praetarius5018

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Everything posted by praetarius5018

  1. Hmsong's non-SoM patches

    If you have no 2nd reference point then make one. Make a savestate before the cutscene where a character joins. Let the cutscene run until the character is in the party. Now search for where its level is. A give you a hint here: level is saved as displayed level-1. There'll be hundreds of 3s in the RAM, so how about finding out first where the actual attack power (NOT STR!!!) is saved, there should be 2 values, one for buffed, one base. Level should be close-ish by. Once you have the level address you can put a write breakpoint on the address of level and run the cutscene with that and logging running.
  2. Hmsong's non-SoM patches

    Don't ask me that. Square made them based on INT, in Sin of Mana they are based on AGL; they probably thought that debuff + decent damage on a "main" stat was too much. Deja vu Try the NPC tab. Priority for mobs is their level (+128 because the $80 bit is used for something) As you may have guessed by now, vanilla enemy levels are very stair-ish. Going from 4 to 6 doesn't do much since the stat cap it is based on is the same. But going from 6 to 7 is a massive leap. That makes the whole thing even better.
  3. Road to 2.0

    He has his final weapon for exactly that effect.
  4. Hmsong's non-SoM patches

    No I meant INT for all spell damage (primary elemental spells, light, dark and summons), PIE for Heal Light and all magic defense. Though I'd leave Jutsus as they are. Same answer as for the werwolf bonus. There's a tool called map jester, it lets you edit boss levels if that helps. Though you'll need to make a patch that fixes an issue with it; every time I save with that tool it screws some 80 bits up which are responsible for lampflower forest flower color at night (the hint for the labyrinth) and the autumn/destruction theme of the mana holy land at the end. backup current ROM make a change, save undo that change, save again create IPS patch that uses the new file as "unchanged" and the backup from 1. as "changed"
  5. Hmsong's non-SoM patches

    She has 1 INT less than PIE. And Angela already has to deal with the same split because light spells are PIE based. 30 is STR. Every boss aside from Heath and Koren uses Lise's stat base so there is no boss that would have sudden absurd AGL or anything. In fact STR is her highest stat - that is probably the reason boss unique spells are based on STR, they've already used the max multiplier of 15 and that wasn't enough with her other stats. On the downside that makes those spells be subject to the higher p.def so that doesn't even help as much as it could.
  6. Hmsong's non-SoM patches

    SPI wouldn't help much, that is 4 damage less taken per point. M.def in general is a rather weak stat, imo. Spells are rarely thrown at you (boss-only spells are mostly physical even), the best you can get is 8 damage reduction per point (physical goes up to 15), and then half of them are INT other PIE based defense. For a rebalance it might make more sense to make all spell damage INT based and unify the m.def to PIE or something like that, so you are not getting nothing out of your displayed m.def 90% of the time.
  7. Hmsong's non-SoM patches

    Uh, sure, that logic is somewhere in the compressed region, so have fun with that >.> I for my part am happy I'm done with that area.
  8. Hmsong's non-SoM patches

    I don't think this would be an improvement. Considering the lack of mobility in vanilla it would be hard to get out of range. And the game has some issues with registering hits sometimes especially at the outer parts of your attack hitbox. There's a whole range where it first thinks the hit would succeed and then at the end doesn't. I mean with those cases it would be more consistent if the TP is used up the moment you press the tech button but... still feels like stealing.
  9. Hmsong's non-SoM patches

    I don't know the exact levels but bosses are either the same level as the mobs in their dungeon or at most 1 level higher. So that range should be around L4 to 12. Lv1 tech: Any specific edit there would be a mess. You have the x1.5 multiplier which imo should stay because that is the point of the Lv1 tech. Then you have the power up buff, kinda needed to make regular attacks not suck. Saber element? if I remember right it uses the same function as spell element so changing that would also nerf spell casting. You could remove/nerf the day bonus but that affects spell damage as well. Your best bet would probably be moving the defense subtraction to the start when (power up modified) attack is loaded but that changes basically the whole game.
  10. Hmsong's non-SoM patches

    The picture offers a different opinion. I got 2 reviews on the bugfix patch and that is one of the few things they didn't complain about, how come?
  11. Hmsong's non-SoM patches

    Correct, I'm referring to the actual ingame value. You'll have to search for it in RAM since hero data can actually move around. That would only make the game more frustrating.
  12. Hmsong's non-SoM patches

    This becomes especially true when you consider that L3 techs are twice as expensive but with saber get even with L1 techs at best and most bosses and several mobs answer L3 techs or spells with extra attacks of their own.
  13. Hmsong's non-SoM patches

    Because melee damage is stupid OP, especially with "fixed" crits. 240 attack in endgame vs 220 defense? 20 damage normal. 80 damage crit (with the nerfed "25%" increase) 140 damage L1 tech 380 damage L3 tech with power up (33% increase version): 100 damage normal 180 damage crit 260 damage L1 tech 580 damage L3 tech with power up AND saber vs weakness: 260 damage normal 380 damage crit 500 damage L1 tech 580 damage L3 tech (L2/3 techs in vanilla have no logic for elements) PER HIT, that was Hawk btw. There probably is. I have no documentation on where it happens in vanilla. But with what you should've learned about logs recently you should be able to find it. Put a write breakpoint on Kevin's attack power value, activate the CPU logging and then have him transform until the breakpoint snaps. I recall that it was in the compressed section so prepare to sift through a couple thousand lines.
  14. Hmsong's non-SoM patches

    Nah, I've done both. Crits give only +25% atk before defense (which can still mean some crits deal x4 regular damage later) AND all melee damage is halved after defense.
  15. Hmsong's non-SoM patches

    I wrote the answer to your question in the part you even quoted... I did indeed half all melee damage; regular, Lv1 and crits. So sounds like it is working as intended.
  16. Hmsong's non-SoM patches

    Most enemies follow Lise's stats, 20+ uses her light class, and 40+ her light-light class. I think the only 2 exceptions were Koren who clones Angela and Heath for Charlie.
  17. Hmsong's non-SoM patches

    so? Dervish still learns the list from 11C0B0, that has not changed. The ONLY thing changed is what is displayed in that menu, absolutely nothing else.
  18. Hmsong's non-SoM patches

    no it doesn't
  19. Hmsong's non-SoM patches

    It was always suspected that Deathhand should've been D/D instead of Dervish and the Remake thought the same.
  20. Road to 2.0

    As much trouble as I have with keeping the game together as it is I'd rather not deal with massive changes like that.
  21. Road to 2.0

    That would not only be a ton of work, the result would also be grindy as hell. You have the same amount of content but need to level twice as many characters - party is limited to 3 characters so you'd need to take your B-team through everything you already did and especially make up for the exp lost from not facing the bosses. Even if that was possible, one playthrough would be 70% extra grind and over twice as long as one playthrough now. And that ignores the plotpoint of how the fairy has to choose one idiot to survive.
  22. Road to 2.0

    Only the regeneration ring (cursed) so far. Since learning a spell should be a big(ger) deal now any item that teaches a spell would have to be cursed anyway. And imo no spell is as big a change as healing. More or less. For 2.0 I wanted to cut down a bit on mechanics that are "just there". Like you technically have a limit of 12 learnable spells but also 12 spell slots max, neither of which really matter in the game; as long as learnable <= spell slots one of those values is meaningless. Same with stat requirements for spell learning, yes it is there but in the end it doesn't really encourage a choice for the player, like most of Angela's spell require INT to learn, a stat she'd want anyway, so the learning "just happens". Does this change lead to more viable variants of the same class? Maybe, maybe not. Some spells are simply less valueable so it is very possible that for some classes there is an obvious "best". Same with the cursed attribute, it is present on one ring and that's it. That concept gets a little rework and a few more items that use, plus a potential Lv60 bonus that profits from the number of equipped cursed items.
  23. Road to 2.0

    No, Monk only gets Power Up if you beat the desert area before doing the class change. So if at all it matters for one area (desert -> snowfield -> class change). Not happening. There are already WAY too many buffs. Especially since everything stacks multiplicatively. So mind up? Considering a potential auto-buff armor is still on the table - nope.
  24. Road to 2.0

    Not sure, it'd kinda ruin Bashkar's uniqueness. That would change not too much. Fireball is INT which is better on a Lv2/3 tech guy, breath AGL for L1 tech. Don't care either way. He's already Mind Down, Aura Wave, Power Up, Life Booster, Protect Down and Counter Magic which is a lot options for support. Mind Down + Counter Magic is already maxed magic defense. I don't think he needs more. Apart from not having a non-crashing spell animation - nope, he already has more support option than I feel he should have.
  25. Road to 2.0

    I don't want Lunatic on GH since he already has Life Booster. And Holy Ball would make him too similar to Paladin. He's a martial artist, OF COURSE he needs a proper breathing technique. Kevin learns Flame Saber. I'm not ok with him getting such a good caster combo (L2 spell based on AGL which helps him in melee AND same element saber). For D. Breath you need Anti-Magic way more often and it runs on PIE after you have invested about 10 LUCK, 1/6 th of your total stat gain, just to unlock this one spell.