praetarius5018

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About praetarius5018

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  1. No, they shouldn't. They only give the element on a non-saber'd physical attack.
  2. hmm... no idea, does she gain EXP? not that there's anything weird that counts her as "dead" also you'd better post those error reports in the discussion topic - so I can get a notification
  3. hmmm... sorry, forgot - I just know it was quite useful.
  4. If it is the change I think it is, that refers to Duran's shields - they do not provide increased aggro while he is incapacitated. No special strategies - just use it to disable some troublesome enemies and then take the pack on 1 by 1 or profit from the increased crit chance on the waking-up hit; also, no boss is vulnerable to it - there were some sleepwalkers >.>
  5. 1) no 2) it activates the timer during which a Lv1 tech would count as a counter 3) yes
  6. Chibikko gives exp but not the value of the original enemy; the state basically erases the original enemy and spawns a new one. In vanilla this enemy type had 0% exp rate, here it has about 40%.
  7. It is just more atk, less def.
  8. It seems like your overthinking this? Unless you're playing on hard the differences shouldn't matter too much. Just go with your intuition. If you're really unsure - go with 1 and you essentially can't die with all the healing, imo a good way to earn some play experience.
  9. Changing the translation is not an option since... 750 updates? Also its not the original Dejap translation.
  10. Sorry but both light Hawks are at the 12 spell cap - I can't add additional spells for them.
  11. You kinda forgot anti-magic and aura wave in your list of things to cover. I think my design idea was more that there is so much stuff you "need" that it is impossible to cover everything all the time. And then have the player play around whatever they had to leave out. Duelist fits relatively easy into teams with his sabers, aura wave, anti magic and strong mt tech. For me the hardest classes to fit into a team were dark Kevin (mostly dark Duran with a bit more damage and less spells), dark Lise (there are a lot of alternatives with the full debuff set but light Lise has the only full buff set, so light is usually better) and light Hawk (usually too niche for what I want to do). I'll be honest; for me SD3 held promise but never delivered on it. If you play normally and don't go out of your way to grind you probably won't see the second class change. Half the options are bugged (e.g. energy ball, wolf form, saber spells) or downright detrimental (Lv2/3 techs, damage spells trigger counter attacks and are barely more damaging than swinging a stick once) and balance... needs some work (damage scaling for dual-hitters; you can debuff bosses to deal negligible damage but run into endgame ninja master and your party can randomly eat 500+ damage multitarget damage before you can ready your weapon). And the thing where in battle you're unable to move faster than a snail while enemies clearly can...
  12. Duelist (saber, anti-magic, aura wave), Necromancer (debuffs), Vanadise (buff, heal) Lord (heal, def/speed up, life booster, energy ball), Bishop (heal, def up, magic shield, saber), DragonMaster (debuffs, anti-magic, lunatic, sleep)
  13. yes no is the edit button broken?
  14. 5 are missing. And I've concepts for them already. Just not 100% I can make all those mechanics or if I have enough usable ability ids... Lord Dark Knight Vampire Magus Sage
  15. Next up is the Arcanist, gained at the 4th crystal. learns skills in order: !Psych, !Arcane, Y-Magic, !Mystic, MindUp !Arcane - a set of 8 spells, this time the gimmick is that they only perform well under certain conditions ChainBolt: attack power increases with number of targets GrimWail: damage increases if target has status ailment L4 Arctic: affects enemies with level dividable by 4, ice elemental flare Slay: x4 damage against human enemies Ancient: level based damage, chance to inflict old Sludge: level based damage, chance to inflict poison OddFlare: affects enemies with odd remaining health, casts flare XXXX: instantly kill target if at or below 3000 HP !Mystic - same deal, for technical reasons I can only use exactly 8 spells per spell set, so... yeah... SineShot: power fluctuates along a sine curve based on passed ATB ticks in current battle Synchro: try to inflict most status ailments that plague your team on the target (only blind, poison, mini, toad, petrify, mute, berserk, charm, paralyze, sleep, old, slow, stop) L3 Toxic: affects enemies with level dividable by 3, poison elemental flare Crusher: deals damage equal to target's max HP - current HP (same as the blue spell of this name) VoidElem: party gains one-time shield (1/4 damage) against any element the caster was at least resistant to; does not apply against attacks with pierce passive or those absorbed Twilight: punches someone in the face when they mention a book level based damage, chance to inflict sleep EvenNuke: affects enemies with even remaining health, casts wind elemental counterpart to flare Cleanse: remove status damage and HP leak (same effect as white/pure has now) new skills are unlocked just by gaining total job levels, the job is imo hard enough to master, doesn't need a more involved unlock process