praetarius5018

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Everything posted by praetarius5018

  1. hmm... I could maybe fit 3 shields in there without removing them from Duran. In that case 3 shields (to be decided which) would be available in Byzel if you have Lise in your party. The loadout in Forcena would still require Duran. So if I go with that which 3 shields would you want on Lise? Dark classes only, light classes are good enough with MT buffs and potentially heals. So you might have to grab them via backtracking after Tzenker or after the island expedition.
  2. sudden is meant for support spells, see skill sheet, the affected ones are listed there Lise is meant as a jack-of-most-trades; you can dump her into most teams and she'll easily fill holes in your skill set but she'll never excel.
  3. I honestly didn't look into that but I prefer it hitting once total over 2 hits for half damage where you are likely to miss the second hit because of knockback. Hawk and Kevin are already dominating enough, no need to nerf others more. And if it was 2 hits for full damage - that would be almost vanilla Kevin levels of broken.
  4. 1) yes, though if even 1 HP remains you get nothing and the enemy is replaced with a full-HP chibikko of the same level (or higher if you wear +monster level items) 2) yes, it should be -75%
  5. Jewel Eater's design was meant to scare player away from being purely defensive; at the time I edited him the most common play style was "just max VIT/defense". Tzenker was designed with getting 1 level after class change in mind as basically everyone learns something useful for the fight. You know, use the shiny new feature you just got. Duran: heal light or diamond saber Kevin: heal light or ... well, it is still Kevin Hawk: arrows or shuriken (both physical damage, one of Tzenker's weaknesses, the other being earth) Angela: she should already have diamond missile or even learn earthquake Charlie: heal light and/or holy ball, isn't too bad Lise: def up or speed down Otherwise the disparity of bosses is easily explained: I've no good guideline what the player really has at any point past Tzenker. the most I can expect the player to really, really have after Tzenker is Lv2 techs, everything else is optional. So I tried to hold a bit back in the early game and for the godbeasts I just said "screw it"; you should have enough money and potentially monster drops to have now access to mostly everything; so yes, hard required defense buffs and attack debuff as the bare minimum. Honestly, hard wasn't meant for a new player. Far from it. Gildervine though, was just a casulty, him and I have... history >.> so I just used him to feed the player exp so that you really have 50 around the time godbeasts arrive and therefor have access to all your spells.
  6. For that fight I mostly wanted it to be a "mirror boss" fight for dark Hawk. In vanilla he'll be just a thief (no class change) up against ninja masters (2 class changes up). Here it can be fresh ninja against 2 experienced ninjas. You may notice that Bill/Ben can no longer use fire or water jutsu at that point, which you can't have here either. The only thing Hawk shouldn't be able to do what they can is shadow dive - and that is just a technical limitation; there's no other lv2/3 tech that works for that enemy type. Apart from that, the options are identical: single target thunder/earth jutsu, shuriken double attack triple attack ~ Hawk's L1 tech running and cornering Honestly, you always profit from having a human partner, the AI is just bad, especially against "small" enemies (anything player sized).
  7. thanks for doing my job
  8. Dark Charlie has 2 exceptions as well, otherwise you indeed have 2 casters that can't do anything until the midway point of the game. Especially Angela could qualify for her lv2 spells before having had a chance to get the lv1 counterparts (fireball -> explosion).
  9. no, all there in the manual: ===Spells=== Learning spells requires both sufficient attributes (listed in the classes.txt) and the relevant spirits for the elements. (skills.xls)
  10. Do you have numbers for me how different the damage between the 3 was? The problem with boosting phys offense gear is just how much it can escalate between if you stack "nothing" and "everything". Magic has just magic up, m.def down, saber, maybe speed up for cast time, can hit one weakness. Physical... power up, def down, speed up, speed down, saber, energy ball, aura wave, analyze, weapon "strength",... I'm probably forgetting something. Can potentially hit 2 weaknesses, but also be resisted on the physical side and then needs anti-magic... And most of these are multiplicative with each other. The problem is, most parties will have about half of that? And that is not even getting into how simple magic gear selection is (just magic up) versus physical gear (atk up, crit up, tech up, ...)
  11. 1) Only when your HP drops to 0. Petrify only counts as "death" for the sake of triggering game over. 2) No. 3) Traps from treasure chests also add death penalty on higher difficulties (tough, starting at Lv36). This will ofc. also affect the "death" related items.
  12. Well, I guess I could increase physical power a bit. Though I'm afraid how that'll turn out, 700+ attack in max attack gear is already possible (normal ends more around 400) and very stupid.
  13. Since the Byblos thing trips people up again and again, here now again as an "official" explanation: Byblos counters 100% of the attacks against him. Other bosses may do that too, but Byblos is imo the biggest offender with countering. Also, since I've come to the conclusion that Monk is the 100% worst, most useless job (can only heal itself a bit and deal water damage, and that not even very well): !Kick evolves to !Blitz
  14. I'd also like to know if that Lise has as much STR investment (or relevant stat for alternate stat weapon) as Angela had INT level ups. Or what type of weapon light? heavy? ...there's too many variables...
  15. That's honestly something I wanted to do - specifically for dark Lise; but it isn't possible with how shops work. They are limited to 12 items at once; if the game loads 13+ slots it'll glitch around a lot. Any item can only have one condition. So "have Duran and/or Lise in the party" is not possible to set. If you have any idea how I should set shops up for that, we may talk. I wanted to have my basics covered, second half items are supposed to be heavily specialized stuff. This way I have less to worry about when I throw everything and the kitchen sink at you. maybe I disagree, if only on the grounds that it is consistent with the enemies techs (B/B are ninjamaster and use shadowdive just like NM-Hawk, nightblades use split image slice like NB-Hawk) and in vanilla it works so that ninjamaster has his MT option in spells and nightblade his in the Lv3 tech while the other stuff is single target. and how would I do that? the big problem is how much more buffable physical is compared to spells. power up + def down is the same as mind up + m.def down but did you include sabers? only +10% for magic but +10% for physical and another potential +50% for weakness hits that didn't exist before energy ball? aura wave? also magic deals more high number but rarely occuring damage while physical is low to medium damage but all the time. how do you compare that? or is that just the same problem as with Duran's recovery? purely psychological You can perform the same in vanilla, for both B&B fights. The condition is HP below half but you can burn that down before the game is able to execute that action.
  16. I'm not working on this anymore.
  17. Might be one of those "too long ago since you reloaded ingame" memory leak bugs?
  18. I just think the table on that side is wrong, everywhere in code I've looked it is by order of ids: Godhand stuff Warrior Monk stuff Deathhand stuff Dervish stuff I think it'd help me more if you told me explicitly what you want changed. Then I may look into it, no promises.