praetarius5018

Modder
  • Content count

    1040
  • Joined

  • Last visited

  • Days Won

    30

Everything posted by praetarius5018

  1. Road to 2.0

    That's just tongue in cheak; changing the spell limit from 12 known to 10 and adding cap stones basically makes most of the info from that topic wrong or at least incomplete. Capstone would be way too late for that, lv60 is like 3/4 through the game, if you made it this far without Heal Light you can just as well finish without it. That's one point still open for debate. Could make MP regen ticks also give +1 TP or something. Feel free to throw some ideas around. There's a hard limit of 12 per character list for potential learnable spells, all Hawks except for Ninjamaster should be at that already.
  2. Seiken Densetsu 3 Sin of Mana - Discussion

    How about invert armor Necromancer? Those buffs could come with a upkeep cost (reduced max MP).
  3. Seiken Densetsu 3 Sin of Mana - Discussion

    I'm actually entertaining the idea to make you start at 50% MP and rework the MP pool to start a bit higher so that the new medium weapon is actually usable for all without dumping 3 levels into INT. But the 50% case still runs into exploits on screen where you don't start next to mobs, so you can just wait and prebuff... Either way I kinda have to keep cast time. If spells would remain as they are but would be instant someone like GD Angela could pump a lot of instant damage (big MP pool with spells that are quite cost effective) which would basically remove the relevance of random fights for spell heavy parties. And reworking spell damage would escalate into a billion new problems as ofc the formula is shared with enemy spell casting. And here's the big logic bomb: if we have regenerating MP and thereby technically infinite of it while out of battle, why do we enter screens without the all-purpose buffs.
  4. Seiken Densetsu 3 Sin of Mana - Discussion

    Eh, that isn't much of an argument; even if damage was half the current value enemies could stun lock you into death. Less likely but they still could.
  5. Seiken Densetsu 3 Sin of Mana - Discussion

    I wanna know what you do to get one shot there... Lv90 21 VIT Kevin (900+ HP) only takes like 246 damage from a Lv91 petit poseidon on hard
  6. Seiken Densetsu 3 - Sin of Mana

    bug reports over there please. here they are invisible to most
  7. Character/Job Party Recommendations

    No that remains +10%. By the time the +10% is applied the game doesn't know anymore who inflicted it. For regular buffs this is no problem since each of the mentioned buffs has an existing debuff counterpart, sabers don't.
  8. Character/Job Party Recommendations

    The arbitrary list only includes: atk, def, m.def, m.atk, hp, mp, hit, evade so no. It increases his attack stat so all physical damage except for traps and ninjutsus which he doesn't have anyway.
  9. Character/Job Party Recommendations

    Where does this idea come from?
  10. Character/Job Party Recommendations

    There are no such clear cut roles here, at least not by intention. Going by how good most (de)buffs are that was some necessity to make them available on multiple characters, and if multiple classes were just "clones" like dark-Hawk, dark-Lise and necro-Charlie are as debuffers all with the same full set it'd get boring fast. So mix and match it was.
  11. Seiken Densetsu 3 Sin of Mana - Discussion

    Please also check if there is a newer version of Snes9x then. We've had otherwise not reproducable issues with an older version of it in the past. My "achievements" of vanilla SD3 crashes are mostly softlocks. With some glitches it is possible to skip the weapon cooldown, with both Hawk&Kevin doing that at the same time to an extreme I once deleted a boss AI - which is kinda bad if boss death is tied to AI giving its ok. Landumber went off screen once after his hypercanon and never came back. Lightgazer similarly didn't feel like warping back in once. I once read an article that claimed SD3 couldn't go oversees because the game had a glitch with repeated spell casting that could result in DKC2 castle crash level of game destruction on real hardware. Though if that was true we'd have a lot harsher issues than now. Or the cast time work around keeps that one in check, who knows. Still 90% less bugs than current day AAA releases *cough*. Boy did I screw stuff up back then, huh.. Tbh, if I had to address cast time now with what I know of this game I'd go the opposite way, set casttime to minimum and instead drive up MP cost and/or start you at 0 MP each screen.
  12. Seiken Densetsu 3 Sin of Mana - Discussion

    because all I seem to hear about is vanilla SD3 glitches, especially the kind where I've no idea whatsoever where to look
  13. Seiken Densetsu 3 Sin of Mana - Discussion

    you make me want to work on this even less than before...
  14. Character/Job Party Recommendations

    huh, I really forgot to write that down...
  15. Seiken Densetsu 3 Sin of Mana - Discussion

    I do not. It might even be fun stuff like 2 bytes = 3-8 letters.
  16. Seiken Densetsu 3 Sin of Mana - Discussion

    v1.00, v1.01, v1.01 with color palette rape, v1.01 with bug fixes, some mixture with other patches, ... I think I got an idea... did you use a Basilisk Fang or Puipui Grass on the reflectee before? For some reason these "spells" have all status set..
  17. Character/Job Party Recommendations

    It should have nothing to do with your hardware. The SNES only had so much CPU power (~3.5 MHz I believe) so if the emulator is even trying to be accurate it will severly limit how many instructions are executed per frame (and ofc not all instructions cost the same). If I can trust the logs I made with frame advance this averages to 10-12k instructions per frame. What I did was to take several compressed functions that are used often like checks during attack swings and uncompress them, I have the rom space to do that vanilla did not, which saves about 200-300 instructions per section (~300-450 instructions down to ~80-170). I doubt it is that notable, we're speaking maybe half a frame worth of instructions over a 30 frame attack sequence.
  18. Seiken Densetsu 3 Sin of Mana - Discussion

    Since the translation is not my work: no. I don't even know what translation you use since it is not included from my side.
  19. Seiken Densetsu 3 Sin of Mana - Discussion

    Who says that snowman in general is even the problem? Against the birds? yes, totally. But we've had crash reports where snowman can't even be used yet. Also if I "remove" snowman from the pool of usable status effects we'd have some armors/relics that are useless; well, its not like those attacks happen often in the first place. Also the closest status effect similar to being frozen solid is being petrified solid - and if I used that there'd be such an uproar.
  20. Seiken Densetsu 3 Sin of Mana - Discussion

    Wouldn't work too well either. Way back at the early stages of the mod we had some monster with standard attacks that inflict sleep, repeatedly. Caused weirdness as well..
  21. Seiken Densetsu 3 Sin of Mana - Discussion

    100% that then. the joke is, other sprite transformation effects work on those birds... should I just silently switch snowman for sleeping? just based on a different resistance?
  22. Seiken Densetsu 3 Sin of Mana - Discussion

    Not the case when I try it.
  23. Seiken Densetsu 3 Sin of Mana - Discussion

    That should be impossible, the game isn't equipped to handle multi status effects in any way - well, in a sane way at least. Where would those statuses come from? (vanilla) needle birds are vulnerable to snowman. the game crashes when it tries to revert the snowman back to the bird sprite. gg. so... what else have you all snowman'd that was followed by crashes?