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Everything posted by praetarius5018

  1. Well, you've access to all spell/skill shops before the stat boost event, so if you knew about it being a problem you could have reset just before. I found different CMs useful for different bosses; dark is least useful against the Sinistrals. I'd go with rank 4 light as the most useful CM in the final boss rush. Against randoms - dark or fire, yes, but not really against bosses. Dark does no damage there, fire dies in a hurry. Gades Amon Erim Daos Guard Daos
  2. Never heard of that, might be a bad patched rom.
  3. You "fix" this by not equipping the armor that makes you undead.
  4. Kind of. At least on the highest difficulty those buffs are a must. It may also stem from the fact that damage buffs are kinda nerfed now. Originally they gave you 33% more damage before defense now it is 25% after.
  5. Not really - there weren't even many spots in the original where ropes were usable.
  6. AI was always able to run in battle, it just rarely does so. Mostly to run into danger. If they are not yet in combat mode (you did not push the attack button) they'll just run to follow behind you. If you attack even once though they'll run towards enemies.
  7. 1) Heal light for the auto-heal after battle, best QoL skill. 2) a way to deal with physical immune, either damage magic or anti-magic 3) for the highest difficulty def up and power down plus their magic counterparts are basically required
  8. v0.710 added abilities for Crusader job can now speed up spell animations by holding any of the 4 face buttons changed HP display in !Scan, now displays HP per segment instead of total value scan now shows if the target is undead reverted save anywhere changed the way defense is used in damage calculation from (atk - def) * m to (atk - defA) * m * (250 - defB) / 256 for player defA=defB = regular def for monster defB is globally 100 if neutral and defA = (VIT * defB) / 256; VIT for monster is their unmodified level, capped at 70 reduced weakness damage from x2 to x1.5 increased attack power of weapons by about 80% adjusted defense modifying effects defense piercing moves now ignore 50% defense and have -25% attack (works out to a break even on neutral defense) defense halving spells now decrease defense by an amount that would result in the target taking 20% more damage compared to before for each cast, capped at 0 defense axes treat defense as if one extra cast of guard off was used changed spellblade/tempr from 25% defense ignoring to flat -20 changed spellblade/flare from 100% defense ignoring to only 50% elemental absorb keeps def = 0 but also gets atk/2 moved shop items around, including adding a wind type shield to the first shop added several previously unobtainable items to shops, including slayer knife, legend jewel, hero shield, ... adjusted several item prices shields no longer add defense or magic defense; all standard elemental shields have fixed 15% evade HP leak now provides damage numbers HP leak is now blocked if the damage part of the original attack was absorbed status effect duration for stop, stun and doom is now affected by the weakness to said element; e.g. if weak to water doom gives 15 "seconds" instead of 30 fixed certain status durations getting cut in half single target physical skills can now use the regular weapon attack animation instead of a pseudo spell animation changed Potion heal from 50-1250 to 60-1200, heal at 3x (starting value) is up from 64 to 75; old value = new value was at 68x changed Hi-Potion heal from 120-2500 to 250-3000 increased attack power for unarmed attacks with brawl ability increased cooldown for Hi-Potions from 5 to 7 replaced potion in beginner house with hi-potion increased time for the karnak castle escape from 10:00 to 15:03 minutes fixed a bug that made goblin punch apply the temper bonus twice fixed a bug that turned damage randomly to 4 digits fixed a bug that caused softlock on killing stopped enemies fixed a bug that made physical skills target magic defense fixed a bug in the end of turn calculation that could cause a variety of bugs, like soft potions not working or crashing the game fixed a bug that granted shards on escape from random encounters after beating a boss fixed startup time of !Jump flagged Gilgamesh's jump attack properly as earth elemental finesse/weaken now also lowers magic evade heavy type enemies now add 2 field icons per action enemies affected with mini/toad now keep their names fixed an issue with displaying 4 enemy type names; ignored 4th+ name (only space for 3 names anyway) altered monster speed curve by level, difficulty, species modifier increased gold drop from monster in main game, reduced for ng+ increased monster exp gain at low levels, decreased for high levels monster attack power modifier no longer varies by difficulty increased influence of level on monster damage from 5 to 8 and reduced early game damage
  9. No, he'd be too similar to swordmaster then - also everyone has an element-less HP leech option with a specific weapon or an accessoire. The only team building advice I give: don't try to rely on the black market, the item prices there have gone up quite a bit. A pure melee team would at least need anti-magic to dispel physical immunity in a couple cases. Or spent a fortune on spell casting coins or the eyes that cast anti-magic from the black market. A pure caster team has more problems with enemies that are a little too touchy-feely (like werwolves, ninjas) or just are very resistant to magic; I'd be surprised if they could even deal notable double digit damage to a certain boss. Their options would then be weapons that use alternate stats and going for Lv2/3 techs (attack bonus through INT).
  10. 1) She is sorta a red mage, yes. The general idea is that spells have now proper scaling, even Lv1 spells deal damage late game. The difference is roughly +30% for each full spell level increase (so Lv3 is +60% over Lv1) in exchange for higher MP cost and longer cast time. GD with max AGL casts her Lv1 spells instantly. Which helps e.g. with random enemies to knock them back and this is godlike when enemies can kill you in about 4 hits. Meanwhile Rune Master and Magus take their sweet time to cast but then deal "you die damage" especially with Stone Cloud (because petrify on enemies is death). 2) First of she uses PIE instead of INT making her more resilient to spell damage. Debuffs are typically less spread out compared to buffs, meaning only Lise has a class with all 4 basic buffs while several classes have access to all 4 debuffs; Charlie has one of them. Angela is more geared towards MT damage, Charlie stands better against bosses (PIE, debuffs, ST elemental spells). 3) Leaf is now a real element, some enemies and bosses are weak to it. Plus he can use it on caster allies to support them for a change. Also his ultimate weapon runs on MP. 4) The stats are so that you can max 4 out of 6 stats and have the other 2 barely above minimum; or a good mix of stats, depending on preference. So in a sense, yes, player choice. 5) AI is stuck to strong attacks. In total the allies are too random for my taste so they keep to the attack that is less problematic in that regard. They already can't really dodge, just standing there waiting to be cut down, so I tried to patch that with a hidden evade bonus for AI. Plus the game already has quite a "lag" problem, having all allies spam the quickest attacks would just enhance that issue. And by lag I mean I can with just Hawk and Kevin under my control kill the AI completely if I try hard enough. Also if you miss a lot, AGL helps a bit and different weapons have different hit bonuses. Later speed up/down helps as well. The only thing you can really set on the AI is for them to not rush forward to their death at battle start by using the "most distant" AI option. Probably a favorite for caster heavy parties. Every other AI setting is just "lemmings" 6) Yellow numbers show either Lv1 tech damage or criticals. You may have gotten a "counter" hit on your lv1 tech which has also increased damage. Counters are only possible on lv1 techs btw. But in general the gap between normal attacks and lv1 techs is much more narrow. About 1:2-5 depending on if you compare to quick or strong attack, if you get the counter, if your weapon has a good lv1 tech bonus damage, etc. Certain enemies even have extra damage bonuses on counter hits; one boss in particular is meant to be duelled that way.
  11. Well, technically you're not supposed to bother with the boss live mechanic. That's mostly for me so I can give more max HP and reduce the abuse power of certain skills and status effects. In other news, next job'll be Crusader, gained at the first crystal the starter set of jobs to 8: learns skills in order: Endure, !Esemte, !Slash, Heal Amp, Pierce !Esemte - again a set of 8 skills, this time the gimmick is that they are cast from HP (in %, not absolute numbers; the most expensive one costs 14%) Cruzfire: physical attack that hits all enemies Recover: Cure but a bit weaker Execute: single target physical attack Shout: hits all enemies for some ice VIT-based damage and lowers their magic power Size Up: very weak physical attack that reduces defenses and evasion Growth: maxHP x2 (same as one mix outcome, not stackable) Shield Bash: single target physical attack, only strong with shield equipped; then it gains damage bonus based on defense Cover: toggle Cover on or off on self new skills are unlocked based on current HP; get hit too much and you may forget how to heal (if you still can't guess what this references, blame Atlus for the inspiration)
  12. Oh, right - well that's a quirk of how I added the element icon addition; I just read what is displayed in the top dialog. So when it says "[ice]Potion stolen" it sees the [ice] and adds that to the list. I was at one point thinking about having Gilgamesh break the 4th wall and just shout his preferred elements in his banter to change the field to his needs.
  13. Steal should have the poison element - though that doesn't affect the action itself; the upgraded form uses your weapon's element because there it is part of the attack. I hope you read the beginner's house, it should explain the most important new things. I'm half sad that a visit to the town is almost required - and half not because that way the chance is higher that people get some info from the info dump beginner's house. This way Raptor is the most likely candidate to win the "hardest boss in the game" award Btw. which scan HP display is preferable? just the total HP, not hinting at things like HP break points or a proper split into effective HP and number of remaining segments (LP) there was quite a bit of confusion over the HP values so far... like the boss has 3k left, was hit for 2x 2k (x-magic) and then another x-fight - and he was only down to 1k HP. Turns out the first point of reference was about 500 HP from the next threshold, so 3.5k damage wasted from the x-magic.
  14. I meant more in the sense that rank4/5 are similar in relative power but have different "roles"; like Flash4 is more a healer while 5 is more a damage dealer, etc.
  15. Even if I had wanted to, there's not really a lot I can do about CM squishiness/defense. STR can grow by level, AGL can grow by level, defense only has a flat bonus, so any try to give them more def makes them invulnerable early (high flat bonus) or too fast (AGL) or too strong (STR), ... yeah This was really problematic for the earth CM Sully since he's supposed to by tanky but slow. At Lv99 his original rank4 had 627 HP, 345 STR, 28 AGL, 316 DFP, 9 MGR now that is 770 HP, 581 STR, 182 AGL, 431 DFP, 23 MGR. and you don't want to know how long I had to adjust numbers to get Darbi5's Lv99 stats "right". I hope the differences between the Rank4 and 5 forms are somewhat notable, too.
  16. eh, I originally wanted to limit it to 20 skill slots, proved too much hassle, so I left it at 36. Plus you have 3 guinea pig characters that leave the party permanently, can always dump some skills out of curiosity just on them.
  17. The price is high because I originally didn't want the skill reset at all - still don't.
  18. Oracle learns skills in order: !Recover, !Predict, Turbo MP, !Fate, Enigma Enigma - innate, grants chance to dodge spells like aegis shield, though at 20% instead of 33% and does not stack, shield takes priority !Predict - 8 spells; each can be only used once per battle, execution requires a cast time of about 2 turns (double of !Jump), all 8 are unlocked by default Deluge: deals water/ice ground-type damage to all enemies Hurricane: deals wind damage to all enemies, extra strong against heavy enemies Plague: deals level-based poison damage to all enemies, can inflict poison and blind Dark Fog: can inflict poison, blind, mute, paralyze, stop to all enemies Starfall: deals high random-type ice/earth damage to all enemies Calamity: deals high fire/earth damage to all enemies, sets terrain elements to earth/fire Blessing: heal entire party, cures poison and blind Judgment: deals high holy/bolt damage to all enemies, heal party based on damage dealt !Fate - single target offensive spell but the effect changes based on the caster's name; potential effects include: magic damage (regular, def piercing or own HP based) HP drain to self or party one or more of various status effects: blind, poison, mini, toad, petrify, mute, berserk, charm, paralyze, sleep, old, slow, stop What does this Oracle variant have in common with the vanilla Oracle? {NULL}
  19. v0.665 added abilities for Oracle job changed default walk speed to regular dash, B = max dash, Y = slow walk magic damage is now subject to magic evade (or phys.evade/4 for player if that is higher) and accuracy (level, weight, agl, vit, mag) the damage is not subject to randomness; minimum is 50%, maximum 130% altered handling for multi damage attacks from "best resistance" to splitted damage removed damage variance from monster attack you can now always equip 2 weapons for dual wield but if the dual wield ability is not known you receive another -25% damage penalty renamed the ability Politics to Pillage sylph-type moves (deal damage and heal party by damage/4) are now subject to element; if the damage is absorbed the party is not damaged increased accuracy of Finesse/Weaken steadyMP no longer gives MP before the 1st turn added skill unlocking via owned bomb count to !Tinker added skill unlocking via total job levels to !Martial and !Finesse sleep status of "heavy" enemies is now cured by poison ticks and live loss mute no longer prevents casting, instead cuts magic accuracy in half - this also directly affects magic damage changed formula for Golem-type walls to (100+PARAM1*VIT)*(d(lv+2)*d(MAG+2)/4)/256, with d(x) as diminishing values for 30+
  20. At least not on normal.
  21. I've not removed any items from the AC, only added the new spells to it.
  22. It is possible, though you'll need a lot extra levels and bought spells for stats compared to where you should be/vanilla, especially on hard.
  23. no it doesn't because it is already included by default
  24. Version 1.042


    Major features: Equipment offers various bonuses instead of a simple attack and defense progression Rebalanced classes, stats and spells, almost everything is usable now Modified formulas that keep even high level techs useful Expanded inbattle options with running, regular strong attacks and counter techs Passive MP regeneration with high cost spells: be smart with your magic Extensive boss AI changes Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires Increased inventory capacity to 20 per item type instead of 9 Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud"
  25. Assassin learns skills in order: !Hide, !Ambush, Evade, Two Handed, Inner Eye Inner Eye - innate, weapon attacks that would miss instead produce a grazing hit of reduced damage (stat/2, level/4 for damage calculation) !Ambush - like !Fight but gets a damage bonus if used after !Hide BEFORE an enemy "sees" the user; no damage bonus against undead. If an enemy sees you they can drag you out of hiding before you chose to, in that case you are obviously not hidden anymore for bonus purposes. If you leave hide on your own you can retain the bonus until an enemy attacks or at least targets you - misses end the bonus as well. Why do I create abilities that require their own rule book...