praetarius5018

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About praetarius5018

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  1. Final Fantasy V: Void Divergence - Discussion

    just have a vampire (job, the ability does not suffice) in the party with > 0 HP when the relevant enemy dies
  2. Final Fantasy V: Void Divergence - Discussion

    well, if you had expert mode on you couldn't revive either way, so there it isn't a drawback anymore
  3. Final Fantasy V: Void Divergence - Discussion

    no, there's no such plan. this is more or less intentional and present since the base game, undead party members basically trade the option to be revived for immunity to several death effects. not sure about the phoenix spell, that one may bypass that though. at least you can recycle undead corpses via vamp's Genome/Sacrifice.
  4. Final Fantasy V: Void Divergence - Discussion

    no, that is basically the intended use. the other is sacrificing a relic slot permanently for job combos that are on the overpowered side. you only get the old status if you have a job that the current character either can't get or you have not unlocked yet; sage stone skips those checks and returns "nothing to see here, move along"
  5. Final Fantasy V: Void Divergence - Discussion

    yeah, I got the same bug report 2 days ago but had no time until now to look at it, so.... v1.530 shift now counts as the target using brave, so brave can't be used on the extra turns fixed a crash related to status effects
  6. Final Fantasy V: Void Divergence - Discussion

    I think the option I have that would make the most sense is to treat shift as if the target had just used "brave", so it can't use brave to gain more mp.
  7. Final Fantasy V: Void Divergence - Discussion

    well, you are supposed to get it from killing her, so that is nothing I'll lose sleep over. regen status, sylph, white wind, death effects I take that as proof that I have copied brave/default too well - close to my hero abuse in the original... currently no idea how to circumvent that short of removing the skill...
  8. Lufia 2 - Age of the Sinistrals

    v9 reworked Daos's AI & stats again Unicorn (fish) can now use Meltdown (ATP debuff) to fit with its dropped jewel
  9. Final Fantasy V: Void Divergence - Discussion

    v1.520 nerfed !recover from target all to target one fixed !throw not being restricted by cooldown fixed after battle recovery setting HP to 0 if under the influence of giant potion corrected text in beginner house regarding run speed on the map fork tower (physical) no longer disables white/black/time/summon/blue/song spells fixed underflow in Minus Strike damage calculation if hidden and trying to use brv. !show is used instead to prevent a game lockup nerfed axe up property of crit up passive from [100..200]% damage to [100..150]% damage fixed bug in damage range of axes giving them > 2x the intended max power reduced the bonus rune weapons get from MAG to 1/4 its previous value increased atk of rune edge from 72 to 92 certain enemies/bosses are now protected against polymorph effects and instead take damage when the status succeeds
  10. Final Fantasy V: Void Divergence - Discussion

    I don't think you really need an optimized team to get everything in time; do you have encounters turned off? The stats listed at the top are just a minor hint, they are worth maybe 2-3 points at base not much by midgame, really. Technically magic would have weapon switching as well once you get your hands on some elemental boosting rods. Also 1.130 is ancient at this point. An update might help with the differences between Faris and the rest a bit.
  11. Final Fantasy V: Void Divergence - Discussion

    sorry, but I disagree - I don't see it as a bad mechanic
  12. Final Fantasy V: Void Divergence - Discussion

    this endure property is only present on difficulty 1 and for a specific few enemies on regular difficulties.
  13. Final Fantasy V: Void Divergence - Discussion

    what makes you think it is out of date? to me it looks like it has the current data
  14. Final Fantasy V: Void Divergence - Discussion

    You couldn't be more wrong about that. +3 stats per job level do not sound much but they add up fast, and I certainly do not want any braindead 99/99/99/99 characters running around. Seriously, stats matter, a lot. You always have the option of still switching a job which gives you that job's main abilities so you can't lock yourself out of those. Hard is supposed to be hard. You don't need an exact setup but planning ahead helps. Dunno why everyone just jumps ahead to the highest difficulty on their first run, 4 is supposed to be the vanilla-esqe normal grade.
  15. Final Fantasy V: Void Divergence - Discussion

    Since you have only a few ability slots to use at a time it is kinda hard to screw yourself over, plus you get a few abilities just for being in a certain job; and if you want to play a caster and then spent all 30 levels on melee jobs that is entirely on yourself, really. Character levels do very little here; a bit HP,MP and damage multiplier, all three you also gain from jobs. And the effect of level on those falls off hard around 30. The final boss iis meant to be fought around 35.