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Everything posted by praetarius5018

  1. Those should be all - I mean 60 shots total should be enough.
  2. They are still physical. To deal more damage to physical resistant enemies you may want the weapons with "ignore physical resistance/immunity" effect.
  3. hmmm... maybe try Vanadise (the final weapon is supposed to go with her summon spell, actually Swordmaster should be a perfect match to give her full elemental coverage) and Necromancer (black curse, tinkle rain and saber-boostable spells)
  4. I'd also be interested if anyone even tried any of the misc patches like super_happy_funtimes
  5. Well, since I changed a lot of things in the code there'll obviously be things that weren't in the original, so ZSNES compatibility with the original doesn't imply compatibility for ZSNES with the mod. Also savestate wouldn't help me since they are only usable with the same type of emulator; heck I can't even load SNES9X 1.53+ savestates on SNES9X 1.52
  6. I meant in-game controls (config -> controller custom) - you can change in game which of the SNES buttons is used for what. It may be possible you accidently assigned menu to a different button and not noticed it? ZSNES would possibly explain it; they used some very wonky hacks back then to simulate the actual SNES hardware. It works for about 99% of the cases though it had some random-ish bugs, like in Star Ocean everything would work fine for me but on some map transitions (I think only 5 specific ones) the music would randomly stop (only 50% of the time) and the game would freeze after 10 seconds if I didn't get a battle in that time; weird stuff like that.
  7. Need more info. v0.782? Changed controls in game? Does the menu button show up when pressed if you allow the option "show input display" (may be very well hidden, e.g. in SNES9X I've to toggle it via hotkey with ",")? Anyone else has that problem?
  8. Math, just... math >.< Base chance for the spell is 70% to hit. With your VIT and their MAG that is reduced to 55% chance to hit at all. Then they need to succeed the status chance which ... ended up in the single digits (high VIT compared to MAG, element resist, unfavorable field) This could theoretically succeed (something like 0.1%) but in reality it doesn't seem like the possible RNG states can reflect that. You should try a higher difficulty setting (increases enemy MAG), fill the field with poison element or even give yourself a weakness to poison.
  9. Is that with 0.780 or 0.782?
  10. Eh, if I let this argument count 10 out of Arcanist's spells wouldn't exist or Brave, half the Tinker's arsenal, Blue/Crusher, Time/Shift, some more I'm forgetting. I just had to draw the line somewhere (the number of active and passive abilities has a similar restriction as items) - and at least 2 of those spells may appear on a different job at one point. I'm not entirely sure on the internal workings, but the issue with 3x was probably that I ended moving something like a half pixel which throws the collision detection of. And then we get this: I could then leave the map through an unintended exit on the south and then enter the first town as a ship. Most fitting was that the NPC color palette was ever so slightly thrown off that everyone fittingly had pale faces. As for running itself - you should be able to run anywhere that isn't the world map, even with vehicles. I guess for the later that is only the canal. I don't auto clear status after battle as it can be used to set up certain strategies. Maybe you want to keep one char dead so they get behind in levels because of Lv5 death, maybe you want to start a certain boss battle under a ton of status effects to transfer them via Arcanist, or maybe you're crazy enough to do a solo char run here. Don't ask me - there are minds out there that have created strategies upon hearing which I could only think "wtf - how??" In this NG+ you keep all you have except plot items and the party members (and names); so job change etc. stays enabled from the start. In fact the job cap rises from 30 levels to 70. It was mostly my solution to the problem "I've beaten Shinryu and gotten the strongest weapon - but there's nothing to use it on..." Ok, please send again.
  11. give it a poison field, maybe poison boost from a venom rod or the like and a weak to poison enemy, maybe some poison type relics - maybe not enough to replace a pure healer but certainly an aid I can see where 16k would come from (maxed out cooldown) but 32k? also, no, the cooldown should stay the same for the same moves Yeah, kinda like that; note how !Black e.g. can't deal too well with regular poison type undead (=weak to wind and light): no light damage spell and the wind spell is HP drain which gets reversed. Where as that is basically the main domain of !White with wind, light and cure spells. Alternatively to using the free spell, you could defend and gain some MP while subverting the usual trope of full-time squishy mages. This is in contrast to the other 3 stats which have direct defense benefits. (AGL = evade, VIT = HP&dmg reduction, STR = can easier equip heavier relics = more def) -Feedback, damage (water+bolt) based on caster current MP -Meltdown, fire+wind, damage based on single digit of target HP and own MP (similar to FF5 predict) -AntiFlow, invert slow <-> haste on all -GigaNova, terrain set and LOCKED to void, nobody gets damaged... -Drain Sphere [name too long], gives *everyone* auto-HP leak (only while terrain is 5/5 poison?); stacks with regular HP leak -Balancer, takes HP of living party members and distributes them evenly I know I had more but I seem to have deleted those notes. There's also availability of items, or the fun out of battle stuff: is it ok to allow 4x dash speed? (3x speed gave me a land boat that could enter a town, that was a fun journey) or the terrain obstacles - you've infinite antidots, are the poison bushes still relevant? is regular terrain damage too harsh now that you can't really heal it out of battle? what about the time limit in karnak escape? (why can I now imagine a FF5+Super Metroid combo-randomizer?) Or the (15) NG+ mode(s)? Well... they don't really need to be balanced. all attacks that target their own side auto-hit/succeed so that should explain what the controlled torrent could hit other monster but for the rest... DoomClaw has 70% base accuracy, Torrent has decent MAG which should help with landing status effects... do other status effects by enemies succeed at all?
  12. finally some comments from my side, better late than never Interestingly, other people voiced the opposite opinion - that randoms were the harder fights than the bosses. Fact is, I don't really care much about the random battles at this point. You have around 50 boss fights during the whole playthrough, that should be enough imo, no need to pad everything with pseudo-required grinding of random battles. They are just there to give you ressources: exp, abp, blue magic, items (with first copy of rare drops now guaranteed) Summoner was one of the harder cases to make interesting; going by animations it comes with 3 "fire spells" in Ifrit, Phoenix, Bahamut and not many summons that lend themselves to anything that isn't damage. And ofc it has competition in the black mage for basically the same position. Anyway, I feel like 25 MP would be way too expensive. Summons now do lose some damage against multiple targets (in vanilla they always dealt 100% damage) but not as much as regular black magic spells, against 8 targets they would deal hardly double damage (25% vs 47%); Ifrit has 92 power at 9 MP, Fire is 100 power and free; in general with no extra effects I want 100 power at 0 MP (baring other modifiers same damage as !Fight) and about 1.2~1.5% more damage per MP (mostly just eye balled). The stronger increase from field effect is just a way to provide an alternative to X-Magic since that would just be the automatic go-to option for optimization. Load (and Time/Renew is 1:1 the same) may not show a difference if the remaining cooldown exceeds 20 "turns" since that is the max I can show but the cooldown can go up to 255 e.g. if you use a 1-stack elixir. WingBoot is basically a mini-haste; it sets the weight to 0 which would otherwise increase the length between 2 turns. Overload was the one skill I am most wary of turning OP; 2 users of X-Item elixirs and Overloading each other? ehhh... no, thx The issue with bombs is that they are really only meant to allow any party composition to deal with the 6 Puroboros bomb boss - any other use past that is just incidental. Making it not multi-target by default would just break the purpose of the item. All physical techs should use the SpellSwd effects, just not show them in the animation. They also do not suffer from damage reduction based on number of targets - so I had to set the power and accuracy (more AGL helps) lower to compensate for full damage against 8 targets situations. In general I had a simple overall problem during the entire job design process: because of technical stuff, spell/skill sets need to have exactly 8 spells/skills. Physical skillsets basically only need 2 skills, one hit-all and one hit-one hard move - or I could even skip one of those to mix it up - everything else is just bonus; changing weapons takes care of the element part. Magic skillsets need only one spell no matter the target amount thanks to the damage penalty - but element is fixed, so I need one spell for every element the set should cover; and I don't want (up to) 8 spells that are just element swaps and otherwise identical. That would be plain boring. tl;dr: I had problems creating a whole 8 skills for physical sets without useless bloat and trouble keeing it down to 8 for magic. E.g. recently Arcanist got 2 full sets (so 16 spells) and I still had to drop about 10 spell ideas... So if a few physical skills are less useful? sadly to be expected. Execute is only 5% stronger than base, but it uses STR/AGL instead of whatever your weapon normally uses which is more useful for characters that had a lot of AGL heavy jobs in the past. The passive itself doesn't matter. Skills should be added in the order: !Item, !Fight, !Brave, !Scan Snowstorm profits/suffers from the quirk of spells with status effects; the only spell types that can deal damage and inflict status are level-based instead of MAG-based. And that formula has no variable for spell power but instead has a fixed value for all level-based spells (mostly used by monsters, so changing that wouldn't be too smart); formulas can only have 3 parameter and they are needed for accuracy, status chance and inflicted status.
  13. ok, 2 bugs fixed (v0.782) fixed a bug that sometimes made hero1 drop to 0 health after battle fixed a bug in summon spell animations
  14. Can you send me your .srm savefile so I can check?
  15. I can see where you're coming from - same with !Brave, really - but there's a tiny problem with that: I don't have any items left to use. The game is capped at 255 different items and they are already used. Weapons, relics, consumables all fall under that. The most I could do is replace something; want to get rid of tents? cabins? Omega medal? Dragon crest? 3 summons? I wanted more to go the FJF route, that's what the single job option is for. Then start giving me some feedback - what works, what doesn't? There's already too many options for me to have an overview of which combinations are just way OP or what's 100% useless. Does a job get usable too late (too hard to unlock skills in contrast to !White) or is it too dominant early? Stuff like that.
  16. v0.780 altered several weapon elements, there should now be less off-type weapons (e.g. swords that aren't fire) changed harps from fraction damage to regular damage added new icons for certain relics altered icons, names, stats and effects of relics relic icon should now indicate whether it has a hidden effect or not -amulet grants either absorb or increased element resistance -rune grants that element's status resistances -rings hold all remaining effects -genji equipment is the only exception to the status resistance rule increased weight and defense of lategame effectless relics by about 20% added "Field" behind the field icons in battle for clarity altered sorting rule to make axes and hammers treated as the same type (technically they already were) fixed a bug in the abp gain for the 4th character fixed a bug that dropped total exp to 0 on escape
  17. Can you tell me steps to reproduce that issue?
  18. They stack multiplicatively BUT you can only get one case of weakness and one case of resistance. So if the target resists all four elements it deals the same damage as if it resists only one element.
  19. Turn Undead against non-undead with the weapon does damage based on INT, PIE, level and target m.def. Lord's weapon adds 1/4 of the target's atk, so just imagine that you have 100-120 more effective attack at the end. E.g. Bigieu has about 500 attack value. Others more towards 400-ish.
  20. Version 0.782


    Chrono Cross meets Bravely Default in this re-imagination of Final Fantasy 5 with additional jobs and mechanics. The main ideas were to make the battles more dynamic and give each character more, well, character. As a result of that every character has now access to an individualized job list of 21 out of total 31 jobs (freelancer is NOT available) while each job level now has a permanent impact on a character's stats. For example klutz Bartz can not be a chemist and Lenna hasn't in her to go Berserker. More dynamic battles are achieved via !Brave, !Def and field elements. Move a future turn to now with !Brave or take two turns at a later point with !Def while modifying the field elements to your liking with each skill or ability used. Changed field elements affect damage, healing and status effect chance. major features: all party members can be renamed at any time difficulty can be adjusted via in-game menu elements play a larger role extending to every item, ability, status effect and monster rebalance of equipment, spells, abilities and enemies several additional jobs and reworks of existing jobs instead of helm, armor and relic you can now equip 3 relics relics add a mix of resistances, weaknesses and power bonuses to same-element attacks spells scale with weapon power keeping them relevant until the end spell lists have been altered, e.g. Fire1/2/3 was reduced to just Fire and there are now new spells replacing the missing spells items are not consumed but introduce a cooldown on !Item, !Mix, !Drink and !Throw auto-heal some HP after battle victory (trade-off for disabled potions) ATB does not proceed until the currently active actor is finished with their turn, but then moves instantly to the next event most importantly - a New Game Plus mode!
  21. Yes, they can be upgraded. Those were mostly meant as a "accessoire tax". For those classes no additional spell was too weak but a normal single target spell a bit too good (relative to what the whole class can do); but multi-target at the cost of one accessoire slot - sure, why not.
  22. No, they shouldn't. They only give the element on a non-saber'd physical attack.
  23. hmm... no idea, does she gain EXP? not that there's anything weird that counts her as "dead" also you'd better post those error reports in the discussion topic - so I can get a notification
  24. hmmm... sorry, forgot - I just know it was quite useful.
  25. If it is the change I think it is, that refers to Duran's shields - they do not provide increased aggro while he is incapacitated. No special strategies - just use it to disable some troublesome enemies and then take the pack on 1 by 1 or profit from the increased crit chance on the waking-up hit; also, no boss is vulnerable to it - there were some sleepwalkers >.>