praetarius5018

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Everything posted by praetarius5018

  1. Magic spell's stats

    spells work similarly to weapons; the base power is multiplied with the relevant stat, then add some base value based on spell/weapon used. Damage is pretty much: (multiplier x stat + base) x weakness x day effect x damage buff x class effect x special - (def x def buff) Class effect is always 1 for weapons for spells it is: 1.9 if the target is class 2 or a lv40+ monster 1.6 if the target is class 1 or a lv20+ monster 1.0 for base class or lv1-19 monster that means class changing makes you take more spell damage Special is 2.5 for lv3 techs, 2.0 for lv2 techs, 1.5 for lv1 techs, 1.25 for single target spells, 1.0 for everything else. Weakness is 1.5, resistance 0.5, immunity 0, absorb -1. Also hitting weakness makes 90% of bosses cast an extra spell outside of their regular AI loop asap. Day effect 1.25. Of course lv2/3 techs ignore weakness and day effect. Damage buff is 1.33 for weapon, 1.25 for spells or 0.67 / 0.75 for the debuffs. Def buff is 1.25 for physical defense, 1.2 for magic defenses. In case it happens, cap the value before subtracting defense at 999. I think weapons gained on the ghost ship have 6 multiplier, so they already match tier1 spells. By the time you reasonably get tier2 spells with their 8 multiplier weapons should be at 9 or 10, cat weapons are 12, pedan's 14, seed weapons 15. Just to make it clear, even Angela gains more damage per point of STR on her weapon attack with buffed endgame weapons using a Lv1 tech (15x1.33x1.5x1.5=45) than hitting a weakness on tier2 spells (8x1.25x1.5x1.9x1.25=35.625) and that is before we get to the fact that stick hits don't provoke a ton of extra spells. I had no problem with setting spells to have 0x40-0xFF additional power, there were no new side effects just ever increasing damage output. In total I highly doubt they had any idea what they did with spell scaling. A lot of spells ("throw items", summons) are the same with basically a difference of 1-2 stat points of the caster. After SoM they were probably so afraid of any form of magic damage that they overestimated the power of spell damage here (bosses always getting extra spell castings in) and grossly undervalued buffs (power up can turn 20 damage strikes into 100 damage).
  2. Seiken Densetsu 3 Sin of Mana - Discussion

    1. The level up calculates the attack stat and saves it in the current attack power slot, so far so good. But when Kevin transforms he saves his actual attack in a backup value which is then reloaded when he untransforms. So say he has 100 atk at 8 STR. Transform into wolf, atk is now 116 or something. Get a level up, pick any stat - doesn't matter which, his atk drops to the untransformed value of the new stat, say we pick STR so we have 105 atk. Battle ends, Kevin untransforms and gets 100 atk at 9 STR because 100 was in the backup value. To fix this you just need to reequip a weapon or visit a weapon shop where Kevin looks at the weapons or get a level up in human form. 2. You need any area where you can call the dragon basically and night time for wolf form. 1) Have Kevin transform (e.g. attack near an enemy) 2) Do NOT get the victory message - there must be at least one enemy alive in the room! 3) End battle mode; e.g. by switching to a different party member that is far away from enemies or just run away from the enemy or kill the enemy that is close. I repeat, end battle mode but do NOT get a victory! 4) when out of battle mode (weapons are put away) but Kevin is still in wolf form call your dragon. Do NOT walk out of the room or use a rope!! it MUST be via dragon. Congratz, he keeps his wolf power bonus in human form. Repeat a couple times to stack this up to a maximum of 370 attack power. The glitch ends when he levels up in human form or you change his equipment or have him as the active party member in a weapon shop.It is OK to level up in wolf form, that resets the attack only until the next room. Pressure point is just power up but self-only, not stacking. 3. Saber gives +10% atk but does not stack with +33% from power up, whichever was used last counts.
  3. Separate Category-patches?

    After conversing between the whole team of me, myself and I, we've come to the following conclusion: Not happening. Last time I took up such a venture it turned into a total shit show thanks to some people and I have neither the time nor the will to put up with that again. Got better stuff to do.
  4. Magic spell's stats

    -holy ball and saint beam use PIE -vanilla jutsus are INT based, shuriken AGL; no idea why square thought that was a good idea, Hawk already needs every single stat except luck... -Lv2/3 techs don't use the flags for elements or status -flame breath is actually set to inflict "burn" status but the status does not exist, so flame breath actually removes any present status ailment -AGL skills work against p.def -mind up(atk) increases spell damage, doesn't matter which stat is involved -mind up(def)/magic shield directly modifies both m.def stats
  5. Magic spell's stats

    if you have a list of cheat codes to changes who knows what spells, the ids are listed there and all in order, just proceed by 17 (0x11) bytes per spell id.
  6. there's no such option
  7. Magic spell's stats

    None of the trap spells have an element, neither do summons, they are just progressively stronger non-elemental damage spells. For extra fun most of the boss spells are STR based. The relevant defense depends on the stat used; INT = m.def(INT), PIE = m.def(PIE, hidden stat), else p.def No guarantee for your sanity here:
  8. Magic Shield

    Should be 119B78.
  9. Magic spell's stats

    What exactly do you want to achieve? Making damage spells useful? Sorry you'll have to get comfy with a debugger, there's a lot of mechanics that make them useless.
  10. Magic Shield

    I meant the part where it stacks with mind up for heal power. Heal light should only check for the +m.def part of mind up which is identical to the magic shield version. I mean this would make some sense if vanilla allowed you to use heal light as a damage vs undead spell.
  11. Magic Shield

    you sure about that?
  12. Seiken Densetsu 3 Sin of Mana - Discussion

    not sure I could do much about that one
  13. Seiken Densetsu 3 Sin of Mana - Discussion

    I don't see why you'd have to check the docs below tough difficulty. Just put something in every equip slot and you should be fine. You don't need to upgrade gear at set intervals like vanilla SD3. Attack and defense scale with levels, the only real changes of equipment are side effects. Since when do intentions and reality agree on anything?
  14. Seiken Densetsu 3 Sin of Mana - Discussion

    how much attack value they give. all weapons with e.g. "heavy" give the same attack power but have different secondary bonuses. just cryptic hints of what they do and don't or you should do/exploit.
  15. Breath of Fire 2 - Defiance of Fate

    Dunno, sounds pretty arbitrary. There'd be no notification for the player that he suddenly has unlocked the rest of the feature. No, this is like having one ring slot per character but only 1 ring for half the game. Having more shamans is not automatically more power, it is just more options which enemies can easily take away with rng based focus damage on one character.
  16. I've no idea where the ideas came from this time but... 1) Each spell can be used once per battle but cost no AP (exception: dragon skills cost a fixed 3) With some form of scaling damage/healing power this should make more spells relevant than the newest 2-3 out of a potential 32 spell slots you have per character. Implementation is easy since one unique enemy skill can seal spells until end of battle, so the same mechanic can just be used. 2) LP replaces AP; this is kind of a secondary HP bar. If taken HP damage exceeds 50% of remaining HP you additionally take some LP damage relative to the HP damage. Fatal HP damage deals more LP damage; if at least 1 LP remains the death is avoided and some HP is recovered (this replaces the chance to survive fatal damage via guts stat). Overall this should lower the risk of getting randomly one shot just from AI roulette choosing the right/wrong action while putting a limit to how long you can get by with just taking 90% damage hits and spamming full heals while ignoring (de)buffs. 3) The condition stat (tired/fine/great, measured on a 0-255 scale) gets a bit more involvement. By default it only seems to go up (neither many battles, day/night changes nor death did decrease it in my tests) and it is mainly responsible for a massive crit rate (both weapon and spells) at the end. Resting would now increase condition to 160 if it was below. Taking damage would decrease it by 1, more if LP damage is taken. Having a bad condition would reduce the received healing, at most -30%. Not sure if any other events should influence condition tbh. 4) The whole shaman fusions feel a bit underdeveloped; half of them come only near the end of the game and besides stats and maybe changing the character's unique skill not much happens. So once you unlock fusions at all you can already use all 6 shamans for fusion but until you find the real shaman the relevant stat bonus is halved, e.g. without earth shaman you'd only get +10% defense if the real bonus was +20%. Additionally you receive a small bonus to damage dealt with attacks of the same type as a fused shaman (fire shaman boosts fire weapons and spells, dark shaman would apply that to non-elemental) and resist attacks of the element (non-elemental only -25%, other shaman -50%) but take 25% more damage from the weakness (fire shaman gives weakness to water/ice). 5) Stat growth is half fixed by character and half determined by the equipped weapon type. To that end most weapons would be equippable by all and instead of sword/bow/etc. we'd work with weapon enhancement crystals or something. E.g. a wind type weapon would give higher AGL growth but less defense and earth type would give more HP but lower AGL. 6) Bleu gets actual stat gains instead of reading from the random encounter table. 7) Permanently stat boosting items get axed; will probably replace them with some tomes that can teach spells. As written above, these are ideas. I've done some work on this already but not enough to be presentable in any way. Feel free to comment on this madness.
  17. Breath of Fire 2 - Defiance of Fate

    It's currently on hold but will be continued later. The way enemy specials "calculate" their damage (they don't) bummed me out a bit. They are just burried deep in their AI and set damage to a fixed value. So I have to grind out every single enemy type and hope that I don't miss a 10% chance for a random hobo to use a special... For extra fun I can't just exchange enemies in a single encounter since the graphics are somehow linked to the specific encounter - e.g. I can't just put a skeleton rider in a battle where normally rocks are, the game doesn't like that at all. That would change next to nothing. Random encounters can be up to 6 monster so aoe spells are clearly better. Bosses rarely more than 1 so single target spells are clearly better. Any attempt to make elements matter much more would nerf Sten and Spar since they only have 1-2 elements - and those 2 are already less appreciated characters. It would also cut into how much freedom you would have with character/stat customization; if you want the fire type stat growth you need to equip a fire type weapon and are in an area with mostly fire immune mobs weapon attacks are out which would suck a lot for mostly physical attackers. Atm I'm more looking for a gimmick on what to do with excessive spell charges in random fights; when you later have your up to 30 spells 20+ will see no use in a random battle as they shouldn't last more than 3-5 turns at most. Guts/will still exists - it now handles magic defense and how much HP you restore on "death" while having > 0 LP. I understand where you're coming from but since I can't move NPCs to different maps I only see 2 main options: 1) as late as vanilla so you barely can play around with the fusion system at all 2) all at the start when fusions unlock but with stat penalties until you find the real shamans I prefer 2 on the grounds that it lets you actually do something. It might also help some of the otherwise less useful characters; Jean is basically dead weight until you can give him a good fusion. And its not like you don't gain anything as you progress through the game; increased stats from the "complete" fusion and elemental resistance might shift the preference from fusion A for just the ability to fusion B for the better survivability or something. Also because the fusions are more "safe" now with the protection from LP I have to nerf them anyway. In vanilla 90% of the endgame mobs can just take them away with death spell whenever they feel like it. I'm not sure I feel about "sealing" the major fusions until you get the required shamans; if I require all involved shamans we're back to the late gain of vanilla. If only one is required it is basically the same as not needing them for a good amount of the fusions. Just take fire+devil, it is either available only for the final dungeon or right of the bat.
  18. Seiken Densetsu 3 Sin of Mana - Discussion

    That's exactly what it does
  19. Character/Job Party Recommendations

    With Genova, Gorva and 1-2x Bill/Ben that section certainly shouldn't be underestimated, though.
  20. Seiken Densetsu 3 Sin of Mana - Discussion

    I get the same 60 / 120 delay with all 3 armors. The only "differences" were the old known bugs like cooldown not starting when the second hit doesn't connect.
  21. Seiken Densetsu 3 Sin of Mana - Discussion

    that should not be the case, no. are you certain you're not just thrown off between quick and strong attacks (due to different kind of slowdown in new area)? or any other change?
  22. Seiken Densetsu 3 Sin of Mana - Discussion

    it works on items but not actually by element but by the actual spell used. E.g. Demon Breath does not proc curse despite having dark as element.
  23. Character/Job Party Recommendations

    much more attack than regular wolf form at cost of defenses.
  24. Chibikko - less Luc after kill?

    Chibikko transforms them into an entirely different enemy type, more accurately it removes the original and spawns a shell hunter of the original's level. I think it gives the same amount of money as most regular enemies.
  25. Seiken Densetsu 3 Sin of Mana - Discussion

    I felt like it'd distract from the party building too much since it'd give items even more options to overshadow certain classes if you can afford stuff.