go with it's own build, because Stray Sabin probably wants some Terrato levels anyway because of the synergy with the regen ticks and Golem Summons. Terrato is designed to maximize Golem summons while maintain a lot of Stamina's benefits (high regen ticks due to extremely high natural HP, and massive Mantra Heals). It also maximizes his survivability in the front row, and because Sabin doesn't have a shield and generally lower defense equipment, having the massive HP is really helpful, because he will take 1,000+ damage from powerful boss hits. Because his Vigor is quite high naturally, he can still hit very hard too! Focusing exclusively on Golem levels will lead to higher damage but I feel Sabin's damage will never be as high as the top damage dealers so it's better to focus on his tanking and support potential in general.
  25. Just spitballing an idea here, but perhaps instead of linking class bonuses to ELs in a particular Esper, it could be done simply by their regular level and be a Talent, taking a page from the Dota 2 Handbook. Here's an example for "Medusa" in Dota 2. For example, a Celes tree could appear as Level 10: Vigor+5 or Magic +5 Level 15: White/Grey Magic cast rate up or Black Magic cast rate up Level 20: Runic ignores party/auto-counter with Runic or ??? damage up 20% Level 25: Magic Damage + 25% or No Dual Wield Penalty + Crit Chance up Coincidently, the Dota 2 levels fit nicely into BNW as well since unless you're striving for a low level game most players will hit Level 25 before Kefka Tower. So the general trend would then be: Level 10: + 5 boost to a main stat choice (Vigor Magic Speed or Stamina) Level 15: Spell or ability cast rate boost up choice Level 20: A choice between 2 buffs affecting that character's special action Level 25: A significant boost to the character's damage/healing or tanking potential (possibly another ability buff too)