praetarius5018

Modder
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About praetarius5018

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  1. Final Fantasy V: Void Divergence - Discussion

    As usual when this comes up, how big is the difference? Magic doesn't get crits but I try to compensate that by adjusting the damage by an theoretical average (crit rate x dmg%). Weapons are affected by their element, physical skills take the equipped weapon's element, do you match them to the target's weakness the same you choose fire/ice/bolt? On aoe skills, magic deals less per target, physical aoes have a fixed multiplier, against how many targets are you comparing? Vanilla steal chance was 40%, 80% with the thief gloves. Here it is. 40 base +(agl-24) if agl > 24 cap at 90 if above, then: +10 if thief job +10 if thief gloves equipped Not sure what else I should've done with Pillage, it was mostly meant for the "unique" things certain bosses carry. If it was only a 50% chance for 2x items that would just be a disgusting reset-fest for those items that are already rare steals... I intend the gold management to be similar to the limitation of job levels. You can't get all class level in one playthrough, in the same vein you should make an informed choice of how to use gold, does your current playthrough need bombs, can you get by without them? Bombs primarily are meant as a crutch to make the 6 bomb boss possible for every single party comb in single job mode, everything beyond that is a bonus. Admittedly, if you can get a lot of bombs early in W1 they are a minor game breaker. Same as bomb, it gives me a baseline of guaranteed abilities every party composition has (especially for single job mode). I know that you always have a heal spell, a magic attack, an accuracy buff, the option to see weaknesses/stats and a way to manipulate MP. That means I have to hold back less when designing bosses. For regular play, the specialized job skills should take center stage. We have 40+ bosses, randoms don't need to be impactful, I just see them as "resources" in this hack, be it gold, items, blue spells, beastmaster ammo, etc. That's why you can just switch them off. Focus is simply on bosses on multiple playthroughs. If random fights were actual show stoppers, most people would probably lose interest before even reaching W3. That reward was meant for NG+ but gg! My proudest memory of VD was when one player was stuck on Shiva difficulty 1 and we sat down with 2 or 3 other players and everyone found a unique way to beat her from that player's savefile. No grinding, just switching around a few items and skills. Do that but don't hold your breath for another mod update from my side anytime soon; life's been busy.
  2. Seiken Densetsu 3 Sin of Mana - Discussion

    Whenever that character inflicts "yellow" damage (e.g. crits), they heal a few HP.
  3. Seiken Densetsu 3 Sin of Mana - Discussion

    Unheard for me as well. Maybe try patching a different ROM?
  4. Seiken Densetsu 3 Sin of Mana - Discussion

    No, there are no planned changes for that feature.
  5. Seiken Densetsu 3 Sin of Mana - Discussion

    Items with the down arrow are considered "cursed" and cannot be unequipped because they provide very strong benefits.
  6. Seiken Densetsu 3 Sin of Mana - Discussion

    correct, damage gets x1.25 for every single TP
  7. Party Suggestions 2.0

    at its core the damage formula is (atk-def) times all the multipliers. endgame mobs should have about 400-450 atk, you around 300 def depending on vit and armor class. so worst case the -15 is 10% less damage taken (450-300=150 => 435-300=135). pair it with evil shaman's weapon and it becomes a bigger share. but tbh VIT is kind of a main stat on everyone so it got a "lesser" bonus from me; I tried to give the off stats better capstones to make the trade offs more worth it. anti-magic, poison; the stuff you'd usually rarely use in vanilla SD3
  8. Party Suggestions 2.0

    Death roulette is exactly the same as death spell.
  9. Party Suggestions 2.0

    and make me cry immunity = 0 damage resistance = it deals damage like a normal spell instead of 999
  10. Final Fantasy V: Void Divergence - Discussion

    Imagine that a monster would normally do 1000 damage to you and you 2000 to them with a given attack. If you cast Sap Mark on that monster it now does only 800 damage and takes 1600. Same if instead you had cast the mark on your character. If you have it active on both the damage becomes 640 and 1280. Each player has their own yin-yang balance which at the start of the battle is neutral (+0). For each target that a yin spell hits it gives a +1, each target of a yang spell is -1, at most +/-10. Yang/paradox multiplies it by -1. Yin spells get weaker the higher this value is; at +0 they have 100%, at -10 135%, at +10 15%. Opposite for yang. So yes, alternate them. You could also tank your score by doing an aoe yin spell first and then enjoy multiple turns of strengthened single target yang spells. No, it gives the same resistance as if the correct status resist relic was equipped, so it only lowers the stop status build-up. Normally M-Cannon "empties" a field icon per target on use, e.g. 5x fire becomes 4x fire + 1x empty. Or if all 5 are already empty 1 icon instead becomes a broken icon. However if the target is heavy instead of empty the icon becomes immediatly broken, so 5x fire would become 4x fire + 1x broken. Empty icons get just moved along like all other icons and can be refilled eventually. Broken icons are unmovable and stay until the end of battle. Both of those oppose all elements, same way a light icon reduces fire damage. However broken icons additionally hurt the power of your heal spells. Those broken icons can be good or bad depending on how active you manage the icons; e.g. if you rely on summons this is very bad since those get a much stronger effect from matching icons. If you tend to lose control of what goes on with the icons you can produce 2 broken icons and then not worry about bosses producing detrimental field combos.
  11. Final Fantasy V: Void Divergence - Discussion

    To resist poison you can use either poison or fire relics. Sage stone can be unequipped; the penalty only triggers if you have an "illegal" state right now - if you unlock the job proper or just switch job back before you learn anything from it you are good to go.
  12. Party Suggestions 2.0

    Lv99 would vary from 28 to 33 depending on if it is e.g. a Duran/Kevin based enemy (knights, werewolves) or a Hawk based one (nightblades)
  13. Party Suggestions 2.0

    Pretty easy actually; game calculates you crit rate and then draws a random number between 0 and 100 (RNG function takes values as parameter for range) so I would only need to change the 100
  14. Party Suggestions 2.0

    I think the main problem is more the limited range I can work with (0-100 scale) while also needing +luck investment to be worth it without crits being non-existant at lv1. Maybe we should try something like changing the crit rate out of 100 to crit rate out of (70+3x target luck) so if you have 90% chance there now it'd drop to 90/(70+3x25) = 62%
  15. Party Suggestions 2.0

    I think that wouldn't change much; you have like 100 crit rate before monster specific resistance which for most is 15 or less, so you'd still have 85% at the least even without the capstone.