praetarius5018

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Everything posted by praetarius5018

  1. Seiken Densetsu 3 Sin of Mana - Discussion

    can you be a bit more specific?
  2. Seiken Densetsu 3 Sin of Mana - Discussion

    highest in party, all enemies and bosses
  3. Seiken Densetsu 3 Sin of Mana - Discussion

    I wish... That was technically only an accident Because of how it is programmed, Gildervine can only have one level for its mobs for all places he can be fought (middle of the game + potential refight) which makes it impossible for me to set a good level, it'd either be OP for the first fight or pointless for the refight, so I set their level to 127 = scale to player level. Shuriken is basically physical type earth jutsu so it needed comparable cost to that. Black Rain... hmmm, no excuse here. You'd keep what you have and add the new ones. Ofc limited to 12 spells total per character.
  4. Any more plans?

    My plans for the near future are: take a break from SD3, try to fix the bug Cainen found on Kevin (who else...) and replace the weapon with high base attack/poor scaling. No, which ones?
  5. Seiken Densetsu 3 Sin of Mana - Discussion

    Fireblaze only lowers p.def, Skull Disect lowers both defenses, but either way they stack with themselves and def down/mind down.
  6. Seiken Densetsu 3 Sin of Mana - Discussion

    So considering the remake is supposed to launch today, I though it'd be only appropriate if both halves of the fandom - especially those like me how can't/won't pick games day 0 - get some new toys to play with. v1.200 corpses of allies no longer block enemies reworked castspeed to affect spells with long casttimes more castspeed is now instant if only NPCs are near added misc. patch that makes all enemies scale to player level counterattacks now ignore physical resistance/immunity knight type mobs take increased damage from counter attacks, physical resistant mobs in general take slightly more damage from counters critical hits have now priority over misses Byzel's black market adds some items to their inventory after defeating 4 godbeasts Pedan's weapon trader now visits Wendel already after 2 godbeasts are defeated instead after 4 enemies that deal non-physical damage with their base attack ignore thorn/curse damage reflect properties added a mini-boss fight to Seashore Cave reduced damage modifier of strong attack from (127+STR)/117 to (135+STR)/128 weapon/armor seeds should now produce final class weapons ~70% of the time if all 3 party members have their final class fixed rune staff, it now properly ignores immunity on Lv2 spells again fixed/clarified that Ancient Coat and variants should NOT pierce reflect and absorb, only resistance, weakness and immunity altered AI of Jewel Eater, less prone to back to back skill spam altered AI, stats and gimmick of Gildervine reordered AI of Lightgazer in hopes of it despawning less flagged Gorva as undead, i.e. heal light harms him Gorva now uses dark force instead of death spell changed which monster Genova summons and his AI fixed Bill/Ben's weakness element Xan Bie now cancels Life Booster with his attacks increased gold drops from regular monster switched price of Bunny Egg and Thief's Armband switched Kerberos Claw and Moon Coin in drop table for Bound Wolf reduced Lv scaling for attack items halved damage bonus for elements by day increased base crit rate by 3-4% increased flat crit damage bonus by luck by about 50% increased Giga Flail heal aura max from 12 to 15 old x2 tech gain weapons instead now grant increased Lv2/3 tech damage (not stacking with helm) old x3 tech gain weapons now only grant x2 tech gain reduced Dragon Lance from medium to light attack reduced bonus effect of Sigmund from 25% to 18.75% increased HP cost of Rune Earrings from MP cost x5 to (maxHP x MP cost)/32 Ironsword type weapons can perform strong attacks without increased cooldown by consuming 5 MP Broadsword type weapons heal some HP on dealing yellow damage, amount increases with luck stat increased Flamberg type weapons' crit damage from 20 to 40 Colichimarde type weapons gain additional crit rate based on TP x3 increased Ragnarok's crit damage from 17 to 25 and crit rate from 12 to 18 increased accuracy increase from Leather Neckband (x2) and Thief's Armband (x5) Lamellar type armors additionally grant +2 TP on evasion Reflex type armors additionally grant +1 MP regen Fencer's Armband crit rate reduced from 5 to 3, added 15% crit damage changed effect of Beastman Collar to spells using TP to reduce cast time (4 = 30%, ..., 7 = 70%, ..., 9 = 100%) changed effect of Red Moon Horn to spell casting generates 2 TP; does not stack with itself changed effect of Earth Bracelet to "spell upgrade: leaf coat" changed effect from Skull Disect to can't throw and lowers target's p.def&m.def after Lv2/3 techs Kevin/God Hand learns Def Down instead of Saint Saber Kevin/Warrior Monk learns Mind Down instead of Mind Up and can also learn Analyse Kevin/Death Hand replaces his old spell list with: MT Dark Saber, MT Speed Up, Magic Shield, MT Body Change, Aura Wave and MT Lunatic Kevin/Death Hand has no longer stronger damage on his Lv3 tech Kevin/Dervish learns Power Up and Firebreath instead of Dark and Leaf Saber and can also learn Anti-Magic Hawk/Wanderer learns Magic Shield instead of Mind Up Hawk/Ninja Master can additionally learn Transshape Hawk/Nightblade can additionally learn Silver Dart Charlie/Bishop learns MT Power Up instead of MT Def Up Lise/Starlancer now learns Saint and Dark Saber Lise/Fenrir Knight now learns Leaf Saber changed minimum spell attack power after defense from 0 to 10 despawned one exploitable enemy pack in the Molebear Highlands until at least one godbeast is beaten code optimizations
  7. Dolan: What the actual crap.

    that's only half if it
  8. Dolan: What the actual crap.

    tbh. Dolan is one of only two that can outright kill your party if you fail the gimmick. and the other (Mispolm) you may even not see if you do the obvious.
  9. Dolan: What the actual crap.

    Honestly, once you realise how limited I actually am with making such gimmicks you'll feel silly. I can't base it around specific spell effects since most parties don't have access to spell X. I can't really expect the item equivalents since they are expensive; I've like 220k Lucre on a save that is about to enter the final dungeon where I was super stingy with any spendings, demanding use of multiple items worth 3k per use at the start of godbeasts would be super rude then. Specific armors or weapons? Most are just modifying damage output or intake. And requiring an armor with e.g. at least heavy magic def class independant of actual m.def resulting from it (guy with 15 PIE and heavy armor takes 100 damage, guy with 33 PIE and medium-heavy armor takes 999?) would be plain bullshit to figure out. Doesn't really leave much to use here, right?
  10. Dolan: What the actual crap.

    if all else fails there's the armor that lets you survive death at the cost of MP
  11. Magic spell's stats

    yes, that is all the HP you get from it. at least it contributes to def in the formula: VIT x armor factor + armor bonus body armor gives mostly the factor from 2 to 14, bonus is from all other parts, i.e. gloves suck. which is more than you can say for magic defense which only gets a factor of 8 at best; or rather there are only 2 types of armors: factor 4 before diorr, factor 8 from there on.
  12. Separate Category-patches?

    vanilla would've been 1% per point in luck or set to 50% if energy ball is used. my hack works a lot differently.
  13. Resource for info about this game?

    It tries to inflict confuse status, there's one check different in that skill compared to the normal charm spell but I'm not sure what that difference does.
  14. Separate Category-patches?

    Oh yes, just imagine every regular attack of any endgame enemy to have 20% chance to deal damage almost like their OP lv3 techs, well half of it, still nuts.
  15. Seiken Densetsu 3 Sin of Mana - Discussion

    Lets see how many descriptions I can proof wrong next update
  16. Resource for info about this game?

    You can ignore that, this was for a type of abilities that no longer exists. Exactly. Can you tell me how to reproduce that? Also how can you save if you can't enter the menu?
  17. Resource for info about this game?

    Weird, I thought I corrected the spell name long ago in that file.. the original white,black and time spells are limited to 5 character names. Dia was in FF1 as an anti-undead damage spell, here it is regular holy damage except that it also bypasses reflect like summon spells would do. If it has a power value it is usually a damage spell, if it has power but type healing it heals HP, everything else is corrected under special.
  18. Resource for info about this game?

    Fury is under white magic. It inflicts berserk status: uncontrollable, more damage given and taken.
  19. Seiken Densetsu 3 Sin of Mana - Discussion

    why did you even bother with them? they are not meant to be fought at all...
  20. Resource for info about this game?

    Did you really check the tabs in misc_number_madness.xls?
  21. Magic spell's stats

    Level only gives HP and MP in vanilla, and technically helps with the death spell check, that is it. VIT gives a massive 1.5 HP per point - worth it?
  22. Magic spell's stats

    One of the main issues with that formula is that it has a ton of multipliers, most of which clearly favor physical damage, and applies them before essentially dmg = (atk - def) so it gets out of hand super fast. If it was the other way around, first dmg = (atk - def) and then the multiplier it'd be much saner. Also because of the hyper allergic reaction to weakness spell hits the only spells that are really worth it are death spell, turn undead and maybe the ultimate non-elemental spells (only with a fast forward button). Because of the reaction weakness hitting spells are not effectively 150% damage but 75% as you need multi target heal light afterwards most of the time.