praetarius5018

Modder
  • Content count

    1040
  • Joined

  • Last visited

  • Days Won

    30

Everything posted by praetarius5018

  1. Road to 2.0

    I'll go with your first suggestion "super counter" for now. What a counter is at least defined here. And super is just one stage "better" (L1 -> L2/3). Timing would imo more easily give the impression of regular counter.
  2. Road to 2.0

    huh, what has more "power" than a L3 tech?
  3. Road to 2.0

    I don't think that works. People avoid READMEs like the plague. Even if not, there's several hours most likely even days between reading it and needing one throwaway sentence. I've had that report already, couldn't reproduce it. So I either fixed it by accident (unlikely) or there's some missing intel.
  4. Seiken Densetsu 3 Sin of Mana - Discussion

    I don't know in what world direction+Y results in "all buttons are pressed"... but here we are... heal hurts only counts in battle - are there enemies on screen? Should only work with the bug in the live version.
  5. Seiken Densetsu 3 Sin of Mana - Discussion

    Do you remember through what attack or measure snowman was inflicted? That sets a precendent, specifically that it is allowed by game rules for a victory required to be bought. In other words someone may not stumble upon the L3 tech solution, only on the 3k per cast eye version. So they'd think they HAVE TO shell out 30k worth of items with no other way out. And in later fights they might be then think the same way, see that backtracking to the black market is insanely far off and quit altogether. which menu do you mean? ring menu? status menu? storage menu? accessing the status menu should be the only one that requires more than one button, here Y+B.
  6. Road to 2.0

    What I could do would be to adjust how much damage they get out of 1 point of attack post def. E.g. if both have 100 attack and attack the same target, Kevin may deal 25 damage per hit and Hawk only 20 or something like that. I can try. Though, does that even help? If I understand you right it would only show yellow if it does something. Which is currently already shown by you not getting 999'd. So there'd be no hint before getting a game over if you manage to land a Lv2/3 tech before he does the first energy ball (aura wave and increased tech gain items come to mind).
  7. Road to 2.0

    It is the point that the bosses are a challenge. The problem they argue about is that they can't figure out what they have to do. Maybe they are too used to prior bosses where you don't really have to pay attention what exactly the boss does? I mean like, taking damage is just damage doesn't really matter what caused it, you heal it the same way. So you wanna do DBGT? I think wolfform is a good enough base, it allows him to use his higher VIT as additional attack. So if you wanna compare it like that it is: STR+VIT vs AGL+LUCK
  8. Road to 2.0

    That's got nothing to do with the boards but the written medium in general. Dolan was always a touchy subject; I know that it isn't super obvious to others (why else would it be a puzzle boss) but whenever I asked back noone could ever offer a way to make it better within the constraints I have with the game, if I even get an answer at all. And completely dropping the gimmick is not something I accept. No idea if I'll follow this path at all but an "aggro spell" is certainly not on the table.
  9. Road to 2.0

    What I meant was that he was more or less at a good place. Considering he is one of the rarest used members in the Character/Job Party Recommendations topic (at least it feels like that, didn't exactly count) I don't think he warrent yet another beating with the nerf stick.
  10. Road to 2.0

    And then what exactly? I think Kevin has strong enough melee by itself. And technically he can use Aura Wave (at least on Death Hand, was sure at least one more Kevin class had it, huh) to convert MP into TP = more physical dps. Where did I say nerfing Kevin was a bad thing? Vanilla Kevin was stupidly OP. Not only could he stack wolfform to have more damage per swing than Duelist Duran and attack twice as often on top of that, he also gets a free power up buff when he gets hit in wolfform. And sometimes his dual swing glitches out to make him go on a non-stop rampage.
  11. Road to 2.0

  12. Road to 2.0

    No idea how I would do this in spell form. I've only one unused spell atm - Ancient 3. That wouldn't fit thematically on anyone but Angela and she doesn't even have Ancient 2.
  13. Road to 2.0

    Whenever I look at the history of major things I've changed it feels like the majority is to Kevin's detriment, some deserved, some not. Like forced stat recalc on map transition is half a buff (no longer loses attack power temporarely if he levels up in wolfform) and half a nerf to him (can no longer stack wolf bonuses). L2/3 techs actually profitting from saber is probably to his detriment as the formerly dominant L1 techs got less dominant. How about penalizing damage on dual attackers. Fixing AGL and LUCK (crits) is also arguably to his detriment as his stats in both are not the best. Or now me taking away the ability to gain multiple TP per attack through hitting multiple targets and/or sub-hits. And much more stuff. He went from the king of the arguable most OP fighting style to whatever he is right now. Pressure point was already sacrificed for Archdemon.
  14. Road to 2.0

    Even then I'd want some choice there for consistency. 3/4 Kevin classes have 8 spells currently, the last 6. So I'd at least want a cap of 7 and a total of 9-10. Not sure this is a good idea, this is just asking for confusion. Well, lets continue the Kevin bashing.
  15. Road to 2.0

    Not happening. Stat bonus instead of spells are not an option either. If I give just stats or even leave spell slots open the ring that teaches the regeneration spell wouldn't be a tradeoff. Ok, it still has a cost in the sense that it takes a ring slot but that is a small cost to get a full healer, much less than ring slot AND a potentially valueable spell down the road.
  16. Road to 2.0

    What I have so far: Angela Charlie Lise Hawk Biggest change there is Ninja Master. Duran and Kevin will be a problem. Their current incarnation have about 6-7 in most classes, so bloating that up to 12 is problematic, especially given how little spells fit them thematically..
  17. Road to 2.0

    I don't want it on DM as demon breath really only works well if you have anti-magic and Evil Shaman already has that combo.
  18. Seiken Densetsu 3 Sin of Mana - Discussion

    ok, where does it say that? the most offputting tag there should be "beta" Technically nothing, aside from it being bullshit design to only give a hint that you may require ability X like 20 hours into a game when the choice was right at the start. Though is it too much to ask for some trust after working 6 years on this? Back then when you brought it to my attention it sounded like they were "nice to have" bonuses; like with the collars, can you afford more stuff with them? yes, that was their point. But then it got to a point where every idiot under the sun treated 6 collars like it was a "must have or don't bother playing" type of deal. Same with thorns armor and day bonus. No idea what happened with the armor bug, sorry. Since I get nothing out of this but frustration, feel free to do so, saves me a ton of work. Technically I was "done" about 5 years ago, everything after that was only because people kept asking for more. Please explain. Funny thing is, I expected Death Jester's one to be incomprehensible but seemingly everyone figured it out. *shrug* Neither did anyone complain about Dangaard or Zable Fahr, so who else? I would actually call BS on that one;you have to do a whole dungeon AND a boss fight until its last HP before the trick even appears. So you easily lose like half an hour. Dolan has a save statue directly before it and starts with the kill move. So it is 1-2 minutes tops.
  19. Road to 2.0

    You need to get 13 PIE as Rune Maiden to learn the other 2 debuffs as ST. Then as DM go 23 INT and 23 AGL; the spells after sleep flower should've been AGL as well... I blame copy-paste.
  20. Seiken Densetsu 3 Sin of Mana - Discussion

    How is him casting Energy Ball and Howl in my head? If you are blind that is not my problem. I never said it is obvious, stop that bullshit. I said that there are many options you can exclude via logic, like any of the stuff that would require the presence of a specific character or class. Please tell me what options you thought of. I'm legit curious what other skills I have to work with in SD3 that I'm so far not aware of.
  21. Seiken Densetsu 3 Sin of Mana - Discussion

    You don't even have to figure out that energy ball is the culprit. You start the battle, he slams you with spiral moon - you don't die. The does energy ball, howl, spiral moon - this time you die. Does it even matter whether it is eb or howl? You just have to figure out that you have to do something. What can this something be? Not spells since there's little guaranteed overlap between possible teams. Items with their high prices shouldn't be the solution either. Great, by doing that you have already eliminated that you got one shot because you didn't debuff him. Buffs should also be done because of how much time he gives you while he climbs up. Doesn't really leave many options open then.
  22. Road to 2.0

    I currently have for Lise: base: 11/11/10/10/10/9 no spells Valkyrie: 17/16/16/15/16/14 Protect Up (11 PIE), Speed Up (13 PIE) Airblast (12 INT) Rune Maiden: 16/17/16/16/15/15 Speed Down (11 PIE), Protect Down (13 PIE) Unicorn Head (12 INT) Vanadise: 31/31/31/29/31/29 Protect Up, Speed Up Flame Saber (18 STR), Power Up (20 STR) Freya* (18 PIE), Tinkle Rain (19 PIE), Heal Light (21 PIE) Body Change (16 INT), Thunderstorm (19 INT, replaces Airblast), Mind Up (22 INT) Holy Ball (16 LUCK), Thunder Saber (20 LUCK) Starlancer: 32/30/30/30/30/30 Dark Saber (18 STR), Saint Saber (20 STR), Power Up* (23 STR) Energy Ball (17 AGL), Ice Smash* (18 AGL), Speed Up* (20 AGL) Airblast* (17 INT), Fireball* (19 INT), Mind Up* (22 INT) Marduke* (18 PIE), Aura Wave (20 PIE), Protect Up* (23 PIE) DragonMaster: 30/31/32/30/30/31 Unicorn Head Jormungand* (18 PIE), Speed Down* (19 PIE), Protect Down* (21 PIE) Ghoul (17 INT), Ghost (18 INT), Lunatic (20 INT), Mind Down* (23 INT) Sleep Flower* (18 AGL), Gremlin (19 AGL), Anti-Magic (21 AGL), Power Down* (23 AGL) FenrirKnight: 31/32/31/31/29/30 Unicorn Head Leaf Saber (17 INT), Transshape (20 INT), Poison Bubble (22 INT) Moon Saber (19 AGL), Black Rain* (21 AGL), Speed Down* (23 AGL) Ghost Road* (17 LUCK), Mind Down* (20 LUCK) Lamia Naga* (18 PIE), Protect Down* (20 PIE), Power Down* (23 PIE)
  23. Road to 2.0

    12 entries total for potential learnable spells each spell may appear only once, doesn't matter the target type. Overwriting/upgrading a specific skill of the prior class that no longer is in the list is ok. Upgrading a spell from the current list is not. Out of these 12 you can keep 10 or less if a spell from some other source takes a spell slot. That as well, but temporarely upgrading ST to MT via white light ring is still possible.
  24. Road to 2.0

    Doesn't work, can't have the same spell twice in the list. Even if it did work, the MT power up would then overwrite ST power up, meaning you use 10 spell slots total and miss 0.
  25. Road to 2.0

    Not sure how I'd even do that. I'd have to be something like: stat1: x, x, x, heal light stat2: x, x, def up, other buff stat3: x, x, speed up, other buff Would people even be ok with waiting until that deep into the stat tree before she gets the first "relevant" buff for a buffer? Also, Vanadise doesn't get MT buffs at all.