praetarius5018

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Everything posted by praetarius5018

  1. Final Fantasy V: Void Divergence - Discussion

    yes no is the edit button broken?
  2. Final Fantasy V: Void Divergence - Discussion

    5 are missing. And I've concepts for them already. Just not 100% I can make all those mechanics or if I have enough usable ability ids... Lord Dark Knight Vampire Magus Sage
  3. Final Fantasy V: Void Divergence - Discussion

    Next up is the Arcanist, gained at the 4th crystal. learns skills in order: !Psych, !Arcane, Y-Magic, !Mystic, MindUp !Arcane - a set of 8 spells, this time the gimmick is that they only perform well under certain conditions ChainBolt: attack power increases with number of targets GrimWail: damage increases if target has status ailment L4 Arctic: affects enemies with level dividable by 4, ice elemental flare Slay: x4 damage against human enemies Ancient: level based damage, chance to inflict old Sludge: level based damage, chance to inflict poison OddFlare: affects enemies with odd remaining health, casts flare XXXX: instantly kill target if at or below 3000 HP !Mystic - same deal, for technical reasons I can only use exactly 8 spells per spell set, so... yeah... SineShot: power fluctuates along a sine curve based on passed ATB ticks in current battle Synchro: try to inflict most status ailments that plague your team on the target (only blind, poison, mini, toad, petrify, mute, berserk, charm, paralyze, sleep, old, slow, stop) L3 Toxic: affects enemies with level dividable by 3, poison elemental flare Crusher: deals damage equal to target's max HP - current HP (same as the blue spell of this name) VoidElem: party gains one-time shield (1/4 damage) against any element the caster was at least resistant to; does not apply against attacks with pierce passive or those absorbed Twilight: punches someone in the face when they mention a book level based damage, chance to inflict sleep EvenNuke: affects enemies with even remaining health, casts wind elemental counterpart to flare Cleanse: remove status damage and HP leak (same effect as white/pure has now) new skills are unlocked just by gaining total job levels, the job is imo hard enough to master, doesn't need a more involved unlock process
  4. Final Fantasy V: Void Divergence - Discussion

    v0.766 added abilities for Arcanist job failure to inflict a status effect now instead generates "status damage" equivalent to status chance / 4 status damage is reset to 0 the next time a status effect succeeds existing status damage is added to the raw chance to suffer a status effect status damage is shared across all status effects and unique for each unit greatly increased effect of status resistance (from equip or monster species) on chance to suffer from a status effect monster no longer have any native specific status resistance when a monster receives a non-self inflicted status effect it gains the status resistance to that ailment after losing a live, monster lose status resistance to some types; if remaining lives are odd, those of fire, ice, bolt and wind type, else the rest changed monster skill circle from non-elemental "remove from battle" effect to a regular ice-type death effect x-zone, doom and HP-to-1 share the resistance with regular death effect reflect ring now only grants wall status for one reflect wall status duration gets reduced by half each time a spell is reflected simplified rule for spell reflection; now only white/black and time spells are reflectable except those that create physical phenomenon (quake, comet,..), HP/MP steal and dispel against spell damage monster now use p.evade or m.evade whichever is lower instead of always m.evade; m.evade is intended as generic status resistance increased accuracy of Finesse/Weaken from 127 to 255 increased accuracy of Esemte/Size Up from 100 to 127 fixed stomps defense pierce property fixed twincuts damage property (75% damage instead of 50% attack x 200% damage = no change) reduced X-Magic power from 13/16 to 3/4 mute now also reduces magic base damage by 25% and magic heal power by 50% white/heal and white/dispel are now affected by masscast; animations had to be changed added a delay to the first monster turn; 30 atb ticks for fixed encounters (bosses) and [10..70] for random formations (each monster gets its own penalty) berserk status no longer alters monster ai berserk status now makes the target give and take 50% more damage new icons for earth and belt - blame BlackLiquidSorrow increased rate at which BraveBlade loses attack from 1 per escape to 20 on the first escape and 15 on subsequent escapes to a minimum of 1 attack power reduced Merugene's HP and removed her (scannable) weakness, now only neutral to those elements changed HP calculation from baseHP*(VIT+32)/32 to baseHP*(VIT+40)/64 increased baseHP by level from (Lv1..30..99) 120..1534..2066 to 200..2000..3000 reduced monster STR/MAG stat growth (Lv60 base is down from 57 to 43) reduced monster AGL growth (Lv60 base is down from 36 to 31) reduced monster EXP growth (Lv60 base is down from 883 to 501) white/pure now cures HP leak and status damage white/blink and !image now only give 1 image instead of 2 reduced cost of white/blink from 17 to 12 changed GilToss damage to 130 power VIT based physical earth spell
  5. Seiken Densetsu 3 Sin of Mana - Discussion

    Not really, I'd say he's good enough as is. At his basic he's already a top tier fighter, basically #2 after Kevin. 3/4 classes are basically Angela light in terms of nuking. Ninja Master can turn FenrirKnight Lise into a decent healer if both have their final weapons. The dark classes are already an easy pick for most teams as they cover debuffs and lots of damage options. I've a strict no for further characters to have both heal and anti-magic at the same time - that's paladin's niche - so no for Wanderer. And rogue... he'd just be another Grand Divina. Not everyone needs to cover all the fundamentals, that's what the rest of the team is for. Wanderer Hawk covers more niche tactics. Have you ever considered casting Lunatic on your team? Try it against certain bosses that love their fraction damage moves. Or the opposite, Life Booster on the boss - helps with reaching the 320 damage cap for Half Vanish and has some affects on enemy AI; ever had trouble with a boss that has a desperation move that heals him above the threshold and then lets him do it again *cough*black rabite*cough* you can use Life Booster to trigger that move when you are ready, not the boss. Admittedly I never knew what to do with Rogue - tons of unique spells, most stuck as ST because of animations with at most a debuff making him just another Nightblade. Probably the hardest class to include in a team. Though Heal Light just wouldn't fit into the class image I think. If I "had" the option I'd have taken Heal Light from Kevin - but there's little else that fits his classes, so we're stuck at 5/6.
  6. Seiken Densetsu 3 Sin of Mana - Discussion

    it was useless in vanilla; it did only half of what mind up does and can never be multi-target, also you can just buy mind up for almost nothing in the black market.
  7. Seiken Densetsu 3 Sin of Mana - Discussion

    do you mean Bishop's magic shield spell?
  8. Seiken Densetsu 3 Sin of Mana - Discussion

    it should be mind up on caster but def down on target that affect the damage of his spells
  9. Seiken Densetsu 3 Sin of Mana - Discussion

    All spells that deal damage based on STR, AGL or LUCK work against physical defense (STR is used on almost all boss-exclusive spells, nowhere else). Consumable items deal damage based on the caster's level. The Lv1-3 notifier is also used for spells and represents relative strength; around +15% for each half level.
  10. Seiken Densetsu 3 Sin of Mana - Discussion

    1) Freya and non-elemental throw items; also several enemies are immune to chibikko state 2) yes, even without any class change at all 3) that was an old patch probably 4) yeah typo 5) I set them to hidden
  11. Seiken Densetsu 3 Sin of Mana - Discussion

    there's a post edit function for a reason... I'm quintuple post blind, sorry
  12. Seiken Densetsu 3 Sin of Mana - Discussion

    no it's fixed 320 - or 400 on luna day
  13. Seiken Densetsu 3 Sin of Mana - Discussion

    1) I didn't measure the dps, though you'd best pair him with Ninja Master for the analyze crit (de)buff and throw a lot of luck stat and crit gear on him. 70~80% crit rate? forgot how high but at least 50%+ 2) no, I remembered wrong, the MP thing was a weapon design I thought of at one point but dropped. 3) give him his final weapon and he'll deal around buffed Angela level of spell damage to later bosses if not more. 4) only what is in the zip file
  14. Lufia 2 - Age of the Sinistrals

    The bonus boss is clearly too easy, you didn't even have to revive 2 people with one cast of Valor.
  15. Seiken Densetsu 3 Sin of Mana - Discussion

    it should be 1 TP = 1 effective PIE
  16. Lufia 2 - Age of the Sinistrals

    errr that sounds like you had still "old" save data (like pre v6) in there; did you patch a new version of the mod over an old one?
  17. Seiken Densetsu 3 Sin of Mana - Discussion

    I didn't adjust the w/a seed drop table so you'll only get the current final weapons of your class. I considered them even less essential than in vanilla so I didn't bother; there they were clearly the strongest weapon with a full STR multiplier more, here just an alternative roughly on par (I hope) with the rest.
  18. Seiken Densetsu 3 Sin of Mana - Discussion

    It is down to pure luck, though that may also be a printing error for the bloody wolves - try different monster types. The luck stat only increases your chance to get rares in the first place.
  19. Seiken Densetsu 3 Sin of Mana - Discussion

    The enemy needs to be level 60+, not necessarily you. At 0 godbeasts they should've been around 50-52. Goes up by 2-3 each defeated beast... I don't think the enemies were high enough so far? Unless you wear multiple Earth Bracelets? Sorry, I don't know I good farming spot; ideally a room with just 1-2 Lv60 enemies that can be petrified and have W/A seeds in their drop list.
  20. Patching hardmode version and savestates

    Should be fine as long as you don't transition via savestate from old to new. This is a general thing for 99% of mods. Means make an ingame save, close the emulator, create the new rom, load from ingame save.
  21. Final Fantasy V: Void Divergence - Discussion

    2B291 10 F1 -> EA EA 2CFFF D0 09 -> 80 09 however, you're on your own then. I've managed to permanently lose job crystals with this by saving and loading in the 2nd crystal room, the shards disappear and the script continues as if you have collected them, but the jobs do not appear in the job menu.
  22. Lufia 2 - Age of the Sinistrals

    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
  23. Seiken Densetsu 3 Sin of Mana - Discussion

    Never heard of that, might be a bad patched rom.
  24. Magical Rope doesn't work

    You "fix" this by not equipping the armor that makes you undead.
  25. Seiken Densetsu 3 Sin of Mana - Discussion

    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.