praetarius5018

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Everything posted by praetarius5018

  1. Character/Job Party Recommendations

    that's the way it was in vanilla. here it does work on bosses but at reduced power
  2. Seiken Densetsu 3 Sin of Mana - Discussion

    strange, no idea why that is but that is not really a problem, imo. Mispolm is kinda like Dolan - know the 2 tricks or die over and over. Lightgazer is more of a problem when he lasts longer since he shaves off maxHP with each spell - or kill you with his opener when you are weak to a certain element that isn't light.
  3. Seiken Densetsu 3 Sin of Mana - Discussion

    should be vanilla behaviour the red dots stay until all 7 bosses are beaten admittedly I never checked the disappearance at the tower..
  4. Deathless weapons

    I think it is +127 attack with maxed out penalty. Let me consult the holy book of armor_elements_stats.xls on that... "attack and magic strengthened by death" - yes
  5. Final Fantasy V: Void Divergence - Discussion

    v1.100 replaced reequip config option with "core rules" option -basic = default -expert = can't revive, damage multiplier is truncated roughly like in vanilla, enemies get [75..150]% damage variance and scale up when the party is too high levelled on difficulty 1 with expert mode bosses drop 2 void shards instead of 1 added diminishing returns to experience bonus from void shards; before ~300% at 99 shards now 150% automatic equip optimize after job/ability change is now always disabled battles get auto-reset after game over magic evade and rod element boost (NOT MightAmp) now affect status chance/damage changed rare steal chance from 10/256 to (AGL-10)/256 physical techs now profit from weapons that are more effective against certain creature types; bonus for techs is slightly higher against targets with high maxHP new skill sets now respect memory cursor (though they have to share the position among them) spellblade element attacks no longer auto-miss against greater resistance added new rod "Water" to Karnak escape, replaces an elixir edited typing and m.evade of several bosses fire rune now blocks HP leak status mirage ring no longer provides an image, instead it grants +35 evade reflect ring now refreshes on turn end enemies that reacted specifically to !fight now react to non-magical abilities fixed damage overflow against aegis parry in a multihit spell (e.g. reflected from barriers) fixed some text issues fixed Gilgamesh's exploder against Necrofobe not working properly fixed mimic'd !throw choosing an unrelated item as projectile fixed a bug that made damage often reduce HP by 1 more than displayed fixed a bug that applied the dual wield penalty to unarmed fighting fixed an overflow bug on high level brawl with kaiser claw and elemental amp reduced unarmed attack and m.attack growth unarmed/brawl no longer has damage variance equip menu now shows unarmed attack value for characters with brawl ability equip menu now shows dual wielding again as sum of values instead of average toad status now correctly blocks the new skills from being used
  6. Seiken Densetsu 3 Sin of Mana - Discussion

    He resists all elements, in a sense weak to neutral element.
  7. Seiken Densetsu 3 Sin of Mana - Discussion

    none of the armors are locked by degree of lighting
  8. Seiken Densetsu 3 Sin of Mana - Discussion

    I put the poto there way before I made the class change item shop, so kind of intended in case you missed it, INT also boosts damage of Lv2/3 techs so you could dump some points later into it you can only drain HP or MP, not both at the same time; in doubt saber has priority but they stack in the sense that one item increases the limit for HP drain - this also applies to moon saber
  9. Character/Job Party Recommendations

    yes it does this is a flat -2 to their character stats so it loses a bit steam later on when they reach 30+
  10. Character/Job Party Recommendations

    It is a separate effect from the regular debuffs, so yes they stack.
  11. Final Fantasy V: Void Divergence - Discussion

    well for a bit = 20+ I agree
  12. Final Fantasy V: Void Divergence - Discussion

    ok, yeah that'll do what made you grind that high? or did I screw the exp curve up that badly?
  13. Final Fantasy V: Void Divergence - Discussion

    no success in reproducing that could you create a savefile (.srm) where the issue exists so that I just have to get into battle to see it?
  14. Final Fantasy V: Void Divergence - Discussion

    I don't see how the patcher related to that, but if it works ok, found that one bugger.. just to avoid unnecessary insanity - this issue persists after switching the ips patcher?
  15. Final Fantasy V: Void Divergence - Discussion

    there's a problem with that. weapons have high values so reducing that by 25% doesn't produce too big rounding errors. relics have low values, some as low as 1. reducing that by 25% would be a 100% reduction thanks to rounding. also it wouldn't affect shields since they give 0 def (aside from the omega shield) also armor proficiency is something I wanted to do by character not by job sometime down the road - to make the characters that little bit more unique - but that is something I'm still not 100% convinced about; having a worse weapon just means the fight may last ~30% longer, having worse armor may mean it becomes unwinnable. you have to hold the L and/or R button while pressing X to open the menu or confirming load via A. that's from a technical limitation. all the new abilities don't really exist in the game's view. same reason why all those abilities are limited to 8 skills. ok, wtf happened there!? I don't get that result, what makes you think they stop working exactly? goddamn x-magic, mimic, dual wield, when will you three ever stop causing problems!? do you recall what exactly you had thrown at exdeath initially?
  16. Seiken Densetsu 3 Sin of Mana - Discussion

    please leave moon out of this. the game handles that element in a weird way at times. like a pure damage spell like fireball but with moon element would not damage the target and heal you but instead it hurts the caster. or half vanish is moon elemental in the sense that it profits from that day but not in the sense that it can hit a moon weakness. well, that's a technical limitation I can't get around
  17. Seiken Densetsu 3 Sin of Mana - Discussion

    oh that one is easy
  18. Character/Job Party Recommendations

    they have less chance per hit but hit twice per attack, so once you get some more luck stat they come out ahead in chance per attack to succeed with the status effects
  19. Seiken Densetsu 3 Sin of Mana - Discussion

    the m.def buff part is the same, so it doesn't stack more than mind up + mind up
  20. Seiken Densetsu 3 Sin of Mana - Discussion

    level, int, pie
  21. Just had to say thanks

    seriously, what do you think why I added that?
  22. Protect Ring

    well, aside from trying it with cheats you're out of luck
  23. Character/Job Party Recommendations

    You're forgetting a tiny detail - you are hitting the boss more often this way so bosses with retaliation attacks trigger those more often (every X number of hits with spells adding more to that meter).
  24. Final Fantasy V: Void Divergence - Discussion

    v1.050 added weapon proficiency added natural magic evade based on level, magic stat, job type and equip% added bonus phases to final boss, each unlocked by beating one of the superbosses edited dummy enemy to 5A's Enuo and put him in the last chest, AI as close to the original as possible, sprite recolor of Omniscient edited AI of Shinyru changed encounter rate 6 to off added extra patch for save anywhere Lenna now starts with knife + shield equipped Faris now starts with dagger + knife equipped to show off dual wielding Omega now additionally drops a omega shield (formerly called blood shield) changed type of whips from wind to earth added new whip "Tamer" to tule weapon shop added new boomerang "Edge" to karnak weapon shop added new boomerang "Razor" to kelb weapon shop added new staff "Cleric" to kelb weapon shop added new rod "Storm" to jacole weapon shop added new rod "Magus" to necromancer rare drop added new rod "Nirvana" to Enuo drop added new bell "Mythril" to jacole weapon shop added new bell "Diamond" to surgate weapon shop added new harp "Fairy" to surgate weapon shop added new harp "Demon" to mirage weapon shop increased power of Full Moon from 63 to 102 nerfed attack power of endgame weapons lowered max attack of ChickenKnife to 127 BraveBlade attack power fluctuates between 50 and 150 depending on !Brave and !Def. uses added +2 heal power to flail added +4 heal power to morning star changed icon of flail and morning star from misc to staff fixed tutorial scenes screwing up other event flags fixed out of range bug for new skills potentially fixed stats of Corvette enemy fixed Mime not getting +AGL levels fixed bug that made new jobs not add to starting MP fixed unlock for sage skills not working properly changed skill used with 25% by chicken knife to !Smoke renamed enemy skill Snowstorm to Icestorm to differentiate from Blue/Snowstorm undead player now only get healed by 33% from Doom re-added exp split reduced penalty to exp gain for having a full party from 75% to 50% reduced exp granted from Gil Turtle added heavy flag to Ramuh to prevent victory that bypasses his death speech and made him refightable nerfed Meteo and variants when used by monster removed Hi-Lamia from world1 open sea fixed level of corvette and armon monster added a modifier to bomb damage based on AGL fixed bug that made Vampire skill learning not check the 4th hero slot for vampire job AGL increases proc chance for weapons that release a spell or use an alternative skill GrandCross: list of status effects gets now filtered based on target's HP; healthy targets are protected from instant lose statuses, dead targets get erased replaced book with hint about ZetaFlare's weakness (which doesn't even apply) with a hint on how to unlock the True Final Boss adjusted HP growth of heroes, Lv30 has -300 HP compared to before, difference is given back over the remaining levels reduced HP growth of monster
  25. Final Fantasy V: Void Divergence - Discussion

    Order/Geoform is just a dirty 16 bit value during supposedly 8 bit math. So something like x8 would become x264. shielddragon is a stupid mob, huge HP and defenses, innate reflect, and runs away at 50% HP so you get no reward (only in vanilla), they just exist to drive you out of the sealed castle before you have any business there. edit: I think I switched his HP <50% damage reaction from escape to drain, so together with the last chance HP of its heavy state, yeah... that would do it difficulty 1 or "heavy" status (not quite a boss flag) gives mobs a last chance hitpoint, same as if insurance was on. this is nasty with mobs that can heal themselves since they can get that last HP over and over - though to my knowledge neither of the mentioned creatures should have anything like that.. no idea what it is with grabitem... someone else managed to target themselves with that and the game doesn't handle stealing from a player unit well ambush is to be used after !show before anything hits that character. you don't get the bonus if a mob sees you and force-ends !hide that way passives do not stack, only +HP/MP do but only because it is way too much effort to make them not stack... try any other slot, please. I've seen that when it should check for if slot 4 is a vamp it instead checks slot2 gain...