praetarius5018

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Everything posted by praetarius5018

  1. Hmsong's non-SoM patches

    what BR patch?
  2. Hmsong's non-SoM patches

    Did you check how that event interacts with trap rooms if the Black Rabite has already been beaten in a different place? E.g. you beat BR in his original spot and then trigger the same event in a later trap room with another BR placed among the mobs.
  3. Lufia 2 - Age of the Sinistrals

    Not sure what is happening on your end; I just tried tutorial cave and the dungeon afterwards, only bought strong; the only enemies that took more than 2 hits were the mushrooms (4) and the butterflies (3) and that went down after 2 level ups. 3 hits isn't really what I'd consider "way too spongy".
  4. Lufia 2 - Age of the Sinistrals

    Lets see... readme? changes overview list? the second sentence of the description of the hack? not enough?
  5. Lufia 2 - Age of the Sinistrals

    It sounds like you bought no skills at all which affects your stats.
  6. Character/Job Party Recommendations

    it ignores defense and is non-elemental so I can only think of magic power debuff and evil shamans weapon (well, and difficulty setting). if all else fails you can use the armor that lets you defy death at cost of mp
  7. Road to 2.0

    This will be the final update. Current plans: prepatch english translation Lv60 capstone inbattle item usage requires 4 TP misc. patch to disable pop up messages for (de)buffs and ailments change damage colors to make it possible to differentiate between Lv1 techs, counters and (enemy) crits only gain once TP per attack instead of per target/hit invalidate the entire job discussion topic expand on cursed item mechanic expand on stat requirement for spell learning and limit known spells to 10, maybe add some spells to classes that have less than 12 spells to add some choices replace accessoires that remove a single weakness, their effect gets roled into the add resist accessoire finally get rid of the low attack scaling weapon
  8. Road to 2.0

    current list of capstones: Duran STR - enemies spawn with -15 p.def&m.def AGL - sword magic +atk gives 20% instead of 10% (party) VIT - MP regen tick also restores 15 HP INT - gain 10 p.def&m.def and +10 HP per cursed acc. equipped PIE - 10 maxMP LUK - increases crit rate resistance of party by 20% Kevin STR - enemies spawn with -15 p.def&m.def AGL - when a weapon attack would inflict a status effect (even if immune) subtract another 100 HP VIT - draw aggro INT - sword magic +atk gives 20% instead of 10% (party) PIE - recover 3 MP when using a Lv2/3 tech LUK - party takes less damage from critical hits Hawk STR - enemies spawn with -20 evade AGL - successful counterattack shortens the next damage spell cast time by 90% VIT - 20 evade INT - when a weapon attack would inflict a status effect (even if immune) subtract another 100 HP PIE - using a Lv2/3 tech spreads the current saber element to the party and makes pseudo saber real unless resisted LUK - ignore monster type specific crit resistance; critical damage +20% Angela STR - +1 TP gain AGL - party casts 20% faster VIT - primary elemental (fire, ice, wind, earth) spells heal party by 50 HP INT - pierce 60 m.def PIE - gain 15 p.def&m.def and +10 HP per cursed acc. equipped LUK - weapons use LUK instead of their regular stat Charlie STR - Lv2/3 techs inflict "wood coat" effect unless fire saber is active AGL - enemies spawn with -20 evade VIT - 50 maxHP, 10 p.def&m.def INT - light&dark elemental spells deal more damage PIE - Tinkle Rain recovers 150 HP for target when clearing a status effect LUK - spells cost 20% MP less, min 1 (party); does not change displayed cost Lise STR - 20% more attack, non-critical regular attacks deal half damage AGL - weapon cooldown -7 (party) VIT - enemies spawn with -15 attack INT - can equip any weapon and armor PIE - recover 3 MP when using a Lv2/3 tech LUK - party takes 1/8 less damage from spells current item changes: *Gladius tier weapons now draw aggro (only melee) and penalize defense *Molebear Claw and Roundel Dagger heal (maxHP x (luck+10)/512 + (luck+1)/2) HP instead of (maxHP x (luck+10)/256 + (luck+1)/2) HP *Bastard Sword type weapons are now regular heavy attack instead of low scaling; additionally they grant super armor during power attack cooldown *Colichimarde type weapons now gain additional crit rate based on TP x2 instead of x3 *Defender type weapons now increase p.def and set p.atk = p.def instead of inflicting chibikko status *Dragonbane type weapons no longer inflict petrification, instead they make Lv2/3 techs deal damage like non-elemental INT-based spells and spell casting generate 2 TP; does not stack with same effect *increased crit rate bonus of Flamberge type weapon from 7 to 18 *decreased crit rate bonus of Gladius type weapon from 0 to -100 and increased their hitrate from 10 to 20 *Leather Visor tier helms now are pure physical defense instead of mixed *Protection Helm tier helms now give x1.25 p.def but defenselessness against L3 techs *Hero's Crown tier helms now allow MP regen ticks during casting and spell animation but provide 1 MP less per MP regen tick *Visored Helm tier helms now resist chibikko, moogle and silence instead of having 2 resistances that vary by character *weakness cancelling helm for base class weakness now removes all weaknesses *Pegasus tier armors now resists petrify, sleep, poison instead of having 2 resistances that vary by character *Swordsman Armor tier armors are now medium level defense instead of light-medium; bonus changed to spell dodge for half damage *the spell power increase from Skeleton tier armors is no longer capped at Lv 3.5 *Hero's armor tier armor now empowers the power up buff for standard, critical and L1 tech attacks to x2 instead of x1.25 and disables counter *fixed Lammelar tier armor breaking techs if too much TP is gained before the user lands his first real hit *Knight armor tier armor now provides auto-buff spell upgrade instead of its previous effect *Dragon Ring now gives immunity to standard debuffs instead of HP steal *Protect Ring freezes death score at 1 (no HP loss but disqualified for deathless) on battle victory *Ancient Talisman and Marble Ring now teach a spell when equipped instead of their previous effects *Leather Neckband now gives HP steal instead of 5 accuracy&evade *increased base defense increase from Blackshade Ring from 7 to 10 *the elemental resistance accessoires now also cancel weakness to the same element *increased regeneration of Mad Beast Fang but made it non-stacking
  9. Final Fantasy V: Void Divergence - Discussion

    I assume you mean Merugene? This version is a bit stricter on the element gimmick than vanilla's where you could just bruteforce it with physical. But in comparison she always uses a spell of her current "type" after form change instead of fight/wait for 1-2 rounds where you could only blindly guess in vanilla. Her forms are fire, ice, bolt and wind - the last replacing a non-elemental high p.def form - each form has one unlisted weakness out of the same elements. E.g. if she form changes and then casts ice she is weak to fire. Same as vanilla she always starts with the form weak to fire. Technically you can bypass the entire gimmick with the pierce passive but she takes 3x damage from her proper weakness so it'd still be worth it to play along. !Scan is your friend for L3/4, Odd/Even, Crusher and XXXX. If the weaknesses line up, cast the damage+status spells and then follow up with GrimWail. For ChainBolt you want 5+ enemies at the same time.
  10. Final Fantasy V: Void Divergence - Discussion

    ok so that more or less proves my suspicion, only x-fight and twincut use the variable. and the later is on no weapon. technically yes, but elementally resisted status effects require a ton of effort and high magic stat so it is most likely never worth bothering. status effects work less on rng now and more on a status damage variant. if your magic is too weak and they resist the status the damage may be in fact 0 making it impossible. if you mean the sap from: 2 water + 2 earth = 4 poison, set swamp effect try praising the sun: 2 fire + 2 light = 4 sun, removes swamp effect, dot vs undead units, heal user if consumed also the dot from swamp is poison element so units weak to poison take much more damage from it. if instead you mean the sap from: 2 wind + 2 void = 4 vacuum, massive dot get the icons ASAP out of the field. that one is basically "you die" level of damage
  11. Final Fantasy V: Void Divergence - Discussion

    do you have access to normal !x-fight? does the same happen if you use that with the bow? current theory: skills procced by weapon don't carry over the hit count value or set it to 0 (a value only used by meteo in vanilla). so it pre-calculates hits until hit attempts equals 0 and if you start at 1 and only increment... a lot of stuff gets written to memory where it shouldn't be...
  12. Final Fantasy V: Void Divergence - Discussion

    Did you check the magic tab in the xls?
  13. Final Fantasy V: Void Divergence - Discussion

    Does that apply to the rest of your party too? Can Faris still gain ABP or is that properly frozen? If you sum her job levels up does it actually come up to 31? Might just be a display error there.
  14. Final Fantasy V: Void Divergence - Discussion

    unless I misremember we have 232 skills alone across the new skill sets 18 spells each for white,black,time,spellblade 15 summons 30 blue spells 8 songs and technically a ton of monster-only skills you can imitate via mimic so yeah, looking up is basically mandatory
  15. Hmsong's non-SoM patches

    as alternate ids I have: Bill/Ben: 63, DA Lugar: 69, D7 Koren: 6F, AF Deathjester: 70, B4 Jagan: 71, B2 Heath: 74, B5 Dangaard; 78, 107 make sure you change the exp value BEFORE you enter the room.
  16. Hmsong's non-SoM patches

    They should use 110DF6 and 111EB2 for that. For the human sized bosses there always seem to be 2 full stat version and it is chosen randomly which gets used.
  17. Hmsong's non-SoM patches

    That sounds way better than trying to meddle with potentially story related triggers.
  18. Hmsong's non-SoM patches

    I wouldn't count losing access to the item a bad thing; magic reflection can be quite broken or useless with little to no middle ground.
  19. Hmsong's non-SoM patches

    same, also I don't see the point in fretting over a few chest chances.
  20. Hmsong's non-SoM patches

    The former.
  21. Hmsong's non-SoM patches

    chance for chest at all: 1/3, independant of monster type chance for rare item is: ((LUCK+5) x LUCK) / 10 + flat chance from enemy out of 100 if it results in a rare item it is simply 1/6 for each of the possible rare drops if it results in a common drop instead, 1/3 for each common drop, straight forward really there's a routine in the game that runs every so often (after every kill?) and if it sees that you have 20+ luck it just randomly decides to max your luck out. I don't know why it is there but it is. Combine it with the above and you get a rare drop rate of "yes" or at least very close to it.
  22. Hmsong's non-SoM patches

    11C3E0-area one row per enemy 11C3E0 - base chance rare drop pre luck 11C3E1-6 - all 20? seem unused 11C3E7-C - rare items 11C3ED-F - common items Like it being impossible to get the "common" items once you get 20+ luck?
  23. weapon and armor stats help?

    it works the exact same as p.def T1T2 stat factor for both magic defenses (byte T1 is x int and T2 for pie) UU m.def (int) VV m.def (pie) m.def (int) = [INT x T1] + UU m.def (pie, hidden) = [PIE x T2] + VV
  24. Character/Job Party Recommendations

    Going by the code this would be more a sequence break than a bug. Maybe that is the reason the rabite family gives so pitiful exp - they might have known of this and lazily patched it that way. Well, there's not much I can do against people that love to grind.
  25. Seiken Densetsu 3 Sin of Mana - Discussion

    only old versions of Snes9x have shown problems, more recent ones were fine. well, as fine as sd3 can run.