praetarius5018

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Everything posted by praetarius5018

  1. Magical Rope doesn't work

    Not really - there weren't even many spots in the original where ropes were usable.
  2. Seiken Densetsu 3 Sin of Mana - Discussion

    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.
  3. Seiken Densetsu 3 Sin of Mana - Discussion

    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
  4. Final Fantasy V: Void Divergence - Discussion

    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
  5. Seiken Densetsu 3 Sin of Mana - Discussion

    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).
  6. Seiken Densetsu 3 Sin of Mana - Discussion

    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.
  7. Final Fantasy V: Void Divergence - Discussion

    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)
  8. Final Fantasy V: Void Divergence - Discussion

    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.
  9. Final Fantasy V: Void Divergence - Discussion

    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.
  10. Lufia 2 - Age of the Sinistrals

    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.
  11. Lufia 2 - Age of the Sinistrals

    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.
  12. Lufia 2 - Age of the Sinistrals

    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.
  13. Lufia 2 - Age of the Sinistrals

    The price is high because I originally didn't want the skill reset at all - still don't.
  14. Final Fantasy V: Void Divergence - Discussion

    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}
  15. Final Fantasy V: Void Divergence - Discussion

    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+
  16. Lufia 2 - Age of the Sinistrals

    At least not on normal.
  17. Lufia 2 - Age of the Sinistrals

    I've not removed any items from the AC, only added the new spells to it.
  18. Lufia 2 - Age of the Sinistrals

    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.
  19. Seiken Densetsu 3 - Sin of Mana

    no it doesn't because it is already included by default
  20. Final Fantasy V: Void Divergence - Discussion

    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...
  21. Final Fantasy V: Void Divergence - Discussion

    v0.635 v0.637 added abilities for Assassin job winning a (non-repeatable!) boss encounter on difficulty1 now awards a "Shard" having shards in your inventory increases gained exp by ~3% enemies have a 12% chance (33% for heavy enemies) to forcibly end hide status fraction-type damage spells are now subject to difficulty (unchanged on 4, less on 1-3, more on 5-6) fraction-type damage spells are now halved by shell status and by Opal Bracelet added a monster damage modifier by difficulty: 150% - 1, ..., 100% - 4, 75% - 6 constant damage attacks deal double damage in new game plus replaced Dispel/Anti-Magic Bow with Hunter Bow: 17 atk added Hunter Bow and Amber jewel (lightning element relic) to tule shop reduced price for amber from 380 to 135 reduced magic bonus for amber from 3 to 2 reduced HP and damage of WingRaptor renamed Blue/Vampire to Blue/Leech Jump: reduced 2x damage bonus to 1.5x but now applies to all physical weapons Jump: fists, lances, katanas get +25% attack critical hits are no longer exclusive to katanas, fists and bows; instead all attacks that deal physical damage can deal critical hits damage for critical hits decreased from 200% or 250% with ability to 150%/200% base critical chance is now 10%, increased by certain weapons; crit rate bonus stacks when dual wielding
  22. Lufia 2 - Age of the Sinistrals

    Nah, I wanted to keep it this way because I always find it strange if you start at exactly 0 in RPGs. Hey, that dude is a successful business making quite a fortune - 0 gold. Legendary warrior - Lv1. Yeah....
  23. BNW Randomizer

    It randomizes the randomness? I would guess this is more an option for advanced FF6 nerds - those that know how to abuse the default RNG, e.g. when encounters happen, how to force certain drops? The most obvious change might be encounter distribution; you'd probably still have the same amount of total encounters if you loop once through the RNG fully but with this they might be distributed differently, like the first 5 encounter come very soon and then you see a long time nothing. If FF6 has a way to seed the initial RNG forcibly this shuffle would make that technique void. Just a guess though.
  24. Seiken Densetsu 3 Sin of Mana - Discussion

    Softlock is "easy" - the ghostship+volcano sequence resource management on hard is a bit easier and harder; easier because chest drop rate is higher easier because a bad streak sends you to the title screen instead of into the reds harder, well obviously because of how fast the bad streak can happen
  25. Seiken Densetsu 3 Sin of Mana - Discussion

    The default difficulty being the hardest was a conscious decision. Basically you are 99% certainly required - thanks to limitations of both the base game and my hacking skills - to interact with the documentation, if only to find out how to open the menu now... so the default difficulty being the highest is my little test (a.k.a. dick move): did you understand what you read. If I would set it to a different default, it'd be easy since that is closest to what vanilla would be. Well, money is a topic of its own; since you can spent money only once, either on new gear or consumables, those that "know" what they need are clearly at a huge advantage here. Though the items (or money by selling them) you get from chest is supposed to be counted into that as well, so... dunno, I'd probably have to make equipment super-cheap across the board and reduce boss gold? but then you can just buy the perfect gear setup for each boss which is something I don't want either. The money game falls apart mid game from increasing gold gains (mostly bosses, mid game is a huge boss rush), less need to buy new equipment since 90% of the stuff was already available and the increasing chance that you have someone that knows heal light to cut down on healing expenses. I see no good solution for this.