Vaylen

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Posts posted by Vaylen


  1. 3 hours ago, BTB said:

    Bserk and muddle resistance is something I've pondered before but ultimately decided to leave as-is. It's not something I have strong feelings for either way.

    Disabling Warp at the Colosseum could prove tricky, since doing so is a function of the enemy, not the formation.

    I see. Warp in the coloseum is just really annoying... Tried to fight Siegfried with Shadow - but Shadow just did not want and warped out of the battle thrice before finishing him.


  2. Dadaluma is kind of a damage race. At some point, he starts throwing spoons more frequently I feel... That's when you are starting to lose the race. Aside from that, he is pretty manageable due to his poison and ice weaknesses and being human - nigh every character has something powerful against him. I think that was done really well to give you a leg up in the fight.


  3. 24 minutes ago, Nesouk said:

    LV19-20 by the end of the Floating continent, should be LV23 for Daryl Tomb, tough you can get through area being underlevel, in WoR try to often swap party members and for each new take the ones with the lowest Level this should make yourself have a somewhat consistent challenge, I never grind and never use the "No EXP" option during my playthrough and end up beating Kefka around LV30-32 and I never felt myself as being underlevel or overlevel except maybe at the beginning of the WoR because I started with Cyan (Zozo Mont) and Shadow's dungeons which seems to be quite tough if you just get off of Daryl's Tomb, Relm's dungeon however end up being too easy due to the LV I had gain from Cyan and Shadow's, I don't know what would be the best order to do stuff in WoR for a consistent challenge but overall IMO Jidoor's mansion should got first then either Veldt Cave or Mount Zozo, Phenix cave should be last character's recruitment dungeon, as for other optionnal Narshe up to Tritoch and Cyan's nightmare seems to be the easier one while Fanatic Tower and the Ancien Castle (where you found Odin) should go last before Kefka's Tower

    Yeah, I did Veldt cave rather early and it wasn't exactly easy. I also always make sure to level my characters rather evenly.
    Currently at mt. zozo... My main problem are my current low level characters: Relm and Strago. They are both so horribly thin, Shadow feels like a tank compared to them. The strong AoEs from Colossus and Punisher are pretty problematic.
    Both Relm and Strago are only lvl 20... I level them a little and maybe get Doomgaze, see how it goes. From what I've seen, Gau could probably solo doomgaze with Flan x)


  4. 3 hours ago, ShadowNinja said:

    There are no real time tactics unless you switch to active combat. The other things you mentioned aren't really skills. How difficult is it to know that if your opponent is weak to fire then you use fire. The level of depth in strategy is basically non-existent which is why I think you're trying a bit too hard. I mean, I easily beat this game when I was like 10 years old, how hard can it be? If you're not willing to switch to active combat then I have no clue why you're even on the forums complaining that the game has become too easy.

    Errr... We are not talking about the vanilla game, but about a mod. There is a BIG difference.
    And real-time tactics =/= active time combat. But I do not want to explain, so just ignore that part.
    You seem to only think that something execution heavy is skillful.. at least in the context of turn-based strategy games... While disregarding strategy and any part of it as a skill. The main part of skill in such a game tends to be pre-game and decision-making. But this discussion seems to get a bit circular, so lets stop.


  5. Just now, ShadowNinja said:

    The only skill involved whatsoever is preparation pretty much. Your only chance of dying is due to being poorly prepared or just bad RNG. By maintaining a low level you're just making the game artificially harder which doesn't really increase the skill requirement, it just makes fights take longer and increases the chances for RNG to screw you. The only way you could make the game more skill based would be to switch combat mode to active so if increasing difficulty is what you're truly after then I suggest doing that.

    Being quick might be a skill... but there are other skills. Decision-making, adaptability, preparation. Strategy and real-time tactics.

    By keeping myself UNDERlevelled, I make the game artificially harder, yes. Following from that: If I am overlevelled, I make the game artificially easier. I like neither of those options - I wish to be appropriately levelled to keep the challenge intact without it becoming too frustrating.


  6. 2 hours ago, thzfunnymzn said:

    100% Counter can be reached at, what, 96 stamina? Cover will never reach 100%, as it's a fraction out of 192, and, well, there's a hard cap of 128. Most characters struggle to even hit 90.

    Stamina isn't completely trash, but unlike the other stats, it's "general purpose mechanics for all characters" aren't really much of any good. There effect is just too small and too niche; you can do basically the same thing on another build for the same character (see: Thamasa Duo, Gau). It's more something you build if said character has specific stamina-based mechanics that are good. Pretty much, that means either the character has a stamina-based attack or heal, or that the character is a good user of Cover and Counter. The stamina-based damage builds can prove tricky to balance vs. their more straightforward counterparts (see: Terra, Cyan, Setzer).

    Battle Power affects Bushido 1, 3, 4, and 7, aka, Cyan's "hit you upside the head with a sword" bushidos. Whereas his fancy magic bushidos or insta-death bushido ignore Battle Power.

    Well, that helps. So 90~ish Stamina maximum for cover/counter users. 

    In terms of stamina based moves... Is there any more exact information on scalings? It is difficult to make an informed choice without knowing some numbers.


  7. 53 minutes ago, thzfunnymzn said:

    Magic damage formulas has level in it, physical damage formula has level squared in it. Sorry, no test dummy enemy. I've generally just calculated everything from using Excel for the past however many years I've been part of this mod's community. Has lead to the discovery of at least one major bug regarding the actual damage formula in the game.

    Yes, evasion is out of 128.

    Something unmentioned is that, because Defense, Evasion, and Stamina are all fractions, it also means that each point is worth more the more you have. For example, if you have 100 mg.def (so, taking 60% magical damage), in order to half the magical damage you are currently taking (30% damage), you need to get to 175 mg.def. However, if you are at 200 mg.def (20%), then you only need to get to 225 mg.def to half the damage you are taking (10%). So...75 points of mg.def in one case vs. 25 in the other case.

    In other words, Defense, Evasion, and Stamina are best when stacked.

    Stamina, I contend, still struggles to be more than a filler stat, despite all that's been done for it throughout BNW's life. Stuff like Cover, Counter, or the character specific stuff might be useful, but a some of the other stuff (magic damage variance, sap/poison damage, status evasion) are still kinda just "meh", even when stacked.

    Yeah, running calculations helps. I do that a lot myself.

    Hmm, okay. So Stamina is basically a "trash"-stat, except you've got some synergy with it.
    I wonder, though... What are the breakpoints of reaching 100% on counter and cover?

    Speaking of formulas... Does battle power affect abilities like tool/blitz/bushido or is it only for Fight? Been wondering that since I got Edgar, actually.


  8. Just now, thzfunnymzn said:

    Eh...hmm....generally Mt. Zozo, Owzer's, and Veldt Cave can be seen as first. After that, Phoenix Cave and Narshe. Afterwards, Cyan's Soul, Cave to the Ancient Castle, and Ebot's. End with Fanatics', then Kefka's.

    That third section is really iffy, based more on aesthetic "feel" rather than any real difficulty or story progression. Gogo's has very difficult foes, but is short with very good rewards.

    That helps a lot, thanks! Gives me enough of an idea what to do.


  9. Just now, thzfunnymzn said:

    At level 30, 20 extra vigor or magic roughly means about 1000 more damage with an endgame attack. This exact number changes based on enemy defenses, weaknesses, or certain moves like Cyan's Tempest.

    For speed, there should be a quantification in the Readme. Something like slow characters having about 4 moves to the 5 moves normal characters get, 6 moves that fast ones get, and 7 moves that Shadow the Hedgehog (100+ speed) gets.

    Defense is a fraction. You take [ (255 - Def) / 256 ] % of whatever damage you take. 255 defense means no damage, 0 defense means even little rabbits will mess you up. Now, what that means for each individual enemy attack or any of the inbetween numerical values for Defense, well.....>_>

    And, stamina, well........read the Readme and/or just ignore stamina. >_>

    Hmm... I assume the dmg formula has level somewhere within it. Think I'll do some testing on dmg numbers, should be doable.(Man, how I wish big overhaul mods would give a target dummy to test stuff with somewhere - for formula and especially for stuff like rage).

    Hm, that's defense. How about evasion? Maximum evasion was... 128, correct?


    Stamina... It kind of has a lot of small effects that amount to something. But due to the things it does, I am led to believe that small stamina increases might just as well not exist(Aside from scalings).
    In other words~ go stamina only if you scale with it, correct?


  10. Just now, F-Bomb said:

    Re: encounter rate, I did use seibaby's encounter patch v 4, i think it can be found in the report bugs thread. Not sure how much it changes the overall encounter rate, but it should increase the minimum amount of steps to 5 I think.

    Can I just patch this over bnw? Am not too familiar with patching of roms.


  11. 4 hours ago, thzfunnymzn said:

    Shadow learns Rerise through a "hidden" relic. More importantly, for Atma, you either want to equip as much status immunity relics as possible (buy them in Tzen), or bring along Mog for Forest Suite. These are your two methods of shutting down Mind Blast and Glare, which should be sufficient to get control of Atma's Phase 2. I understand potential frustrations with having to jump off the FC because one didn't know that one needed a specific set up to deal with Atma. : /

    High encounter rate is something that the peogramming team keeps trying to fix. Currently, the implemented fix is not working as intended.

    It is easier to save Cid than in vanilla.

    As for the ending FC sequence, that, IIRC, isn't totally dissimilar to what happened in vanilla. IIRC, she had that emo side in the vanilla game to.

    Wonder if I ever saved Cid... Ah well.

    But, in other words.... the high encounter rate is unintended. Think no one likes absurd encounter rates(Similar to extremely spongy bosses).
    Guess the floating continent is quite a strain on ressources then.


  12. On 26.5.2018 at 1:25 PM, Deschain said:

    One of the most subtle, but ultimately largest and most important, differences between BNW and vanilla, is that stats are REALLY IMPORTANT in BNW. Every point of stats you give your characters is relevant and noticeable. So putting on a relic whose only stat is +10 block, versus, say, the Zephyr Cape, with 10 block, 10 magic block, 7 speed, and 5 stamina, you are going to really feel the lack of stats. The loss of all those stats to gain the benefit of saving yourself from casting Haste a single time is pretty much only going to be worth it if you're fighting enemies that set Slow.

    On the matter of stats mattering more... While I realize that.. they are hard to quantify.
    On their own, I have no idea what 1 Vigor, Stamina or Magic actually does and how much it is worth.
    In relation, it is hard to tell how defense compares to evasion(How much defence do I have to get to forego 10 evasion, for example)...
    Some stats probably have some magic numbers or diminishing returns at some point(Thinking Evasion, Stamina and Speed).
    The stats I have the most trouble to wrap my head around are stamina and defences. Stamina relies on its synergy, but it is hard to tell where it is actually worth it and where its breaking points with percentages and heals are. Not to mention, its passive effects are a bit hard to quantify, too.
    Defense stats are varied and probably not a good idea to mix too heavily but focus. But how powerful, say, 10 def or 10 eva are is difficult to say.


  13. 1 hour ago, thzfunnymzn said:

    About level 10 for Zozo. Perhaps around 15 by the time you finish the Factory. 20 for the Floating Continent. You shoukd be entering Kefka's Tower at about level 30.

    You're overleveled. Tbf, the Cave to the Sealed Gate is also kinda easy. But you are overleveled.

    Blegh. Guess the cave is just generally easy - though, the ninja gave me trouble and the phalanxes were... not troublesome but real annoying(Especially cause I used Gau, figuring out some good rage to use... And I didnt know Tek Laser could be reflected o.O)
    I guess the burning house and flame eater are meant to be kinda easy? (Storm/Aqua Rake = GG)


    But 20 for Floating continent. I can work with that. Do you mean 20 at the start or 20 at the end of it?


  14. Hello there, I'd like someone to give me a general overview on what level my party should be for the various areas in the game. Would be especially helpful for the WoR stuff.

    Reason I am asking is that I... Really do not like to overlevel, but oftentimes accidently do so. The no-exp feature is quite nice in that regard(A bit of a bummer for spellpoints and ELs, though).
    As the levelling curve is a lot different now, I'd like to at least have some idea where I stand. Without the ability to scan enemy levels(Like in many other RPGs), it is hard to tell wether I just play well or am plain OP.

    Currently, the game has started feeling way too easy(I am at the sealed gate cave and the enemies.. don't even get to do anything most of the time). Has felt that way since the magitek factory(All the bosses barely scratched me...).
    Party is currently at lvl 18.


  15. 7 hours ago, thzfunnymzn said:

    + Auto-Haste equipment is a way to gain immunity to the Slow status, which is highly useful for some boss fights. Without the universal Sprint Shoes relic, your only sources of Auto-Haste are the Palidor esper (only one person for any given fight) or the Mirage Vest (hard to obtain, obtained late, users are squishy with arguably better endgame armors).

    + HasteX, casting Haste on the party, is only found on squishies, one of who will be locked into Rage for much of a fight. Auto-Haste equipment is a useful way to keep the team hasted for players who don't want to use Shadow.

    + For slow characters in long boss fights, it's not a bad option. Probably especially useful for Vig Terra and Vig Cyan, who probably no longer want Hero Ring because of the Cover status.

    - You need an actually high speed stat to start first in randoms. Auto-Haste does nothing. Unless you're expecting bulky randoms or a slow & steady method to randoms, you're probably better off equipping the Zephyr Cape or Stat Stick.

    - It competes with relics that are key to certain builds (esp. vigor characters, who always dedicate one relic slot to Power Glove). Also competes with defensive relics, such as the status immunity relics, the Auto-Safe/Shell relics, or an early game Life Bell.

    Eh, looks to be in an OK spot to me. Its definitely less useful than its store-bought counterparts in Guard Ring, Wall Ring, Amulet, White Cape, and Spirit Ring, but it has its tactical uses in some boss fights and some general-purpose use on a few characters. I'd worry more about stuff like the Mirage Vest or Stat Stick.

    Well, haven't gotten far enough so far to worry too much about builds(Just before Zozo - and I remember Zozo was one of the more difficult places in vanilla, so I wonder how this will turn out... I took Celes along cause Slam Dancers).

    So it mainly gets ousted by the competition. That's good to know. I'll try to focus on the strength of my characters rather than slapping random haste on them.


  16. 3 minutes ago, BTB said:

    In the original game's code, the only thing that the Relic Ring did was set the "undead" flag, which reversed healing and instant death. Pretty shitty, all things considered. Brave New World expands it to include the full undead package - a quick glance at the Printme will show you what the undead all have in common.

    I really don't get the love for Sprint Shoes, honestly. I consider them underpowered as hell, but a lot of people think they're great. *Shrug*

    Okay, I'll look into the printme.

    Hm? I am sure you have more raw knowledge about the game than I have, but I'd like to hear the reason why you consider them underpowered even.


  17. Hello there, questions regarding these two items.

    Ghost Ring turns you undead... What exactly does that mean? Healing items still work(Presumably cure spells won't?)~ And I guess it interacts with drain abilities vs undead. Does it also give instant death immunity?

    And secondly, sprint shoes... I was surprised that the item is still in the game. Isn't auto-haste just way too strong of an effect?