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Posts posted by praetarius5018

  1. On 30.11.2018 at 1:46 AM, Magpie said:

    !Brave -> It's great to borrow a turn now, but it's usually one of the first skill slots to go because it's more preferable to !Def and potentially get more than one extra turn eventually. It also kinda burns when the enemy gets to act between your !Brave-d turns (Byblos was a particular repeat offender).

    Since the Byblos thing trips people up again and again, here now again as an "official" explanation:
    Byblos counters 100% of the attacks against him.
    Other bosses may do that too, but Byblos is imo the biggest offender with countering.


    Also, since I've come to the conclusion that Monk is the 100% worst, most useless job (can only heal itself a bit and deal water damage, and that not even very well):
    !Kick evolves to !Blitz



  2. 47 minutes ago, Valenhil said:

    Duran's shield aggro mechanic has huuuuuge strategic value and completely changed some fights, like Bill&Ben. I'd recommend also giving Lise access to them so the effect is less exclusive.

    That's honestly something I wanted to do - specifically for dark Lise; but it isn't possible with how shops work.
    They are limited to 12 items at once; if the game loads 13+ slots it'll glitch around a lot.
    Any item can only have one condition.
    So "have Duran and/or Lise in the party" is not possible to set.

    If you have any idea how I should set shops up for that, we may talk.

    52 minutes ago, Valenhil said:

    A lot of gear available in the first part seem to only be useful for the latter half, like the elemental and status resistances (The only status resistance that sees use is Petrify because of Gorva, really). Maybe switch them with some crucial build gear that is only available in the second half, like cast time reduction and crit bonuses

    I wanted to have my basics covered, second half items are supposed to be heavily specialized stuff.
    This way I have less to worry about when I throw everything and the kitchen sink at you.

    54 minutes ago, Valenhil said:

    Speaking of Gorva, while not too hard per se, that fight does take an abnormal amount of time even with Angela casting. Melee only teams should be even worse, given its high evasion. I recommend giving it very low physical defense to properly reward hitting it when it's within range.


    57 minutes ago, Valenhil said:

    One mentioned Nightblade and Ninja Master's techs seem switched around, thematically speaking. Think I also said that once.

    I disagree, if only on the grounds that it is consistent with the enemies techs (B/B are ninjamaster and use shadowdive just like NM-Hawk, nightblades use split image slice like NB-Hawk)
    and in vanilla it works so that ninjamaster has his MT option in spells and nightblade his in the Lv3 tech while the other stuff is single target.

    1 hour ago, Valenhil said:

    I believe physical attacks could stand to be brought at least a little closer.

    and how would I do that?
    the big problem is how much more buffable physical is compared to spells.
    power up + def down is the same as mind up + m.def down
    but did you include sabers? only +10% for magic but +10% for physical and another potential +50% for weakness hits that didn't exist before
    energy ball?
    aura wave?

    also magic deals more high number but rarely occuring damage
    while physical is low to medium damage but all the time.
    how do you compare that?
    or is that just the same problem as with Duran's recovery? purely psychological

    45 minutes ago, Valenhil said:

    Bill&Ben round 2 died without splitting up

    You can perform the same in vanilla, for both B&B fights.
    The condition is HP below half but you can burn that down before the game is able to execute that action.


  3. Spoiler

    Yeah, Zable Fahr always inverted absorb effect but is not really undead.

    It also gets a few pseudo levels for the sake of using Death Spell so you can't negate it by overlevelling; your only chance against that is the ring with death protection.

    To clarify it before, the one head's fire breathing attack is not fire damage but dark as well.
    And the middle head has one more somewhat subtle gimmick.



  4. Spoiler

    I think all of his moves either ignore defense or target just magic defense, so you could gear up on that; do you have fire resistance?

    Heat Beam deals fraction damage but gets a bonus if the target is level wise above him.

    Lava Wave is non-elemental and ignores defense. So only mind down helps.

    The stove does heal fully. Likewise does ANY absorption (e.g. firesaber on you).
    Also don't bother with removing fire absorption, he gets it back every time he targets himself.

    You're almost done with him when he casts PowerUp.

    It is really the best idea to tackle this boss early.



  5. Might be one of those "too long ago since you reloaded ingame" memory leak bugs?


    Landumber is formost just a tank.

    Physical resistant which needs to be dispelled via Anti-Magic.
    Actual weakness hidden behind absorb, also needs to be dispelled.
    Casts Def Up which in his case stacks and also gives damage increase.

    Iron Claw should be the most powerful move in the game.
    You'd need some VIT, heavy armor, power down and def up to survive it.

    He was only easy because you knew to use Anti-Magic; without he is probably unbeatable since he'll just outlast you.



  6. 12 hours ago, Red_Shine said:

    As for the dark class branches being wrong, I actually found proof today in a table contained here: 
    considering the format of the class index in the game's memory, it's pretty clear that Dervish is Dark-Light and Death Hand is Dark-Dark as I always suspected.

    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.


  7. 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.


  8. Spoiler

    The thing with Lv2/3 techs is you get set in a "ready to start the tech" state but the game has to wait until the game isn't too stressed out;
    like animations, regular attacks, anything that would appear as lag to us.
    What goes first when the game is able to resume is more or less random, so luck wasn't on your side there.
    Actually AI has the same problem.
    Hawk+Kevin (or sometimes one alone is enough) can effectively prevent boss AI from acting ever by abusing certain weapon cooldown skip bugs.

    Did Hawk get hit by an Arrow trap?



  9. Spoiler

    Set the AI partner (or at least one) to not using techs automatically, and then use them manually when you need them.

    The invincibility is the guard stance where he holds up his arms?
    He does that when he's taken too many "hits" (screen freezers counting for more), you could try to reset that build up by timing Lv1 techs after his attacks (counter) - or better follow the first advise and just have the AI partner hold back the techs until needed.

    No idea where the 500 damage comes from.
    What's your level compared to the mobs in the dungeon?



  10. Spoiler

    That's more of an easter egg.
    And I think you're the first to find or at least report finding it.

    Back then I tried to find a way to make status effects useable against bosses since at that time they were mostly only useful against the player.
    Turned out most boss AI doesn't handle status effects well.
    Ever tried poison against Lugar? He'll literally spam Lv3 techs without break.
    Fiegmund just ignores being put to sleep.
    Mute was useless on most bosses as well.
    and so on.



  11. 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.


  12. 1 hour ago, Nesouk said:

    So I have just defeated my first God Beast Mispolm but I got some question (gonna put on spoiler in case it reveals some intended mechanic for this boss) :

    Yes, all of that is intended.


    Post mana sword most bosses have at least one minor gimmick to them beyond being just a pile of stats. Though all of those are "solvable" with tools that every team composition has available.



  13. 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