praetarius5018

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Posts posted by praetarius5018


  1. 14 hours ago, verninater said:

    Thanks..honestly that's a tough question..maybe a weak set of ability that only have a list of each element icon and let you replace a slot worth of them and do nothing else(since most spell/ability lists are missing like 2-3 elements)

     for just adding a field icon but doing nothing else you already have !item, just "use" any weapon and you achieve that already.

    12 hours ago, verninater said:

    Also true single job madness is really hard...I don't know how I'll even get past siren rank 1 with this job comp let alone beat the game

    single job is only intended for "normal" difficulty (3-4 with basic rules). without expert a higher diff is maybe possible if you allow yourself to level grind but expert is unlikely thanks to enemy level rubberbanding. I doubt that the double stat gains for job levels 6+ are even close to enough to compensate for just lacking critical abilities.


  2. 6 hours ago, borker223 said:

    Black Mage seems stupid good. It's dealing way more damage than basically anything else, partly thanks to the comparitively large amount of elements it has access to early game. The only other job I've seen come close is a Monk's Blitz moves, and some of those are only single target. Physical jobs just aren't keeping up and its fragility is mostly solved by 4th position + backrow, and will likely become less of an issue as I level classes with Vit/HP levels.

    As usual when this comes up, how big is the difference? Magic doesn't get crits but I try to compensate that by adjusting the damage by an theoretical average (crit rate x dmg%). Weapons are affected by their element, physical skills take the equipped weapon's element, do you match them to the target's weakness the same you choose fire/ice/bolt? On aoe skills, magic deals less per target, physical aoes have a fixed multiplier, against how many targets are you comparing?

    6 hours ago, borker223 said:

    It's been a while since I've played vanilla FF5, but was stealing always this hard? Even as a Thief it felt like my steal attempts failed more than half the time. Pillage is a bit busted though, it feels like I've gotten several thousand gold more in equipment than I 'should' have the last couple dungeons.

    Vanilla steal chance was 40%, 80% with the thief gloves. Here it is.
    40 base
    +(agl-24) if agl > 24
    cap at 90 if above, then:
    +10 if thief job
    +10 if thief gloves equipped

    Not sure what else I should've done with Pillage, it was mostly meant for the "unique" things certain bosses carry. If it was only a 50% chance for 2x items that would just be a disgusting reset-fest for those items that are already rare steals...

    6 hours ago, borker223 said:

    Even with all that gold, I'm finding it hard to get Bombs for Tinker abilities. New equipment and magic still takes up most of my income and unloke most other items it seems like I've barely found any from chests/enemies. Tinker is still fine as a class because it has X-Item which has been a godsend but I'd like to play around with its abilities a bit more.

    I intend the gold management to be similar to the limitation of job levels. You can't get all class level in one playthrough, in the same vein you should make an informed choice of how to use gold, does your current playthrough need bombs, can you get by without them? Bombs primarily are meant as a crutch to make the 6 bomb boss possible for every single party comb in single job mode, everything beyond that is a bonus. Admittedly, if you can get a lot of bombs early in W1 they are a minor game breaker.

    6 hours ago, borker223 said:

    Also, idk if it's what you intended but I've been using the basic Skills a lot even now just because of Aid. Essentially giving one character's turn to another is amazing in a lot of situations, if only to maximize the damage my main attacker(s) are putting out.

    Same as bomb, it gives me a baseline of guaranteed abilities every party composition has (especially for single job mode). I know that you always have a heal spell, a magic attack, an accuracy buff, the option to see weaknesses/stats and a way to manipulate MP. That means I have to hold back less when designing bosses. For regular play, the specialized job skills should take center stage.

    6 hours ago, borker223 said:

    Most random encounters so far seem pretty tame. I haven't had many 'oh ****' moments from them, and the way this gane works means that they're not draining my resources in any meaningful way. They mostly go down in a few aoe attacks, or occasionally a Masscast-boosted status spell.

    We have 40+ bosses, randoms don't need to be impactful, I just see them as "resources" in this hack, be it gold, items, blue spells, beastmaster ammo, etc. That's why you can just switch them off.

    Focus is simply on bosses on multiple playthroughs. If random fights were actual show stoppers, most people would probably lose interest before even reaching W3.

    6 hours ago, borker223 said:

    Boss fights have been great though. Siren especially was incredibly intense, since I was using a Sage Stone Vampire to learn the Oath attack so I couldn't use any of the aoe healing options I had at the moment. I basically had to cast Skeleton intermittantly to ensure that physical attacks didn't wreck me, and then blast away as quickly as possible before she overwhelmed me with damage. It was a really engaging fight that got my brain muscles really moving, although I have no idea how I'd have done it on difficulty 1 lmao.

    That reward was meant for NG+ but gg!

    My proudest memory of VD was when one player was stuck on Shiva difficulty 1 and we sat down with 2 or 3 other players and everyone found a unique way to beat her from that player's savefile. No grinding, just switching around a few items and skills. :D

    6 hours ago, borker223 said:

    So yeah, this hack has been great so far, and I look forward to playing more of it. I'll probably post a more as I get further into the game. Thanks for taking the time to make this!

    Do that but don't hold your breath for another mod update from my side anytime soon; life's been busy.


  3. On 24.1.2022 at 4:06 AM, rpschamp said:

    For Lise, I will probably go for her AGI capstone as it seems more useful than the VIT one in the longterm: -15 attack should become less useful at higher levels as hit points and attack values increase

    at its core the damage formula is (atk-def) times all the multipliers.
    endgame mobs should have about 400-450 atk, you around 300 def depending on vit and armor class.
    so worst case the -15 is 10% less damage taken (450-300=150 => 435-300=135).
    pair it with evil shaman's weapon and it becomes a bigger share.

    but tbh VIT is kind of a main stat on everyone so it got a "lesser" bonus from me; I tried to give the off stats better capstones to make the trade offs more worth it.

    On 24.1.2022 at 4:06 AM, rpschamp said:

    This strategy is also great for Lugar - counters seem to slow him down and really help keep his damage in check. I have no idea what his listed weakness - "special magic" - means, non-elemental magic perhaps?

    anti-magic, poison; the stuff you'd usually rarely use in vanilla SD3


  4. 45 minutes ago, rpschamp said:

    it's good to see that you are still finding ways to break the game :-)

    and make me cry :(

    44 minutes ago, rpschamp said:

    Also, I'm interested in the Death Resist ring for my Deathless run. I'm confused by the item description in the Excel file: "Death Spell immunity for wearer; party gets resistance to Death Spell". What is the difference between Death Spell immunity and resistance, and is this different from the normal "Resist Death" (e.g. that you get with Undead armor)?

    immunity = 0 damage
    resistance = it deals damage like a normal spell instead of 999


  5. 3 hours ago, booman77 said:

    With Sap Mark, the spreadsheet mentions give/take 20% less damage, does that mean the target but takes less and does more damage? Or is it that enemies would do less if targeted and party members would take less if targeted?

    Imagine that a monster would normally do 1000 damage to you and you 2000 to them with a given attack.
    If you cast Sap Mark on that monster it now does only 800 damage and takes 1600.
    Same if instead you had cast the mark on your character.
    If you have it active on both the damage becomes 640 and 1280.

    3 hours ago, booman77 said:

    Also, Yin-Yang seems strong, but the spreadsheet descriptions don't quite accurately inform me of how the power varies. It just says it varies. Do the damaging spells do more if i lean towards one side? Do i need to interchange them to keep balance to do more damage? How exactly does that work?

    Each player has their own yin-yang balance which at the start of the battle is neutral (+0).
    For each target that a yin spell hits it gives a +1, each target of a yang spell is -1, at most +/-10.
    Yang/paradox multiplies it by -1.
    Yin spells get weaker the higher this value is; at +0 they have 100%, at -10 135%, at +10 15%.
    Opposite for yang. So yes, alternate them.

    You could also tank your score by doing an aoe yin spell first and then enjoy multiple turns of strengthened single target yang spells.

    3 hours ago, booman77 said:

    Freedom says it gives resistance to Stop, would that work if the target is stopped already?

    No, it gives the same resistance as if the correct status resist relic was equipped, so it only lowers the stop status build-up.

    3 hours ago, booman77 said:

    And lastly, does M-Cannon just not work on heavy targets? I was a bit curious to know what "Auto-breaks" meant exactly.

    Normally M-Cannon "empties" a field icon per target on use, e.g. 5x fire becomes 4x fire + 1x empty.
    Or if all 5 are already empty 1 icon instead becomes a broken icon.
    However if the target is heavy instead of empty the icon becomes immediatly broken, so 5x fire would become 4x fire + 1x broken.

    Empty icons get just moved along like all other icons and can be refilled eventually.
    Broken icons are unmovable and stay until the end of battle.
    Both of those oppose all elements, same way a light icon reduces fire damage.
    However broken icons additionally hurt the power of your heal spells.

    Those broken icons can be good or bad depending on how active you manage the icons; e.g. if you rely on summons this is very bad since those get a much stronger effect from matching icons.
    If you tend to lose control of what goes on with the icons you can produce 2 broken icons and then not worry about bosses producing detrimental field combos.


  6. On 22.12.2021 at 1:30 AM, Hordequester said:

    I know this is old but I just ran into this fight doing a fresh expert run. There is only one poison relic in a chest up to that point. There's no heal and no relics. At this point, it's just pure grind and pray she dies first. Unless you curse yourself and sage or force someone to do monk mantra. Kinda defeats the purpose of the mod a bit though... Shrug. Pretty sure it's not possible without one of those short of 8hrs of grinding.

    To resist poison you can use either poison or fire relics.

    Sage stone can be unequipped; the penalty only triggers if you have an "illegal" state right now - if you unlock the job proper or just switch job back before you learn anything from it you are good to go.


  7. I think the main problem is more the limited range I can work with (0-100 scale) while also needing +luck investment to be worth it without crits being non-existant at lv1.

    Maybe we should try something like changing the
    crit rate out of 100 to
    crit rate out of (70+3x target luck)
    so if you have 90% chance there now it'd drop to 90/(70+3x25) = 62%