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Everything posted by praetarius5018

  1. Current Version: v1.042, 2017/11/04 Sister thread (probably down forever) Major features: Equipment offers various bonuses instead of a simple attack and defense progression Rebalanced classes, stats and spells, almost everything is usable now Modified formulas that keep even high level techs useful Expanded inbattle options with running, regular strong attacks and counter techs Passive MP regeneration with high cost spells: be smart with your magic Extensive boss AI changes Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires Increased inventory capacity to 20 per item type instead of 9 Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud" Roadmap until v1.0 Potential ideas towards v2.0
  2. Is intentional. Probably not the only thing I forgot to add somewhere. Yeah, that can only go well. NG+ strengthens enemies quite a bit; the creeps at the beginning are roughly on par stat wise with endgame enemies.
  3. The main ideas were to make the battles more dynamic and give each character more, well, character. As a result of that every character has now access to an individualized job list of 21 out of total 31 jobs (freelancer is NOT available) while each job level now has a permanent impact on a character's stats. For example klutz Bartz can not be a chemist and Lenna hasn't in her to go Berserker. More dynamic battles are achieved via !Brave, !Def and field elements. Move a future turn to now with !Brave or take two turns at a later point with !Def while modifying the field elements to your liking with each skill or ability used. Changed field elements affect damage, healing and status effect chance. major features: all party members can be renamed at any time difficulty can be adjusted via in-game menu elements play a larger role extending to every item, ability, status effect and monster rebalance of equipment, spells, abilities and enemies instead of helm, armor and relic you can now equip 3 relics relics add a mix of resistances, weaknesses and power bonuses to same-element attacks spells scale with weapon power keeping them relevant until the end spell lists have been altered, e.g. Fire1/2/3 was reduced to just Fire and there are now new spells replacing the missing spells items are not consumed but introduce a cooldown on !Item, !Mix, !Drink and !Throw auto-heal some HP after battle victory (trade-off for disabled potions) ATB does not proceed until the currently active actor is finished with their turn, but then moves instantly to the next event saving is always enabled most importantly - a New Game Plus mode!
  4. If you need the class change items you can just buy them in the mid-desert town.
  5. in that comparison the light attacks would be more like wildly swinging around; more likely to miss than to hit but may also catch the opponent off guard (crit) strong attacks have 2 ups and 2 downs: +more damage +more accuracy -longer cooldown -less crits
  6. strong attack has more base damage and less variance: less chance to get misses less chance to get crits
  7. I'd rather base it on the target. Something with high evade like Ninjas? Strong attack. Something that is about to become unhittable (FMH, Gorva, Fiegmund)? Give it one strong attack when the longer cooldown doesn't matter. Otherwise you're likely better off to use quick attacks.
  8. 1) overlevelling/compensating with Red Moon Horns [won't work too well against endgame bosses, final bosses are flat out too high for this] 2) undead armor you can buy on ghost ship, but then you'll have a problem with healing 3) Wishbone you'll be able to buy soon after 4) killing him before he uses it - kinda goes hand in hand with 1
  9. yeah, originally - way back when - I just wanted to make one shield with aggro effect; the status resist or def is just the icing on the cake
  10. in the shop offers, there I can only check for one of the other. if they can equip it is a different check and there it is no problem
  11. I've no intention of changing the effects of shields at this point. Duran will keep his 9 shields, only 3 on which will also be usable by Lise. I'd say the ones that protect against poison, silence and chibikko since those are mostly on enemy melee attacks. I think I'll indeed go with the ST buffs on Vanadise then and Lise in general gets shields. Otherwise she can do literally everything half-decently or better; buffs, heal, spell damage (elemental with class weapon), physical damage and tanking. She's a single rare drop (Shadow Zero Eye) away from being a one woman party. So we've basically three character groups now: physical damage dealer: Hawk and Kevin magic nuker: Angela and Charlie tanks: Duran and Lise I think I can live with that.
  12. Vanadise with shield would simply be Lord in better, and I can't do a class requirement of "any except LL". I can only do: any, any light, any dark, LL, LD, DL, DD - exactly what you would expect from the vanilla weapon/armor distribution. I think I'll go with 3 status protection shields otherwise Lise would get access to a def shield before Duran - which would be weird given that it is his gimmick originally.
  13. hmm... I could maybe fit 3 shields in there without removing them from Duran. In that case 3 shields (to be decided which) would be available in Byzel if you have Lise in your party. The loadout in Forcena would still require Duran. So if I go with that which 3 shields would you want on Lise? Dark classes only, light classes are good enough with MT buffs and potentially heals. So you might have to grab them via backtracking after Tzenker or after the island expedition.
  14. sudden is meant for support spells, see skill sheet, the affected ones are listed there Lise is meant as a jack-of-most-trades; you can dump her into most teams and she'll easily fill holes in your skill set but she'll never excel.
  15. I honestly didn't look into that but I prefer it hitting once total over 2 hits for half damage where you are likely to miss the second hit because of knockback. Hawk and Kevin are already dominating enough, no need to nerf others more. And if it was 2 hits for full damage - that would be almost vanilla Kevin levels of broken.
  16. 1) yes, though if even 1 HP remains you get nothing and the enemy is replaced with a full-HP chibikko of the same level (or higher if you wear +monster level items) 2) yes, it should be -75%
  17. Jewel Eater's design was meant to scare player away from being purely defensive; at the time I edited him the most common play style was "just max VIT/defense". Tzenker was designed with getting 1 level after class change in mind as basically everyone learns something useful for the fight. You know, use the shiny new feature you just got. Duran: heal light or diamond saber Kevin: heal light or ... well, it is still Kevin Hawk: arrows or shuriken (both physical damage, one of Tzenker's weaknesses, the other being earth) Angela: she should already have diamond missile or even learn earthquake Charlie: heal light and/or holy ball, isn't too bad Lise: def up or speed down Otherwise the disparity of bosses is easily explained: I've no good guideline what the player really has at any point past Tzenker. the most I can expect the player to really, really have after Tzenker is Lv2 techs, everything else is optional. So I tried to hold a bit back in the early game and for the godbeasts I just said "screw it"; you should have enough money and potentially monster drops to have now access to mostly everything; so yes, hard required defense buffs and attack debuff as the bare minimum. Honestly, hard wasn't meant for a new player. Far from it. Gildervine though, was just a casulty, him and I have... history >.> so I just used him to feed the player exp so that you really have 50 around the time godbeasts arrive and therefor have access to all your spells.
  18. For that fight I mostly wanted it to be a "mirror boss" fight for dark Hawk. In vanilla he'll be just a thief (no class change) up against ninja masters (2 class changes up). Here it can be fresh ninja against 2 experienced ninjas. You may notice that Bill/Ben can no longer use fire or water jutsu at that point, which you can't have here either. The only thing Hawk shouldn't be able to do what they can is shadow dive - and that is just a technical limitation; there's no other lv2/3 tech that works for that enemy type. Apart from that, the options are identical: single target thunder/earth jutsu, shuriken double attack triple attack ~ Hawk's L1 tech running and cornering Honestly, you always profit from having a human partner, the AI is just bad, especially against "small" enemies (anything player sized).
  19. thanks for doing my job
  20. Dark Charlie has 2 exceptions as well, otherwise you indeed have 2 casters that can't do anything until the midway point of the game. Especially Angela could qualify for her lv2 spells before having had a chance to get the lv1 counterparts (fireball -> explosion).
  21. no, all there in the manual: ===Spells=== Learning spells requires both sufficient attributes (listed in the classes.txt) and the relevant spirits for the elements. (skills.xls)
  22. Do you have numbers for me how different the damage between the 3 was? The problem with boosting phys offense gear is just how much it can escalate between if you stack "nothing" and "everything". Magic has just magic up, m.def down, saber, maybe speed up for cast time, can hit one weakness. Physical... power up, def down, speed up, speed down, saber, energy ball, aura wave, analyze, weapon "strength",... I'm probably forgetting something. Can potentially hit 2 weaknesses, but also be resisted on the physical side and then needs anti-magic... And most of these are multiplicative with each other. The problem is, most parties will have about half of that? And that is not even getting into how simple magic gear selection is (just magic up) versus physical gear (atk up, crit up, tech up, ...)
  23. 1) Only when your HP drops to 0. Petrify only counts as "death" for the sake of triggering game over. 2) No. 3) Traps from treasure chests also add death penalty on higher difficulties (tough, starting at Lv36). This will ofc. also affect the "death" related items.