praetarius5018

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About praetarius5018

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  1. There are even two "counter" mechanics. 1) The retaliation spell enemies/bosses had; from vanilla: usually when you hit an enemy's weakness via spell or any Lv2/3 tech at all they'd "counter" with a strong attack of their own. This has been changed to an incremental built up (let's call it aggro) instead of a 1:1 trade but now also includes normal hits and Lv1 techs; "weaker" types (normal hit, lv1 tech) take longer until they trigger a reaction than stronger types (lv2/3 tech, spells). 2) Completely new, a counter attack by the player; if you hit an enemy with a lv1 tech during their attack animation or shortly after (I think up to 3 secs after), you deal increased damage (how much more depends largely on weapon and to a minor degree on enemy type) and reset the aggro of enemy's counter. Certain weapons or accessoires give additional benefits to this, like permanently reducing defense (stackable even) or healing the party.
  2. More or less the same as before. Only major change that you should be able to get some from enemies' rare drops (e.g. from Boulder, Evil Shaman). On most physical resistant regular enemies you should be able to just ignore them, for everything else there's damage spells. just for damage: other effects: often mistaken for physical immune but aren't:
  3. Is counted only once.
  4. Depends what kind of trouble they give specifically. Each godbeast is numerically weaker than most regular bosses of their level would be. Though each has a trick (or fifty) to them that more than makes up for that.
  5. There's leaf saber - which recovers 1+ MP per hit - , a weapon has that as innate effect or an accessoire for the same. Or an accessoire that allows to pay in HP instead. Care to elaborate? If it is an animation that doesn't end, there's an unfixable bug with the game if it has been relatively long since you re-loaded your save file (savestates do NOT count!!!!) which has all kinds of weird effects.... I repeat this line like every page in this thread....
  6. Depends, as a continous effect or a buff or one cast = less cooldown left? Also not without removing any other song. I'm sorta already at the limit of what can be added.
  7. You get full MP on victory, and regenerating MP during battle - trust me, you can use it a lot more than it seems to. And pre class change noone is not really supposed to have much in the way of spell casting. You're mainly supposed to "learn" regular combat. As for who is and isn't a support class - that depends on you; basically everyone learns spells that fit that criteria.
  8. This. More in depth, you don't use any item up in this version, instead you get a cooldown for ALL items on that character, this includes !Item, !Mix, !Throw and !Drink. A few items have fixed length cooldowns but get stronger with higher stacks, e.g. a 1-stack potion heals 50, 99 potions 1250 but cooldown is static; compare with elixir which always recovers all HP but gets cooldown reduction from "try again next battle" at 1 copy down to about 10 turns at a 99 stack; ok MP recovered increases also (15 -> 100). Cooldown can be speed up with defending and the time spell "Renew". Breaking rods does not give a cooldown but is one of two categories that still use up items at all. The other being tents. I'd not be surprised if this change dropped Chemist from most-powerful-job-if-you-know-what-you-do to second worst.
  9. hmm... ok, a few do have rare drops. but if you have 0 copies of that yet you should get it 100%, and I don't think you'll miss not getting a turtle shell from carbunkle.
  10. Sorry, but I won't even contemplate real party advise until I'm "95% done". You can turn single mode off any time you want, only activating it is limited to the start. Of course, you can get a penalty for "illegal" classes then (same as if you'd use the 10 gold Sage Stone from the first shop for that purpose). Last I checked all bosses had guaranteed drops. Or do you mean steals? Those haven't been changed. So whether that is worth bothering is more or less the same answer as it was in vanilla.
  11. one thing I might have not meantioned; if an enemy has a rare drop (1/16 chance) and you have no copy of that yet (inventory, equipped or already in battle wards), you get it 100%. this should happen as soon as the "tutorial" fight with two goblins, they have a rare drop of a ruby relic
  12. Download If someone wants to try it: At this point I'm mostly looking for feedback on mechanics, less on numbers. Don't expect the later to be merciful. Also, please change the names of all party members (hold L or R when opening the menu, opens name change for lead character) and tell me dialogs where they still display the vanilla names, I might have forgotten a text box or fifty. Beginner house has not yet changed dialog, I want to touch that once I'm certain mechanics work, and not just in the non-buggy sense. And of course as is typical for me the package includes too much documentation nobody will read. I hope this will not be as necessary at the end as with SD3, at most the element table will be...
  13. All chest traps and Dragon Emperor - though the later doesn't matter unless you go above 99 which is not possible without cheating.
  14. Ok, then its normal - those two skills deal more damage for every level you are above the "caster".