• Content count

  • Joined

  • Last visited

Community Reputation

55 Excellent


About praetarius5018

  • Rank
  1. That's the MP economy, but you can also look at the turn economy and risks; just imagine that Fire barely does not kill the target and Ice just barely does. Then you'd need 2x Fire or Fire + anything else, using more turns and MP, maybe even risking eating a counter attack. And I guess the deal gets better at the higher tiers. Fire -> Ice is +50% MP cost Fire2/3 -> Ice2/3 only +25% while damage ratio stays the same (+1/9)
  2. The game has potential counterparts for power up in power down, etc, but there is no opposite of black curse. That's what I meant. Well, the game uses the same function to "get" the spells for your ring menu and for checking against already learned spells; if I'd really replace power up with power down, on the next level up you'd learn power up again and the armor would change that then to a second power down, repeat until you know 12 times the same spell. Not a good end point for characters that have 12 spells already. This can go either way; I think that if you'd choose the inversion armor it grants you a real advantage over just using the "boring" wendel armor (which was supposed to be the point of reference for an "average" armor).
  3. No, that is the intended effect. The alternative would have not worked with black curse and messed up spell learning. That's why the effect reads as "change buff effects into debuffs and vice versa" and not just "exchanges buff spells with equivalent debuff spells" The intent was stuff like that, especially to have more options for a "full buff" char that isn't yet again for the billionst time light Lise. And now the big question is which is the typo? in the txt or in the ips?
  4. what types? there are none. sorry, but this comparison is completely ass-backwards. how is it harder to learn 100 types over 8 elements than 700 with 18 elements!?? you can/have to look up a type chart in both cases. in pokemon you have potentially over 700 monster types for which you'd have to either learn or look up their types. and you absolutely MUST follow those types AND learn a type chart. here you have only about 100 monster types. there is NO type chart you have to learn. every monster has their own "type logic". plus you have several non-elemental options. "it's not very effective, the opponent still died in one hit because of move power, STAB, EV, genes and other crap" vs "wrong type, you deal 0/1 damage, the end", sorry but the later is more consistent. How so? What is the stereotype of a rock-like enemy in gaming? Maybe unreasonable resistant to (physical) attacks? Let's equate that to physical immunity here. What can you do in the scope of this hack then? Anti-magic? These hints are not meant as a straight forward cheat sheet. I mean if I gave you every solution to this game there'd be no game left - boring. outside of the seed-only weapons, all items are identical across characters. the weapon in forcena for Duran has the exact same properties as the one for Hawk. the only difference is the name and who can equip it. There is no type chart. Each enemy type has a unique setup of elemental strength/weaknesses, according to what I thought made sense - and a few diviations to make certain elements not universally dominant, I'm looking at you holy and fire. Cockatrice is not weak to earth because it can petrify others. It is not weak to air because it can evolve into a bird which would be massively unfair when you start casting an air spell while it is a cockatrice but finish casting when it has evolved into its Cockabird form which is immune to air. I had about 5 enemies weak to ice at the time and 12+ weak to fire, and deep frozen beings have a hard time to "evolve" or adapt to life changes. The general idea is ok but it can't be done. The most stupid reason: the game only has 4 colors for such text popups (yellow, green, red, purple). I tried the "5th" color and got a screen full of rainbows spit at me. The second stupid reason: there's a big disjunction between where the damage is calculated (start of a swing for all enemies that are "currently close enough but might not be anymore when the attack finishes") and where the popup happens. The gap is so big that the game doesn't even know yet if the attack actually hits the target. It just throws the potential damage number on a per-character pile. For the current crit/lv1 tech indicator this is a bit different because I still know when the hit happens who is currently attacking (for Lv1 tech) or what "kind" of attack it was (a crit has a bit different routine than regular) Plus it'd be impossible to show at the same time whether a hit was a crit or effective. And there is no other indicator for crits except higher damage. Also it'd be yet another chart you'd have to study: "what did purple numbers with green border and white dots mean again?"
  5. yes to both
  6. 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.
  7. 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:
  8. Is counted only once.
  9. 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.
  10. 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....
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.