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Everything posted by praetarius5018

  1. I don't see proof there, mind pointing it out? All the game data I've seen has been in the regular order Godhand, Warrior Monk, Death Hand, Dervish But then again, what is the Light/Dark categorization? Ingame there's no mention of that concept, it only exists outside of it.
  2. It is kinda hard to lack physical strength with Kevin AND Duran and the same party. You could always give Duran an Estoc/Mythril Sword (PIE based) and then put all into PIE for strong heal and attack. Or same for Kevin with Moogle Claw/Mythril Knuckle. Though in that setup I'd choose one main healer and only give that one the PIE-based weapon.
  3. Dangaard has the "nice" property that he basically moves within 1-2 pixel of your max range but just 1-2 pixel outside of AI pathfinding. That's nothing I can fix.
  4. That is still the same as in vanilla; each time you beat any godbeast the remaining godbeasts and their minions gain ~3 levels (2 in vanilla), order doesn't really matter, it is up to preference. Well, except for a few screens in the earth god beasts area - that is frozen at minimum level: map data has not enough space to hold the updated levels In vanilla you could delay certain godbeasts for later to gain 2nd class change and maybe a few of the new spells (if you were willing to grind), e.g. if you had dark Angela as she only has Lv1 spells and dark force before that but could gain Lv2-3 spells afterward. But you should have every spell here by the time you reach the first godbeast. I'd advise you to check if any one of the god beast areas looks like a good/comfortable exp grind spot in case you need it later and keep that boss for last; when you beat a godbeast all mobs of that area stay gone. Also if you need money, the wind godbeast gives the most gold but least exp out of the pack.
  5. Yes, all of that is intended.
  6. 1) Protect Ring goes last in the resistance calculation, so no, you can't. 2) None that I know of; that other bug there was fixed.
  7. It only checks in the storage - both for current count and where to add them.
  8. they stack, rare chance is roughly +5% (so if base was 10% it would rise to 15%) each but only for the one that opens the chest money bonus stacks for all 3 heroes; the actual values varies by monster type though you need to kill around 15-20 just to earn the collar cost back
  9. Those should be all - I mean 60 shots total should be enough.
  10. They are still physical. To deal more damage to physical resistant enemies you may want the weapons with "ignore physical resistance/immunity" effect.
  11. 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)
  12. I'd also be interested if anyone even tried any of the misc patches like super_happy_funtimes
  13. 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
  14. 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.
  15. 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?
  16. 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.
  17. Is that with 0.780 or 0.782?
  18. 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.
  19. 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?
  20. 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.