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Everything posted by praetarius5018

  1. Party Suggestions 2.0

    Since 2.0 makes most of pre-2.0 party plans invalid or at least incomplete/misleading, lets start over with a new one here. So my suggestion as a start: Lise Vanadise with INT capstone (equip any weapon), take weapon from Evil Shaman (nerf all enemies) skip Power Up and Thunder Saber = 3 buffs & heal light; need to get Mind Up asap or the slot might be blocked since the previous spell is only an upgrade auto-buff armor Charlie Evil Shaman with LUK capstone (team uses less MP), also take the class weapon skip protect up and transshape most importantly learn demon breath asap then anti-magic Kevin Dervish with VIT capstone (draw aggro) skip Anti-Magic (shaman has that) and Half Vanish, so has the 3 missing debuffs, energy ball, analyse and moon saber go for auto-debuff set bonus enjoy your crippled enemy team - all buffs on auto, all debuffs except mind down on auto, 2x all stat downs beyond that. for proper mind down you have shaman with demon breath.
  2. Seiken Densetsu 3 Sin of Mana - Discussion

    eh, you didn't miss much, just a dozen bugs or so; still about 3 known left... just another day with SD3 >.>
  3. Current Version: v2.021, 2020/12/31 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
  4. 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 most importantly - a New Game Plus mode!
  5. Final Fantasy V: Void Divergence - Discussion

    Vampire is difficult them being undead and all. I assume you already use Skeleton to have a "mini golem" guard. I'd try some of these: TimeMage for HP regen and their usual CC Lord with Insurance to endure death and healing via Judge (expensive early on) Magus for LifeMark after 480 kills (apply on monster, kill it, get healed) RedMage with Depower to reduce both STR&MAG BlueMage BigGuard and Whitewind would cover most problems but comes super late Chemist with GiantMix and Protect for HP+50%, armor and shell Crusader with Shout (mag down) and Growth (HP up)
  6. Seiken Densetsu 3 Sin of Mana - Discussion

    on map transition (or what the game counts as those) all buffs that are marked as auto-buff are applied to all party members. doesn't matter if the buffs are (one), (one/all) or (self).
  7. Seiken Densetsu 3 Sin of Mana - Discussion

    as farwell to 2020: v2.021 missing now generates 1 TP if the equipped weapon can generate TP by itself pressure now affects enemies' revenge healing decreased revenge threshold for Bill/Ben and Fiegmund nerfed Landumber's gimmick damage increase fixed damage table for hard melee damage from monster being 2x tough damage instead of 2x normal damage fixed bug that allowed some bosses to profit from your auto-buffs fixed the yellow damage heal weapon not working fixed the HP up shield bonus not being applied excluded MP up from auto-buff compatible effect list fixed spell learning of Evil Shaman reduced Dolan's frequency of casting his instantkill combo reduced Mispolm's magic damage by 25%
  8. Party Suggestions 2.0

    Or you could check the README:
  9. Seiken Densetsu 3 Sin of Mana - Discussion

    yes, that is what it should be but it isn't, good old off by 1 errors
  10. Seiken Densetsu 3 Sin of Mana - Discussion

    d.breath was set as 3 (0x03) not 19 (0x13)... you can learn anti-magic without lunatic. ...and both check for pie not luck...
  11. Seiken Densetsu 3 Sin of Mana - Discussion

    If you have 20+ luck and anything dies the game goes and looks what your class's max luck is and just gives you that as luck stat. Which means 1-2 free stat points on Hawk and otherwise only affects cheater. If you have e.g. fire saber you'd expect that you deal more damage on fire day. The bug was that you take more damage. On spells it works correctly; if you inflict fire damage on fire day you get a damage increase. They now take your saber into consideration.
  12. Seiken Densetsu 3 Sin of Mana - Discussion

    This is not an arguement; WE call it that, the game doesn't. I already said I won't remove it. This would just add the hassle of having to take stuff out of storage every 1-2 battles. Also it'd get us back to the pay to win level of items; just think how many different damage items you can carry, even if it was only 4 each it is enough to beat bosses before they can do anything, not fun.
  13. Party Suggestions 2.0

    You could take Swordmaster with AGL capstone, skip Moon Saber and Fire Saber, meaning 20 AGL at Lv60 and every other stat 19 or below Lv38 -> 60 gives 22 points you start with 18/16/17/14/13/13 to 19/20/19/19/19/19 requires 24 points, workable.
  14. Seiken Densetsu 3 Sin of Mana - Discussion

    did you hear a ding sound as if the enemy was guarding? also you make it sound like I need to buff B/B. did you try the heavy/slow attack with increased accuracy? if you've got ideas how we can tweak it to be more workable we can discuss this. but dropping it is at this point right out.
  15. Hmsong's non-SoM patches

    I wanna say in some flashbacks with the queen of altena and/or duran's dad?
  16. Seiken Densetsu 3 Sin of Mana - Discussion

    I'm not into playing guessing games; if you want to say something do so. As you said yourself the tools to deal with that exist.
  17. Seiken Densetsu 3 Sin of Mana - Discussion

    I presented it far in advance and got basically nothing except complaints that I take away their OP toys. 2x Chibi Hammer and no status matters. 20 each candies, chocolates, honey, poto oils, various seeds - how much instant healing do you need? I have to draw the line somewhere. For healing you have a lot of alternatives: -Heal Light, Regeneration -HP regen via ring or Regeneration spell -Bishop's weapon -moon saber, hp steal ring/weapon -yellow heal weapon -the totally not bloodborne set bonus Also all that menuing slows the action down way too much, imo. Did I forget about moogle state? Well, yes. But I did work around mute at least >.> Wearer. Originally I wanted to keep draw aggro exclusive to shields but people felt it too restrictive since having a working tank is too important to them and only Duran or Lise can take that role. So you have now aggro on a high attack weapon that costs you a bit def; needed some form of drawback there. It counts for that. Cursed items can never be unequipped. Lv60 is only the last point where they can be equipped. Something about synergy with certain capstones or potential abuse if you only equip them to perfectly counter the final boss when half the drawbacks no longer matter.
  18. Party Suggestions 2.0

    nope, that is one of the few restrictions that still apply. other being that you shouldn't equip a helm in a ring slot.
  19. Lufia 2 - Age of the Sinistrals

    v10 put Droplet instead of Spark into Elcid spell shop reduced prices of skills in first few towns reduced HP of mobs in first 2.5 dungeons may or may not finally work on all emulators
  20. Major features: added around 70 new spells, including some physical-like techs that even Guy can learn learning new spells gives slight increases to stats modified base stats and growth of characters stat potions can no longer drop from enemies; those drop now fruits for capsule mosnter (CM) evolving added a true final boss fight with "Guard Daos" after Daos major overhaul of AI for final Sinistral fights Retry and Gift Mode are now always available Retry Mode is now Hard Mode, 2x exp/gold gain and enemies are stronger (less grind, more action) rings and rocks are now the same equip type and can occupy either of their two slots, e.g. you can wear 2 rings, 2 rocks or 1 each modified defense influence; starts with 1:1 until def = 50% raw damage then degenerates CM level is now tied to Maxim's exp/level modified CM attacks and AI slightly, e.g. Darbi can now even flee in class 5 and class 4 Flash is more likely to heal when injured class 4 and 5 CM are much less likely to use regular attacks CM can freely switch between all 5(!) classes once unlocked instead of being locked to class 1-4 OR 5 (S) Witch Ring now increases MP as advertised 25% of ATP bonuses from equipment get also added to INT 25% of DFP bonuses from equipment get also added to MGR note: NOT compatible with vanilla savegames!
  21. Seiken Densetsu 3 Sin of Mana - Discussion

    v2.006 fixed monster hate value not getting reset when getting the heal reduced strength of poison to 25% while below level 10 removed random 0..3 damage bonus on poison ticks reduced stats of pre-lv10 monster nerfed Full Metal Hagger AI again Bubble Breath now inflicts MP Down instead of Poison
  22. Seiken Densetsu 3 Sin of Mana - Discussion

    a typical SD3 day. while testing it reset the rage value after popping the heal, now it just keeps it maxed out and drops a heal each hit... or at least until you cancel that with a counter hit. "love" this game -.-
  23. Seiken Densetsu 3 Sin of Mana - Discussion

    so to sum up the changelog for 2.0: tl;dw
  24. Hmsong's non-SoM patches

    eh, that is just an optional fight. I've planted black rabite proper on the required path.
  25. Hmsong's non-SoM patches

    what BR patch?